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Dungeons & Dragons Player's Handbook

Table of Contents


Player's Handbook

Chapter 1

Welcome to Adventure

Cover

Introduction from Jeremy Crawford

This story began 50 years ago, and you're part of it. In the 1970s, Gary Gygax and Dave Arneson created a game of make-believe that fused rules with storytelling. There’d never been anything like it: a game in which each player made their own fantasy character and teamed up with their friends to go on quests. One person served as the narrator and referee—the Dungeon Master—and did everything they could to challenge and delight the other players. That game was, of course, the fi rst version of Dungeons & Dragons, and you’re now reading its latest version.

Over the decades, millions of people have played D&D, and scores of writers, game designers, and artists have made their mark on it through its various editions. When our team released the current edition in 2014, we were humbled by how many of you loved it. This revised ver- sion of it is a salute to all of you—those of you who’ve been playing D&D for years, those of you who’ve contributed to the game through your feedback, and those of you who are about to experience the joy of playing it for the first time.

As a teenager, I met both Gary and Dave. I even spent an entire day with Gary, and we did what all D&D fans do: share stories about our adventures in the D&D multiverse. I invite you to embark on such adventures anew. Share as much laughter as you can with your friends. Use only the rules that serve your fun, and always follow your group’s bliss. So many people have been enjoying the magic of D&D for half a century. Let’s keep it blazing for another 50 years!

Jeremy Crawford

Overview

Are you ready to embark on fantasy adventures with your friends? Dungeons & Dragons invites you to play imaginary adventurers who delve into dungeons and other perilous locations together, face fearsome foes such as dragons, and build friendships forged amid fantastical dangers.

Fueled by imagination and rules, D&D invites you to adopt a fantasy persona—a mighty Fighter, a cunning Rogue, a faithful Cleric, a magical Wizard, or something else—and then solve problems, fight monsters, and visit wondrous places.

There’s no winning and losing in D&D, at least not the way those terms are usually understood. Together you and friends create an exciting story of adventurers who confront perils. Sometimes an adventurer might come to a tragic end. Even so, the other adventurers can search for powerful magic to revive their fallen comrade, or the character’s player might create a new character to carry on. No matter what happens, if everyone has a good time and creates a memorable story, they all win.

What You Need

Here’s what you need to play D&D with one or more friends (a typical group has five people):

Dungeon Master. One person takes on the role of the Dungeon Master (DM), the game’s lead storyteller and referee. The DM creates adventures for the players’ characters, who navigate its hazards and decide which paths to explore. The DM also narrates what they experience and plays the friends and foes they meet along the way. Even though the DM challenges the adventurers, the DM always strives to delight the whole group.

Players. Each player creates an adventurer who teams up with the other players’ adventurers. Working together, the group might explore a dark dungeon, a ruined city, a haunted castle, a lost temple, a lava-filled mountain, or another location described by the DM. The adventurers also solve puzzles, talk with other characters, battle fantastic monsters, and discover magic items and other treasure—all while supporting each other's fun.

You also need these resources, either in physical form or on DnDBeyond.com:

Player's Handbook. This book is your essential reference for the game's rules, and it guides you through making an adventurer of your own.

Dungeon Master's and Monster Manual. The first of these books guides the DM through creating and running adventures, and the second holds hundreds of monsters to fill those adventures.

Learn by Watching

A great way to learn the basics of D&D is to watch people play it. The Internet offers videos of D&D play that show off the tremendous range of possibilities the game offers. As you watch, pay attention to the ways that some players help make the game fun for everyone in their group. The only audience you need to entertain when you're playing D&D is yourself and your group.

Dice. You need a set of polyhedral dice (shown in chapter 1). You can find dice like these in game stores and from online retailers. Dice-rolling apps are also available.

Character Sheet. To keep track of important information about your character, you need a character sheet, which can be as simple as a piece of paper you write notes on or as feature-rich as a digital record.

The DM might also find these accessories useful:

DM Screen. Many DMs like to use a screen to shield their notes and dice rolls from players. It's bad manners to peek over the screen!

Miniatures and Battle Grid. Some DMs use a battle grid and miniatures to run combat encounters, since they help everyone visualize the action. A battle grid can be anything marked out in 1-inch squares, from disposable sheets of paper to poster maps. And miniatures range from simple tokens to detailed figurines. Online maps and miniatures are also available, including on DnDBeyond.com.

Using This Book

Here's what you'll find in this book:

Chapter 1: Playing the Game. The first chapter explains the fundamentals of the game, with examples to help you understand how to play.

Chapter 2: Creating a Character. Chapter 2 walks you through the steps of character creation.

Chapter 3: Character Classes. Characters' capabilities are largely determined by class, such as Fighter or Wizard. Chapter 3 offers twelve classes to choose from, along with forty-eight subclasses.

Chapter 4: Character Origins. Background and species are key elements in defining a character's origin, which further shapes the character's abilities beyond the choice of class. Background and species options are presented in chapter 4.

Chapter 5: Feats. The feats in chapter 5 are special features that characters gain as part of their background and class.

Chapter 6: Equipment. Armor, weapons, and adventuring gear are found in chapter 6.

Chapter 7: Spells. This chapter contains descriptions of the spells that spellcasters can cast.

Appendix A: The Multiverse. Here you'll find an overview of the magical multiverse where D&D adventures take place.

Appendix B: Creature Stat Blocks. This appendix brims with game information for creatures that certain characters can befriend or transform into.

Appendix C: Rules Glossary. The game's main rules terminology is summarized in this appendix, making it an invaluable reference during play.

What's New in the 2024 Version?

This is the 2024 version of the fifth edition Player’s Handbook. If you’ve read the 2014 version, much of this book will feel familiar, since the fundamental rules of the game are the same. But the book contains many new or redesigned elements, and the versions of things in this book replace versions from older books. Here are highlights:

Streamlined Rules. The game’s rules have been streamlined and are now supported by a rules glossary.

Easier Character Creation. Using chapter 2, making a character is easier than ever before.

Enhanced Classes. In chapter 3, every class and subclass has been enhanced with new options. Reimagined Origins. Explored in chapter 4, a character’s origin is now defined by background and species, each of which has been redesigned.

Expanded Feats. In chapter 5, feats have been redesigned, with many feats added.

Upgraded Weapons, Tools, and Crafting. Mastery properties transform how weapon wielders use their weapons, and every character can enjoy new tool and crafting rules in chapter 6.

Dazzling Spells. Chapter 7 bursts with new spells and old ones that have been enhanced.

If you can’t find a rule, check the index. If a rule’s name has changed from what was printed in the 2014 Player’s Handbook, the index points you to the new name. For example, if you look up Inspiration in the index, it points you to the rules for Heroic Inspiration in the rules glossary.

Worlds of Adventure

The worlds of D&D glimmer with magic, monsters, and spectacular adventure. Launching from a foundation of medieval fantasy, these worlds soar with possibilities beyond those of our reality.

D&D worlds exist in a multiverse and are connected to one another and to other planes of existence. Some of the worlds have been published as official D&D settings, including the Greyhawk, Forgotten Realms, Dragonlance, Spelljammer, Planescape, Dark Sun, Eberron, and Ravenloft settings. Alongside these worlds are thousands more, created by generations of D&D players for their own games. Amid the richness of the multiverse, you might create a world of your own.

The worlds of the multiverse share characteristics, but each world is set apart by its own history and geography. Your DM might set a campaign on one of these worlds or on a world of their own invention. Because there is so much variety among D&D worlds, check with your DM about the world of your upcoming adventures.

D20 Tests

Overview

When the outcome of an action is uncertain, the game uses a d20 roll to determine success or failure. These rolls are called d20test{D20 Tests}, and they come in three kinds: ability checks, saving throws, and attack rolls. They follow these steps:

  1. Roll 1d20. You always want to roll high. If the roll has advantage or disadvantage, you roll two d20s, but you use the number from only one of them—the higher one if you have Advantage or the lower one if you have Disadvantage.
  2. 2: Add Modifiers. Add these modifiers to the number rolled on the d20: - The Relevant Ability Modifier. This chapter and the rules glossary explain which ability modifiers to use for various D20 Tests. - Your Proficiency Bonus If Relevant. Each creature has a Proficiency Bonus, a number added when making a D20 Test that uses something, such as a skill, in which the creature has proficiency. See Proficiency later in this chapter. - Circumstantial Bonuses and Penalties. A class feature, a spell, or another rule might give a bonus or penalty to the die roll.
  3. Compare the Total to a Target Number. If the total of the d20 and its modifiers equals or exceeds the target number, the D20 Test succeeds. Otherwise, it fails. The Dungeon Master determines target numbers and tells players whether their rolls are successful. The target number for an ability check or a saving throw is called a difficultyclass (DC). The target number for an attack roll is called an armorclass (AC), which appears on a character sheet or in a stat block.

Ability Checks

An ability check represents a creature using talent and training to try to overcome a challenge, such as forcing open a stuck door, picking a lock, entertaining a crowd, or deciphering a cipher. The DM and the rules often call for an ability check when a creature attempts something other than an attack that has a chance of meaningful failure. When the outcome is uncertain and narratively interesting, the dice determine the result.

Ability Modifier

An abilitycheck is named for the ability modifier it uses: a Strength check, an Intelligence check, and so on. Different ability checks are called for in different situations, depending on which ability is most relevant. See the Ability Check Examples table for examples of each check’s use.

Ability Make a Check To …
Strength Lift, push, pull, or break something
Dexterity Move nimbly, quickly, or quietly
Constitution Push your body beyond normal limits
Intelligence Reason or remember
Wisdom Notice things in the environment or in creatures’ behavior
Charisma Influence, entertain, or deceive

Proficiency Bonus

Add your Proficiency Bonus to an ability check when the DM determines that a skill or tool proficiency is relevant to the check and you have that proficiency. For example, if a rule refers to a Strength (Acrobatics or Athletics) check, you can add your Proficiency Bonus to the check if you have proficiency in the Acrobatics or Athletics skill. See Proficiency later in this chapter for more information about skill and tool proficiencies.

Inline Ability Checks

Ability checks in Foundry can be handled with a click. For example, here's an Acrobatics check with a DC of 10: 10 check.

If you have a Token selected you can click on the link to roll the check or you can send the check to chat by clicking on the   icon so everyone can roll for themselves.

Difficulty Class

The difficultyclass of an ability check represents the task’s difficulty. The more difficult the task, the higher its DC. The rules provide DCs for certain checks, but the DM ultimately sets them. The Typical Difficulty Classes table presents a range of possible DCs for ability checks.

Task Difficulty DC
Very easy 5
Easy 10
Medium 15
Hard 20
Very hard 25
Nearly impossible 30

Saving Throws

A savingthrow—also called a save—represents an attempt to evade or resist a threat, such as a fiery explosion, a blast of poisonous gas, or a spell trying to invade your mind. You don’t normally choose to make a save; you must make one because your character or a monster (if you’re the DM) is at risk. A save’s result is detailed in the effect that caused it.

If you don’t want to resist the effect, you can choose to fail the save without rolling.

Ability Modifier

Saving throws are named for the ability modifiers they use: a Constitution saving throw, a Wisdom saving throw, and so on. Different saving throws are used to resist different kinds of effects, as shown on the Saving Throw Examples table.

Ability Make a Save To …
Strength Physically resist direct force
Dexterity Dodge out of harm’s way
Constitution Endure a toxic hazard
Intelligence Recognize an illusion as fake
Wisdom Resist a mental assault
Charisma Assert your identity

Inline Saving Throws

Just like ability checks, saving throws in Foundry can be handled with a click. For example, here's a constitution saving throw with a DC of 10: DC ? Constitution saving throw.

If you have a Token selected you can click on the link to roll the save or you can send the check to chat by clicking on the   icon so everyone can roll for themselves.

Proficiency Bonus

You add your Proficiency Bonus to your saving throw if you have proficiency in that kind of save. See Proficiency later in this chapter.

Difficulty Class

The difficultyclass for a saving throw is determined by the effect that causes it or by the DM. For example, if a spell forces you to make a save, the DC is determined by the caster’s spellcasting ability and Proficiency Bonus. Monster abilities that call for saves specify the DC.

Attack Rolls

An attack roll determines whether an attack hits a target. An attack roll hits if the roll equals or exceeds the target’s armorclass. Attack rolls usually occur in battle, described in Combat later in this chapter, but the DM might also ask for an attack roll in other situations, such as an archery competition.

Ability Modifier

The attackrolls Abilities table shows which ability modifier to use for different types of attack rolls.

Ability Attack Type
Strength Melee attack with a weapon or an Unarmed Strike (see the rules glossary)
Dexterity Ranged attack with a weapon
Varies Spell attack (the ability used is determined by the spellcaster’s spellcasting feature, as explained in chapter 7)

Some features let you use different ability modifiers from those listed. For example, the Finesse property lets you use Strength or Dexterity with a weapon that has that property.

Proficiency Bonus

You add your Proficiency Bonus to your attack roll when you attack using a weapon you have proficiency with, as well as when you attack with a spell. See Proficiency later in this chapter for more information about weapon proficiencies.

Armor Class

A creature’s Armor Class represents how well the creature avoids being wounded in combat. The AC of a character is determined at character creation, whereas the AC of a monster appears in its stat block.

Calculating AC. All creatures start with the same base AC calculation:

Base AC = 10 + the creature’s Dexterity modifier

A creature’s AC can then be modified by armor, magic items, spells, and more.

Only One Base AC. Some spells and class features give characters a different way to calculate their AC. A character with multiple features that give different ways to calculate AC must choose which one to use; only one base calculation can be in effect for a creature.

Rolling 20 or 1

If you roll a 20 on the d20 (called a “natural 20”) for an attack roll, the attack hits regardless of any modifiers or the target’s AC. This is called a Critical Hits{Critical Hit} (see Combat later in this chapter).

If you roll a 1 on the d20 (a “natural 1”) for an attack roll, the attack misses regardless of any modifiers or the target’s AC.

Advantage/Disadvantage

Sometimes a D20 Test is modified by Advantage or Disadvantage. Advantage reflects the positive circumstances surrounding a d20 roll, while Disadvantage reflects negative circumstances.

You usually acquire Advantage or Disadvantage through the use of special abilities and actions. The DM can also decide that circumstances grant Advantage or impose Disadvantage.

Roll Two D20s

When a roll has either Advantage or Disadvantage, roll a second d20 when you make the roll. Use the higher of the two rolls if you have Advantage, and use the lower roll if you have Disadvantage. For example, if you have Disadvantage and roll an 18 and a 3, use the 3. If you instead have Advantage and roll those numbers, use the 18.

They Don’t Stack

If multiple situations affect a roll and they all grant Advantage on it, you still roll only two d20s. Similarly, if multiple situations impose Disadvantage on a roll, you roll only two d20s.

If circumstances cause a roll to have both Advantage and Disadvantage, the roll has neither of them, and you roll one d20. This is true even if multiple circumstances impose Disadvantage and only one grants Advantage or vice versa. In such a situation, you have neither Advantage nor Disadvantage.

Interactions with Rerolls

When you have Advantage or Disadvantage and something in the game lets you reroll or replace the d20, you can reroll or replace only one die, not both. You choose which one.

For example, if you have inspiration{Heroic Inspiration} (see below) and roll a 3 and an 18 on an ability check that has Advantage or Disadvantage, you could expend your Heroic Inspiration to reroll one of those dice, not both of them.

Heroic Inspiration

Sometimes the DM or a rule gives you Heroic Inspiration. If you have Heroic Inspiration, you can expend it to reroll any die immediately after rolling it, and you must use the new roll.

Only One at a Time. You can never have more than one instance of Heroic Inspiration. If something gives you Heroic Inspiration and you already have it, you can give it to a player character in your group who lacks it.

Gaining Heroic Inspiration. Your DM can give you Heroic Inspiration for a variety of reasons. Typically, DMs award it when you do something particularly heroic, in character, or entertaining. It’s a reward for making the game more fun for everyone playing.

Other rules might allow your character to gain Heroic Inspiration independent of the DM’s decision. For example, Human characters start each day with Heroic Inspiration.

Heroic Inspiration on Your Foundry Character Sheet

You can track whether you have Heroic Inspiration or not with the inspiration button in the top-right of your character sheet to the left of your level and to the right of you Short and Long Rest buttons.

Proficiency

Characters and monsters are good at various things. Some are skilled with many weapons, while others can use only a few. Some are better at understanding people’s motives, and others are better at unlocking the secrets of the multiverse. All creatures have a Proficiency Bonus, which reflects the impact that training has on the creature’s capabilities. A character’s Proficiency Bonus increases as the character gains levels (described in chapter 2). A monster’s Proficiency Bonus is based on its challengerating. The Proficiency Bonus table shows how the bonus is determined.

This bonus is applied to a d20test when the creature has proficiency in a skill, in a saving throw, or with an item that the creature uses to make the D20 Test. The bonus is also used for spell attacks and for calculating the DC of saving throws for spells.

Level or CR Bonus
Up to 4 +2
5–8 +3
9–12 +4
13–16 +5
17–20 +6
21–24 +7
25–28 +8
29–30 +9

The Bonus Doesn’t Stack

Your Proficiency Bonus can’t be added to a die roll or another number more than once. For example, if a rule allows you to make a Charisma (Deception or Persuasion) check, you add your Proficiency Bonus if you’re proficient in either skill, but you don’t add it twice if you’re proficient in both skills.

Occasionally, a Proficiency Bonus might be multiplied or divided (doubled or halved, for example) before being added. For example, the expertise feature doubles the Proficiency Bonus for certain ability checks. Whenever the bonus is used, it can be multiplied only once and divided only once.

Skill Proficiencies

Most ability checks involve using a skill, which represents a category of things creatures try to do with an ability check. The descriptions of the actions you take (see Actions later in this chapter) specify which skill applies if you make an ability check for that action, and many other rules note when a skill is relevant. The DM has the ultimate say on whether a skill is relevant in a situation.

If a creature is proficient in a skill, the creature applies its Proficiency Bonus to ability checks involving that skill. Without proficiency in a skill, a creature can still make ability checks involving that skill but doesn’t add its Proficiency Bonus. For example, if a character tries to climb a cliff, the DM might ask for a Strength (Athletics) check. If the character has Athletics proficiency, the character adds their Proficiency Bonus to the Strength check. If the character lacks that proficiency, they make the check without adding their Proficiency Bonus.

Skill Ability Example Uses
Acrobatics Dexterity Stay on your feet in a tricky situation, or perform an acrobatic stunt.
Animal Handling Wisdom Calm or train an animal, or get an animal to behave in a certain way.
Arcana Intelligence Recall lore about spells, magic items, and the planes of existence.
Athletics Strength Jump farther than normal, stay afloat in rough water, or break something.
Deception Charisma Tell a convincing lie, or wear a disguise convincingly.
History Intelligence Recall lore about historical events, people, nations, and cultures.
Insight Wisdom Discern a person’s mood and intentions.
Intimidation Charisma Awe or threaten someone into doing what you want.
Investigation Intelligence Find obscure information in books, or deduce how something works.
Medicine Wisdom Diagnose an illness, or determine what killed the recently slain.
Nature Intelligence Recall lore about terrain, plants, animals, and weather.
Perception Wisdom Using a combination of senses, notice something that’s easy to miss.
Performance Charisma Act, tell a story, perform music, or dance.
Persuasion Charisma Honestly and graciously convince someone of something.
Religion Intelligence Recall lore about gods, religious rituals, and holy symbols.
Sleight of Hand Dexterity Pick a pocket, conceal a handheld object, or perform legerdemain.
Stealth Dexterity Escape notice by moving quietly and hiding behind things.
Survival Wisdom Follow tracks, forage, find a trail, or avoid natural hazards.

Skills with Different Abilities

Each skill proficiency is associated with an ability check. For example, the Intimidation skill is associated with Charisma. In some situations, the DM might allow you to apply your skill proficiency to a different ability check. For example, if a character tries to intimidate someone through a show of physical strength, the DM might ask for a Strength (Intimidation) check rather than a Charisma (Intimidation) check. That character would make a Strength check and add their Proficiency Bonus if they have Intimidation proficiency.

Skill List

The skills are shown on the Skills table, which notes example uses for each skill proficiency as well as the ability check the skill most often applies to.

Determining Skills

A character’s starting skill proficiencies are determined at character creation, and a monster’s skill proficiencies appear in its stat block.

Saving Throw Proficiencies

Proficiency in a savingthrow lets a character add their Proficiency Bonus to saves that use a particular ability. For example, proficiency in Wisdom saves lets you add your Proficiency Bonus to your Wisdom saves. Some monsters also have saving throw proficiencies, as noted in their stat blocks.

Each class gives proficiency in at least two saving throws, representing that class’s training in evading or resisting certain threats. Wizards, for example, are proficient in Intelligence and Wisdom saves; they train to resist mental assault.

Equipment Proficiencies

A character gains proficiency with various weapons and tools from their class and background. There are two categories of equipment proficiency:

Weapons. Anyone can wield a weapon, but proficiency makes you better at wielding it. If you have proficiency with a weapon, you add your Proficiency Bonus to attack rolls you make with it.

Tools. If you have proficiency with a tool, you can add your Proficiency Bonus to any ability check you make that uses the tool. If you have Proficiency in the skill that’s also used with that check, you have advantage on the check too. This means you can benefit from both skill proficiency and tool proficiency on the same ability check.

Actions

Overview

When you do something other than moving or communicating, you typically take an action. The Action table lists the game’s main actions, which are defined in more detail in the rules glossary.

Action Summary
Attack Attack with a weapon or an Unarmed Strike.
Dash For the rest of the turn, give yourself extra movement equal to your Speed.
Disengage Your movement doesn’t provoke Opportunity Attacks for the rest of the turn.
Dodge Until the start of your next turn, attack rolls against you have Disadvantage, and you make Dexterity saving throws with Advantage. You lose this benefit if you have the Incapacitated condition or if your Speed is 0.
Help Help another creature’s ability check or attack roll, or administer first aid.
Hide Make a Dexterity (Stealth) check.
Influence Make a Charisma (Deception, Intimidation, Performance, or Persuasion) or Wisdom (Animal Handling) check to alter a creature’s attitude.
Magic Cast a spell, use a magic item, or use a magical feature.
Ready Prepare to take an action in response to a trigger you define.
Search Make a Wisdom (Insight, Medicine, Perception, or Survival) check.
Study Make an Intelligence (Arcana, History, Investigation, Nature, or Religion) check.
Utilize Use a nonmagical object.

Player characters and monsters can also do things not covered by these actions. Many class features and other abilities provide additional action options, and you can improvise other actions. When you describe an action not detailed elsewhere in the rules, the Dungeon Master tells you whether that action is possible and what kind of D20 Test you need to make, if any.

One Thing at a Time

The game uses actions to govern how much you can do at one time. You can take only one action at a time. This principle is most important in combat, as explained in Combat later in this chapter.

Actions can come up in other situations, too: in a social interaction, you can try to Influence a creature or use the Search action to read the creature’s body language, but you can’t do both at the same time. And when you’re exploring a dungeon, you can’t simultaneously use the Search action to look for traps and use the Help action to aid another character who’s trying to open a stuck door (with the Utilize action).

Bonus Actions

Reactions

What Would Your Character Do?

Ask yourself as you play, “What would my character do?” Playing a role involves some amount of getting into another person’s head and understanding what motivates them and how those motivations translate into action. In D&D, those actions unfold against the backdrop of a fantastic world full of situations we can only imagine. How does your character react to those situations?

This advice comes with one important caveat: avoid character choices that ruin the fun of the other players and the DM. Choose actions that delight you and your friends.

Playing the Game

Introduction

Imagination is a key ingredient of Dungeons & Dragons, a cooperative game in which the characters that you roleplay embark on adventures together in fantasy worlds filled with monsters and magic.

In D&D, the action takes place in the imaginations of the players, and it’s narrated by everyone together. Here’s a glimpse at what that looks like:

Jared (as Dungeon Master): After your long journey, Castle Ravenloft towers before you. Crumbling towers of stone—perhaps abandoned guard­houses—loom over the approach. Beyond them, you see a gaping chasm disappearing into deep fog below. A lowered drawbridge spans the chasm, its chains creaking in the wind. Stone gargoyles stare down at you from the high walls, and a pale light spills into the courtyard from the open castle doors beyond.

Phillip (as Gareth): I examine the gargoyles. I have a feeling they’re not just statues!

Maeve (as Mirabella): I want to see how sturdy the drawbridge is. Do I think we can cross it, or is it going to collapse under our weight?

Jared: All right, one at a time. Phillip, Gareth’s looking at the gargoyles?

Phillip: Yeah. Is there any hint they might be creatures and not just decorations?

Jared: Make an Intelligence check.

Phillip: Does my Investigation skill apply?

Jared: Sure!

Phillip (rolling a d20): Ugh. Seven.

Jared: They look like decorations to you. And Maeve, Mirabella is examining the drawbridge?

The adventure continues from there, relying on the DM’s descriptions to set the scenes. Later in the chapter, other examples of play focus on certain aspects of D&D play: social interaction, exploration, and combat.

Rules Glossary

If you read a rules term in this book and want to know its definition, consult the rules glossary, which is appendix C. This chapter provides an overview of how to play D&D and focuses on the big picture. Many places in this chapter reference that glossary.

Get Quick Insights with Ruletips

The first time a rule from the glossary is referenced on a page it will be linked in the journal and you can hover over the rule to learn what it means. Conditions allow you to apply the effect to the currently selected Token.

You can also click on the link to open the page and then share it with your players with the "Show Players" link at the top of the window. Try it out: restrained{Restrained}.

Player or DM?

To play D&D, you need one person to be the Dungeon Master and other players (three to six are best) to play adventurers. Which role is right for you?

Being a Player

If you want to be one of the protagonists in your group’s adventures, consider being a player. Here’s what players do:

Make a Character. Your character is your alter ego in the fantasy world of the game. After you read this chapter, use the rules in chapter 2 to create your character.

Team Up. Your character joins the other players’ characters to form an adventuring party. These adventurers are allies who face challenges and fantastical situations together. Each character brings distinctive capabilities, which ideally complement those of the other characters.

Venture Forth. Your character’s group explores locations and events presented by the DM. You can respond to them in any way you can imagine, guided by the rules in this book. Although the DM controls all the monsters you encounter, the DM isn’t your adversary. The DM guides your party’s journey as your characters become more powerful.

Being the Dungeon Master

If you want to be the mastermind of the game, consider being the DM. Here’s what DMs do:

Build Adventures. You prepare the adventures that the players experience. In the Dungeon Master’s Guide, you’ll find advice for how to create adventures and even whole worlds.

Guide the Story. You narrate much of the action during play, describing locations and creatures that the adventurers face. The players decide what their characters do as they navigate hazards and choose what to explore. Then you use a combination of imagination and the game’s rules to determine the results of the adventurers’ decisions.

Adjudicate the Rules. You oversee how the group uses the game’s rules, making sure the rules serve the group’s fun. You’ll want to read the rest of this chapter to understand those rules, and you’ll find the rules glossary essential.

Rhythm of Play

The three main pillars of D&D play are social interaction, exploration, and combat. Whichever one you’re experiencing, the game unfolds according to this basic pattern:

  1. The Dungeon Master Describes a Scene. The DM tells the players where their adventurers are and what’s around them (how many doors lead out of a room, what’s on a table, and so on).
  2. The Players Describe What Their Characters Do. Typically, the characters stick together as they travel through a dungeon or another environment. Sometimes different adventurers do different things: one adventurer might search a treasure chest while a second examines a mysterious symbol engraved on a wall and a third keeps watch for monsters. Outside combat, the DM ensures that every character has a chance to act and decides how to resolve their activity. In combat, the characters take turns.
  3. The DM Narrates the Results of the Adventurers’ Actions. Sometimes resolving a task is easy. If an adventurer walks across a room and tries to open a door, the DM might say the door opens and describe what lies beyond. But the door might be locked, the floor might hide a trap, or some other circumstance might make it challenging for an adventurer to complete a task. In those cases, the DM might ask the player to roll a die to help determine what happens. Describing the results often leads to another decision point, which brings the game back to step 1.

This pattern holds during every game session (each time you sit down to play D&D), whether the adventurers are talking to a noble, exploring a ruin, or fighting a dragon. In certain situations—particularly combat—the action is more structured, and everyone takes turns.

Exceptions Supersede General Rules

General rules govern each part of the game. For example, the combat rules tell you that melee attacks use Strength and ranged attacks use Dexterity. That’s a general rule, and a general rule is in effect as long as something in the game doesn’t explicitly say otherwise.

The game also includes elements—class features, feats, weapon properties, spells, magic items, monster abilities, and the like—that sometimes contradict a general rule. When an exception and a general rule disagree, the exception wins. For example, if a feature says you can make melee attacks using your Charisma, you can do so, even though that statement disagrees with the general rule.

An Ongoing Game

Sometimes a session of D&D is a complete game in itself (often called a “one-shot”), where you play a short adventure that lasts for just one session. More often, though, D&D sessions are connected in a longer adventure that takes several sessions to complete, and adventures can be strung together into a larger narrative called a campaign.

A campaign is like a TV series, while an adventure is like a season of the series. And a game session is like a single episode—it might be self-contained, but it usually links to the larger plot if there is one.

Adventures

An adventure might be created by the Dungeon Master or purchased (the examples of play in this chapter are inspired by a published adventure, Curse of Strahd). In either case, an adventure features a fantastic setting, such as an underground dungeon, a wondrous wilderness, or a magic-filled city. It includes a cast of nonplayer characters controlled by the DM. Often one of the NPCs is a villain whose agenda drives much of an adventure’s action.

During an adventure, the adventurers explore environments, events, and creatures presented by the DM. Battles, traps, negotiations, mysteries, and more arise during these explorations.

Adventures vary in length and complexity. A short adventure might present only a few challenges and take only one session to complete. A long adventure might involve many combats, interactions, and other challenges and take dozens of sessions.

Campaigns

A campaign is a series of adventures with a consistent group of adventurers following the narrative.

Some campaigns are episodic, where each adventure is its own tale and not much besides the player characters links it to the next one. Other campaigns involve long-running plots, a cast of recurring NPCs, and themes that span multiple adventures, leading toward a climactic conclusion.

As with adventures, a DM might create a campaign from scratch, assemble a campaign from published adventures, or mix homemade material with published material. And the campaign might take place in a world of the DM’s creation or in a published campaign setting, such as the Forgotten Realms or Greyhawk (the latter is described in the Dungeon Master’s Guide).

Round Down

Whenever you divide or multiply a number in the game, round down if you end up with a fraction, even if the fraction is one-half or greater. Some rules make an exception and tell you to round up.

Dice

Dice add randomness to the game. They help determine whether characters and monsters are successful at the things they attempt.

Dice Notation

The dice used in D&D are referred to by the letter d followed by the die’s number of sides: d4, d6, d8, d10, d12, and d20. For instance, a d6 is a six-sided die (the cube that many games use). The illustration on this page shows what each die looks like.

When you need to roll dice, the rules tell you how many dice to roll of a certain type, along with any numbers to add or subtract. For example, “3d8 + 5” means you roll three eight-sided dice, add them together, and add 5 to the total.

Percentile Dice

The rules sometimes refer to a d100. While such dice exist, the common way to roll 1d100 uses a pair of ten-sided dice numbered from 0 to 9, known as percentile dice. One die—that you designate before rolling—gives the tens digit, and the other gives the ones digit. If you roll a 7 for the tens digit and a 1 for the ones digit, for example, the number rolled is 71. Two 0s represent 100.

Some ten-sided dice are numbered in tens (00, 10, 20, and so on), making it easier to distinguish the tens digit from the ones digit. In this case, a roll of 70 and 1 is 71, and 00 and 0 is 100.

D3

The same d notation appears in the expression “1d3,” even though it’s rare to find dice with only three sides. To simulate rolling 1d3, roll 1d6 and divide the number rolled by 2 (round up).

Rolling Dice in Foundry Virtual Tabletop

You can use the dice notation described above to create inline rolls which can be clicked to roll right away no matter how many sides it has. For example, 1d3 can be represented as an inline roll like so 1d3 that can be clicked and rolled automatically. You can learn more about how dice work in Foundry in our Dice article.

What Are Dice For?

Interpreting Die Rolls in the Story

Part of the fun of D&D is interpreting what die rolls mean in the story. The randomness that dice bring often introduces the unexpected: an expert fails, a novice succeeds, or any number of other twists. When a D20 Test or another roll produces a surprise, the Dungeon Master often gives a fun description of what happened. If you’re a player, look for opportunities to interpret your character’s die rolls and describe why things unfolded unexpectedly or even humorously.

Here are the most common uses of dice in D&D.

D20 Test

The 20-sided die (d20) is the most important die you’ll use in the game. It’s central to the core mechanic—called d20test{D20 Tests}—the game uses to determine whether creatures succeed or fail at the things they attempt during the game (see D20 Tests). You roll a d20 whenever your character tries to do something that the DM decides has a chance of both success and failure. The higher your roll, the more likely it is that you succeed.

Damage

The most common use for dice other than the d20 is to determine damage. When you make a successful attack roll (one kind of D20 Test), you roll damage to see how effective the attack is. When you cast a spell, you might also roll damage. Different weapons and spells use different dice for damage. For example, a Dagger uses 1d4, a Greataxe uses 1d12, and a Fireball spell uses 8d6.

Random Tables

Occasionally, you’ll see a table that uses a die roll to generate a random result. On these tables, you’ll see a die expression, such as d10 or d100, in the header of the leftmost column. Roll that die, and find the number you rolled (or a range containing that number) in that column. Read across that row for the result. For example, the Trinkets table in chapter 2 uses a d100.

Roll Tables

Random tables in Foundry are implemented as Roll Tables which can be rolled directly and the result will be sent to the chat. You can check out the Trinkets roll table as an example.

When a roll table is embedded directly in a journal entry you can click on the die icon in the top-left to roll it.

Percentage Chances

Sometimes you might see a rule describing a percentage chance of something happening. For example, a rule might say there is a 5 percent chance of something happening. You can determine whether that thing happens by rolling percentile dice; if the roll is equal to or less than the percentage chance (a 01 to 05, in this example), it happens.

The Six Abilities

All creatures—characters and monsters—have six abilities that measure physical and mental characteristics, as shown on the Ability Descriptions table.

Ability Score Measures …
Strength Physical might
Dexterity Agility, reflexes, and balance
Constitution Health and stamina
Intelligence Reasoning and memory
Wisdom Perceptiveness and mental fortitude
Charisma Confidence, poise, and charm

Ability Scores

Each ability has a score from 1 to 20, although some monsters have a score as high as 30. The score represents the magnitude of an ability. The Ability Scores table summarizes what the scores mean.

Score Meaning
1 This is the lowest a score can normally go. If an effect reduces a score to 0, that effect explains what happens.
2–9 This represents a weak capability.
10–11 This represents the human average.
12–19 This represents a strong capability.
20 This is the highest an adventurer’s score can go unless a feature says otherwise.
21–29 This represents an extraordinary capability.
30 This is the highest a score can go.

Ability Modifiers

Each ability has a modifier that you apply whenever you make a d20test with that ability. An ability modifier is derived from its score, as shown in the Ability Modifiers table.

Score Modifier
1 −5
2–3 −4
4–5 −3
6–7 −2
8–9 −1
10–11 +0
12–13 +1
14–15 +2
16–17 +3
18–19 +4
20–21 +5
22–23 +6
24–25 +7
26–27 +8
28–29 +9
30 +10

Social Interaction

Overview

During their adventures, player characters meet many different people and face some monsters that would rather talk than fight. In those situations, it’s time for social interaction, which takes many forms. For example, you might try to convince a burglar to confess to wrongdoing or try to flatter a guard. The Dungeon Master assumes the roles of any nonplayer characters who are participating.

An NPC’s attitude toward your character is Friendly, Indifferent, or Hostile. Friendly NPCs are predisposed to help, and Hostile ones are inclined to hinder.

Social interactions progress in two ways: through roleplaying and ability checks.

Roleplaying

Roleplaying is, literally, the act of playing out a role. In this case, it’s you as a player determining how your character thinks, acts, and talks. Roleplaying is part of every aspect of the game, and it comes to the fore during social interactions.

As you roleplay, consider whether you prefer an active approach or a descriptive approach, each of which is described in Social Interaction Example.

The DM uses an NPC’s personality and your character’s actions and attitudes to determine how an NPC reacts. A cowardly bandit might buckle under threats of imprisonment. A stubborn merchant refuses to help if the characters badger her. A vain dragon laps up flattery.

When interacting with an NPC, pay attention to the DM’s portrayal of the NPC’s personality. You might be able to learn an NPC’s goals and then use that information to influence the NPC.

If you offer NPCs something they want or play on their sympathies, fears, or goals, you can form friendships, ward off violence, or learn a key piece of information. On the other hand, if you insult a proud warrior or speak ill of a noble’s allies, your efforts to convince or deceive will likely fail.

Ability Checks

Ability checks can be key in determining the outcome of a social interaction. Your roleplaying efforts can alter an NPC’s attitude, but there might still be an element of chance if the DM wants dice to play a role in determining an NPC’s response to you. In such situations, the DM will typically ask you to take the Influence action.

Pay attention to your skill proficiencies when thinking of how you will interact with an NPC; use an approach that relies on your group’s skill proficiencies. For example, if the group needs to trick a guard into letting them into a castle, the Rogue who is proficient in Deception should lead the discussion.

Social Interaction Example

In this scene, players engage in a social interaction encounter. You and your group determine how similar scenes play out in your adventures.

Four adventurers—Shreeve, Mirabella, Auro, and Gareth—have traveled to the Blood on the Vine tavern in the grim village of Barovia.

Jared (as DM): This tavern might have been finely appointed once, but it has grown shoddy with the passage of years. A blazing fire in the hearth barely gives any warmth to the room. You see a man behind the counter, methodically cleaning glasses. Three older women huddle together at one table. And a handsome young man sits by himself at a corner table, sipping a glass of wine. He looks up as you enter, but the other people ignore you. “Welcome to Barovia,” he says. He holds a coin toward the bartender: “A pitcher for the visitors.” The glint of silver catches the server’s attention.

Maeve (as Mirabella): “Thank you, friend. May we know to whom we’re indebted?”

Jared: “I am Ismark Kolyanovich, though around here, I am often called Ismark the Lesser.”

Russell (as Shreeve): “That’s unfortunate.”

Jared: “Indeed. I hope one day to live up to my father’s example and rid myself of that title. And so, my new friends, who are you?”

Amy (as Auro): “I’m Auro.”

Russell: “Shreeve.”

Phillip (as Gareth): “My name is Gareth.”

Maeve (as Mirabella): “I’m called Mirabella. You said your name was Kolyanovich. Are you related to Kolyan Indirovich, the burgomaster of this town?”

Jared: He looks a little surprised. He says, “Kolyan Indirovich is my esteemed father, yes.”

Maeve: “Then he’s the one who summoned us!” I show him the letter that drew us here.

Phillip: I watch his reaction as he reads it.

Jared: He reaches for the letter but pulls back before touching it. “That seal—it’s not my father’s.” , make a Wisdom (Insight) check. 1

Phillip: Gareth got 18.

Jared: You notice that Ismark is trying to conceal his terror. He’s afraid to even touch the letter’s seal.

Phillip: I ask him what’s frightening him.

Russell: “Yeah, whose seal is it?”

Jared: “The Devil Strahd.”

Amy: “Sounds like a pleasant fellow.”

Jared: “No! He is the vampire lord of Castle Ravenloft and a plague to my sister. You must help her!”

Amy: “So Strahd wrote this letter, pretending to be the burgomaster, imploring us to come to Barovia and rescue Ireena Kolyana from a deadly affliction … which is him? Why would he do that?”

Russell: “Why would he want us to come here?”

Maeve: “Clearly, he doesn’t think we’re a threat.”

Amy: “Well, he hasn’t met us yet!”

Jared: “He’s toying with you. He delights in the destruction of all things good, like my dear sister.”

Phillip: Gareth draws closer and compassionately asks Ismark whether his sister has been bitten by the vampire. 2

Jared: Please make a Charisma (Persuasion) check to see how well he responds to your pastoral manner. You have Advantage because he’s Friendly.

Phillip: Oh, good thing. My first roll was a 7, but with Advantage … ugh, not much better. Well, 10 plus 5 is 15.

Jared: Ismark leans toward you, Gareth, with a suspicious glance at the other people in the tavern, like he’s worried they’re eavesdropping. He whispers, “The Devil Strahd desires to make Ireena his latest plaything. Twice he has visited her in the night, using his devilry to secure an invitation into the house—for he can’t enter where he isn’t invited. Twice he has bitten her, yet she clings to life. But I fear she won’t survive another visit!”

Russell: “All right, Ismark. You bought us drinks and told us about the Devil Strahd and your sister. How can we help?”

Jared: “You are too kind! First, I need your help transporting Ireena to the town of Vallaki.”

Maeve: “Where’s Vallaki?”

Jared: “It lies to the northwest, in the heart of the valley. As the raven flies, it is less than ten miles, but the road winds among the hills and woods, and the journey takes at least five hours at speed.”

Russell: “And why there?”

Jared: “The town lies beyond the view of Castle Ravenloft, so I hope it’s beyond Strahd’s spies. And I have heard that Vallaki is well defended, with a wooden palisade and iron gates.”

Russell: “As if such defenses would stop a vampire.”

Jared: “Indeed. But if moving her there can keep him away from her for even a few days, we have time for the second part of our task.”

Russell: “A part where you help us?”

Jared: “Yes, when I help you face the vampire!”

Active Roleplaying. Notice throughout the example how Russell and Amy actively roleplay their characters’ behavior. In this active approach, they speak with their characters’ voices, like an actor taking on a role. The players might even echo their characters’ body language. They still need to describe things that can’t reasonably be acted out.

Descriptive Roleplaying. Notice how Phillip describes his character’s words and action. Drawing on his mental image of his character, he says what his character does and how the character does it. If this approach is most comfortable for you, keep these things in mind:

  • Describe your character’s emotions and attitude.
  • Focus on your character’s intent and how others might perceive it.
  • Provide as much embellishment as you feel comfortable with.

Ability Checks. Phillip’s character, Gareth, makes a Wisdom (Insight) check to determine whether he reads Ismark’s unspoken cues. Wisdom is the ability that measures perceptiveness and intuition. Insight reflects a character’s skill at reading other people’s moods and intentions. The DM set the DC at 15, which Gareth beats. With a successful Wisdom (Insight) check, Gareth gleans information that wasn’t obvious, so it wasn’t part of the DM’s earlier narration. For more information, see “Ability Scores” and “Proficiency” earlier in this chapter and the Search action in the rules glossary. 1

Influencing NPCs. Gareth takes the Influence action (see the rules glossary), which characters can take to influence an NPC. It’s easier to influence an NPC who’s already disposed to help you, as Ismark is here. Ismark’s Friendly attitude gives Phillip Advantage on the roll. In this case, Advantage made the difference between success and failure. 2

Exploration

Introduction

Exploration involves delving into places that are dangerous and full of mystery. The rules in this section detail some of the ways adventurers interact with the environment in such places.

Adventuring Equipment

As adventurers explore, their equipment can help them in many ways. For example, they can reach out-of-the-way places with a Ladder, perceive things they wouldn’t otherwise notice with a Torch or another light source, bypass locked doors and containers with Thieves’ Tools, and create obstacles for pursuers with Caltrops.

See chapter 6 for rules on many items that are useful on adventures. The items in that chapter’s Tools and Adventuring Gear sections are especially useful. The weapons in that chapter can also be used for more than battle; you could use a Quarterstaff, for example, to push a sinister-looking button that you’re reluctant to touch.

Vision and Light

Some adventuring tasks—such as noticing danger, hitting an enemy, and targeting certain spells—are affected by sight, so effects that obscure vision can hinder you, as explained below.

Obscured Areas

An area might be Lightly Obscured or Heavily Obscured. In a Lightly Obscured area—such as an area with Dim Light, patchy fog, or moderate foliage—you have Disadvantage on Wisdom (Perception) checks that rely on sight.

A Heavily Obscured area—such as an area with Darkness, heavy fog, or dense foliage—is opaque. You have the Blinded condition when trying to see something there.

Light

The presence or absence of light determines the category of illumination in an area, as defined below.

Bright Light. Bright Light lets most creatures see normally. Even gloomy days provide Bright Light, as do torches, lanterns, fires, and other sources of illumination within a specific radius.

Dim Light. Dim Light, also called shadows, creates a Lightly Obscured area. An area of Dim Light is usually a boundary between Bright Light and surrounding Darkness. The soft light of twilight and dawn also counts as Dim Light. A full moon might bathe the land in Dim Light.

Darkness. Darkness creates a Heavily Obscured area. Characters face Darkness outdoors at night (even most moonlit nights), within the confines of an unlit dungeon, or in an area of magical Darkness.

Special Senses

Some creatures have special senses that help them perceive things in certain situations. The rules glossary defines the following special senses:

  • Blindsight
  • Darkvision
  • Tremorsense
  • Truesight

Hiding

Adventurers and monsters often hide, whether to spy on one another, sneak past a guardian, or set an ambush. The Dungeon Master decides when circumstances are appropriate for hiding. When you try to hide, you take the Hide action.

Interacting with Objects

Interacting with objects is often simple to resolve. The player tells the DM that their character is doing something, such as moving a lever or opening a door, and the DM describes what happens. Sometimes, however, rules govern what you can do with an object, as detailed in the following sections.

What Is an Object?

For the purpose of the rules, an object is a discrete, inanimate item like a window, door, sword, book, table, chair, or stone. It isn’t a building or a vehicle, which are composed of many objects.

Time-Limited Object Interactions

When time is short, such as in combat, interactions with objects are limited: one free interaction per turn. That interaction must occur during a creature’s movement or action. Any additional interactions require the Utilize action, as explained in Combat later in this chapter.

Finding Hidden Objects

When your character searches for hidden things, such as a secret door or a trap, the DM typically asks you to make a Wisdom (Perception) check, provided you describe the character searching in the hidden object’s vicinity. On a success, you find the object, other important details, or both.

If you describe your character searching nowhere near a hidden object, a Wisdom (Perception) check won’t reveal the object, no matter the check’s total.

Carrying Objects

You can usually carry your gear and treasure without worrying about the weight of those objects. If you try to haul an unusually heavy object or a massive number of lighter objects, the DM might require you to abide by the rules for carrying capacity.

Breaking Objects

As an action, you can automatically break or otherwise destroy a fragile, nonmagical object, such as a glass container or a piece of paper. If you try to damage something more resilient, the DM might use the rules on breaking objects in the rules glossary.

Hazards

Monsters are the main perils characters face, but other dangers await. The rules glossary defines the following hazards:

  • Burning
  • Dehydration
  • Falling
  • Malnutrition
  • Suffocation

Burning

Dehydration

Falling

Malnutrition

Suffocation

Travel

During an adventure, the characters might travel long distances on trips that could take hours or days. The DM can summarize this travel without calculating exact distances or travel times, or the DM might have you use the travel pace rules below.

If you need to know how fast you can move when every second matters, see the movement rules in Combat later in this chapter.

Travel Pace

Marching Order

The adventurers should establish a marching order while they travel, whether indoors or outdoors. A marching order makes it easier to determine which characters are affected by traps, which ones can spot hidden enemies, and which ones are the closest to those enemies if a fight breaks out. You can change your marching order outside combat and record the order any way you like: write it down, for example, or arrange miniatures to show it.

Vehicles

Travelers in wagons, carriages, or other land vehicles choose a pace as normal. Characters in a waterborne vessel are limited to the speed of the vessel, and they don’t choose a travel pace. Depending on the vessel and the size of the crew, ships might be able to travel for up to 24 hours per day. Chapter 6 includes vehicles for sale.

Exploration Example

This scene finds the player characters investigating a mysterious and potentially dangerous location. They’re moving through the environment and interacting with things they find there.

The characters are exploring Castle Ravenloft, and the DM describes the room the characters have entered.

Jared (as DM): A blazing hearth fire fills this room with warm light. Firelight glints off a poker beside the fireplace, and the walls are lined with ancient books. A huge painting hangs above the mantelpiece in a gilded frame. The firelight illuminates the portrait—an exact likeness of Ireena Kolyana.

Phillip (as Gareth): How old does the painting look?

Maeve (as Mirabella): I’m going to check the books!

Jared: OK, I’ll get to those in a second. Russell and Amy, what are your characters doing?

Russell (as Shreeve): I stand near the door, sword drawn, ready for danger. This place is creepy!

Amy (as Auro): I go near the fireplace. A warm fire sounds nice. But I’m also alert for danger.

3

Jared: Got it. OK, Phillip, please make an Intelligence (History) check as Gareth looks at the painting.

Phillip: I don’t have proficiency in History, but here goes. I got—oh! A 20! For a total of … 20.

Jared: Two things leap out at Gareth about the painting. First, the woman’s clothes look old-fashioned. Second, the paint is flaking in places, and the whole thing is covered by a thin layer of soot. You’d say this painting is a few centuries old.

Phillip: So maybe an ancestor of Ireena’s? Unless she’s already a vampire and this “bitten by Strahd” thing is a ruse.

Jared: Who knows? Now, Mirabella’s looking at the books?

Maeve: Yeah, I pull one off the shelf at random.

Jared: It’s a book written in Common called On the Habitations of the Divine in the Celestial and Infernal Realms.

Russell: Did you just make that up?

Jared: I’ll never tell. As you flip through the book, you notice it’s very academic, almost impenetrable.

Maeve: OK, I put that one back and pull out another.

Jared: Are Shreeve and Auro doing anything else?

4

Amy: I grab the poker and poke at logs in the fire.

Jared: As soon as you lift the poker, you hear a grinding sound, and the back of the fireplace slides to the side, revealing a room behind it!

Amy: “Uh, folks? I found something!” Can I see anything in the room beyond?

Jared: Past the flames and smoke, you see a glimmering pile of coins heaped near a chest.

5

Amy: Anybody have a quick way to put out a fire?

Phillip: And you laughed at me for preparing Create or Destroy Water! I clutch my Holy Symbol and cast the spell, drenching the fireplace.

Jared: What does the spell’s description say?

Phillip: It causes 10 gallons of water to rain down in a 30-foot Cube, extinguishing flames there.

6

Jared: Great! That puts out the fire. Without the light from the hearth, you’re back to the magic glow of Shreeve’s sword, which casts your shadows into the room beyond. But you can see, through clouds of lingering smoke, a closed chest on the floor, surrounded by piles of coins. There are two torch sconces on the far wall—one holding an unlit torch with an intricate metal base, the other empty. A skeleton in broken plate armor is lying against that wall, with one hand at its throat and the other holding the matching torch from the empty sconce.

Amy: I check out the chest!

Jared: And the rest of you?

Phillip: Gareth enters and looks at the skeleton.

Maeve: I keep watch on this side of the fireplace.

Russell: I’m still back by the first door.

Jared: Amy, the chest seems expertly made, with elegant fittings and clawed feet.

7

Amy: I try to open it. Is it locked?

Jared: It’s not locked and opens easily—and it releases a cloud of sweet-smelling gas.

Amy: Oh, no.

Jared: Oh, yes. I need Auro and Gareth to make Constitution saving throws.

Amy: Sorry, Phillip! I got an 8.

Phillip: And a 5 for Gareth.

Jared: As you draw this gas into your lungs, you feel a chill grip you, and your bodies stiffen. You both have the Paralyzed condition!

Everyone Is Accounted For. Exploration is open-ended; the players don’t take turns moving around the dungeon the way they do in combat. But the DM frequently checks in to make sure it’s clear where everyone is and what they’re doing.

Teamwork Matters. The player characters are working toward a common goal. They move together through the dungeon and cooperate to overcome its challenges. When the characters enter the room, they explore different parts of the room. When Auro finds a secret door behind the fireplace later in the example, they come together again to examine it, and Gareth figures out how to bypass the fire. It might seem like Russell’s character wasn’t doing much, but Shreeve was protecting the group by guarding the door.

Worth Rolling with or without Proficiency. You usually have a chance of success on an ability check even if you don’t have proficiency in a relevant skill. In the example, Phillip gets a 20 without proficiency. The d20 brings many surprises to the game—surprises that the DM then interprets. 3

Finding Hidden Objects. Adventure environments are full of secrets: traps, concealed doors, loose floorboards, and hidden treasures. Characters often use Wisdom checks to find things—see the Search action in the rules glossary—but sometimes they stumble on them accidentally, as Auro did here. 4

Casting Spells. Many characters have the ability to cast spells, which have a huge variety of effects. Some spells are mostly useful in combat, by dealing damage or imposing conditions. Other spells have utility in exploration. If you’re playing a spellcaster, look for a mix of combat-effective and utilitarian spells to help deal with varied challenges. 5

Know Your Spells! Have your Player’s Handbook open to the description of a spell before you cast it. Don’t expect the DM to know how your spell works, and be ready to answer any questions about it.

Vision and Light. The DM determines what the adventurers can perceive, which means being aware of light sources—like the leaping flames in the fireplace and Shreeve’s glowing sword—as well as obscuring factors like smoke and fog. See “Vision and Light” earlier in this chapter for more information. 6

Saving Throws. A saving throw is used to see whether a creature avoids or resists something. When the chest releases toxic gas, Phillip’s and Amy’s characters make Constitution saving throws. Constitution is one of the six abilities that measure creatures’ capabilities, and it has to do with health and stamina. When they fail their saves, the gas causes them to have the Paralyzed condition. See “Conditions” later in this chapter for more information. 7

Combat

Introduction

Adventurers encounter many dangerous monsters and nefarious villains. In those moments, combat often breaks out.

The Order of Combat

A typical combat encounter is a clash between two sides: a flurry of weapon swings, feints, parries, footwork, and spellcasting. The game organizes combat into a cycle of rounds and turns. A round represents about 6 seconds in the game world. During a round, each participant in a battle takes a turn. The order of turns is determined at the beginning of combat when everyone rolls Initiative. Once everyone has taken a turn, the fight continues to the next round if neither side is defeated.

Combat Step by Step

Combat unfolds in these steps:

  1. Establish Positions. The Dungeon Master determines where all the characters and monsters are located. Given the adventurers’ marching order or their stated positions in the room or other location, the DM figures out where the adversaries are—how far away and in what direction.
  2. Roll Initiative. Everyone involved in the combat encounter rolls Initiative, determining the order of combatants’ turns.
  3. Take Turns. Each participant in the battle takes a turn in Initiative order. When everyone involved in the combat has had a turn, the round ends. Repeat this step until the fighting stops.

Initiative

Initiative determines the order of turns during combat. When combat starts, every participant rolls Initiative; they make a Dexterity check that determines their place in the Initiative order. The DM rolls for monsters. For a group of identical creatures, the DM makes a single roll, so each member of the group has the same Initiative.

Surprise. If a combatant is surprised by combat starting, that combatant has Disadvantage on their Initiative roll. For example, if an ambusher starts combat while hidden from a foe who is unaware that combat is starting, that foe is surprised.

Initiative Order. A combatant’s check total is called their Initiative count, or Initiative for short. The DM ranks the combatants, from highest to lowest Initiative. This is the order in which they act during each round. The Initiative order remains the same from round to round.

Ties. If a tie occurs, the DM decides the order among tied monsters, and the players decide the order among tied characters. The DM decides the order if the tie is between a monster and a player character.

Rolling Initiative

When the Dungeon Master adds all combatants to the Combat Tracker they can roll for everyone or allow the player combatants to roll for themselves. The Combat Tracker will automatically place them in order and tracks whose turn it is as the rounds progress.

Your Turn

Ending Combat

Combat ends when one side or the other is defeated, which can mean the creatures are killed or knocked out or have surrendered or fled. Combat can also end when both sides agree to end it.

Movement and Position

On your turn, you can move a distance equal to your Speed or less. Or you can decide not to move.

Your movement can include climbing, crawling, jumping, and swimming. These different modes of movement can be combined with your regular movement, or they can constitute your entire move.

However you’re moving with your Speed, you deduct the distance of each part of your move from it until it is used up or until you are done moving, whichever comes first.

A character’s Speed is determined during character creation. A monster’s Speed is noted in the monster’s stat block. See the rules glossary for more about Speed as well as about special speeds, such as a Climb Speed, Fly Speed, or Swim Speed.

Difficult Terrain

Playing on a Grid

If you play using a square grid and miniatures or other tokens, follow these rules.

Squares. Each square represents 5 feet.

Speed. Rather than moving foot by foot, move square by square on the grid, using your Speed in 5-foot segments. You can translate your Speed into squares by dividing it by 5. For example, a Speed of 30 feet translates into 6 squares. If you use a grid often, consider writing your Speed in squares on your character sheet.

Entering a Square. To enter a square, you must have enough movement left to pay for entering. It costs 1 square of movement to enter an unoccupied square that’s adjacent to your space (orthogonally or diagonally adjacent). A square of Difficult Terrain costs 2 squares to enter. Other effects might make a square cost even more.

Corners. Diagonal movement can’t cross the corner of a wall, a large tree, or another terrain feature that fills its space.

Ranges. To determine the range on a grid between two things—whether creatures or objects—count squares from a square adjacent to one of them and stop counting in the space of the other one. Count by the shortest route.

Breaking Up Your Move

You can break up your move, using some of its movement before and after any action, Bonus Action, or Reaction you take on the same turn. For example, if you have a Speed of 30 feet, you could go 10 feet, take an action, and then go 20 feet.

Dropping Prone

Apply Conditions Quickly

Inline Conditions allow you to apply the effect to the currently selected Token. You can also click on the link to open the page and then share it with your players with the "Show Players" link at the top of the window.

On your turn, you can give yourself the Prone condition without using an action or any of your Speed, but you can’t do so if your Speed is 0.

Creature Size

A creature belongs to a size category, which determines the width of the square space the creature occupies on a map, as shown on the Creature Size and Space table. That table lists the sizes from smallest (Tiny) to largest (Gargantuan). A creature’s space is the area that it effectively controls in combat and the area it needs to fight effectively.

A character’s size is determined by species, and a monster’s size is specified in the monster’s stat block.

Size Space (Feet) Space (Squares)
Tiny 2½ by 2½ feet 4 per square
Small 5 by 5 feet 1 square
Medium 5 by 5 feet 1 square
Large 10 by 10 feet 4 squares (2 by 2)
Huge 15 by 15 feet 9 squares (3 by 3)
Gargantuan 20 by 20 feet 16 squares (4 by 4)

Moving Around Other Creatures

Making an Attack

When you take the Attack action, you make an attack. Some other actions, Bonus Action{Bonus Actions}, and Reaction{Reactions} also let you make an attack. Whether you strike with a Melee weapon, fire a Ranged weapon, or make an attack roll as part of a spell, an attack has the following structure:

  1. Choose a Target. Pick a target within your attack’s range: a creature, an object, or a location.
  2. Determine Modifiers. The DM determines whether the target has Cover and whether you have Advantage or Disadvantage against the target. In addition, spells, special abilities, and other effects can apply penalties or bonuses to your attack roll.
  3. Resolve the Attack. Make the attack roll, as detailed earlier in this chapter. On a hit, you roll damage unless the particular attack has rules that specify otherwise. Some attacks cause special effects in addition to or instead of damage.

Cover

Walls, trees, creatures, and other obstacles can provide cover, making a target more difficult to harm. As detailed in the Cover table, there are three degrees of cover, each of which gives a different benefit to a target.

A target can benefit from cover only when an attack or other effect originates on the opposite side of the cover. If a target is behind multiple sources of cover, only the most protective degree of cover applies; the degrees aren’t added together. For example, if a target is behind a creature that gives Half Cover and a tree trunk that gives Three-Quarters Cover, the target has Three-Quarters Cover.

Unseen Attackers and Targets

When you make an attack roll against a target you can’t see, you have &reference[Disadvantage] on the roll. This is true whether you’re guessing the target’s location or targeting a creature you can hear but not see. If the target isn’t in the location you targeted, you miss.

When a creature can’t see you, you have Advantage on attack rolls against it.

If you are hidden when you make an attack roll, you give away your location when the attack hits or misses.

Degree Benefit to Target Offered By …
Half +2 bonus to AC and Dexterity saving throws Another creature or an object that covers at least half of the target
Three-Quarters +5 bonus to AC and Dexterity saving throws An object that covers at least three-quarters of the target
Total Can’t be targeted directly An object that covers the whole target

Ranged Attacks

When you make a ranged attack, you fire a bow, hurl an axe, or otherwise send projectiles to strike a foe at a distance. Many spells also involve making a ranged attack.

Range

Ranged Attacks in Close Combat

Melee Attacks

A melee attack allows you to attack a target within your reach. A melee attack typically uses a handheld weapon or an Unarmed Strike. Many monsters make melee attacks with claws, teeth, or other body parts. A few spells also involve melee attacks.

Reach

Opportunity Attacks

Combatants watch for enemies to drop their guard. If you move heedlessly past your foes, you put yourself in danger by provoking an Opportunity Attack.

Avoiding Opportunity Attacks. You can avoid provoking an Opportunity Attack by taking the Disengage action. You also don’t provoke an Opportunity Attack when you Teleport or when you are moved without using your movement, action, Bonus Action, or Reaction. For example, you don’t provoke an Opportunity Attack if an explosion hurls you out of a foe’s reach or if you fall past an enemy.

Making an Opportunity Attack. You can make an Opportunity Attack when a creature that you can see leaves your reach. To make the attack, take a Reaction to make one melee attack with a weapon or an Unarmed Strike against that creature. The attack occurs right before it leaves your reach.

Mounted Combat

A willing creature that is at least one size larger than a rider and that has an appropriate anatomy can serve as a mount, using the following rules.

Mounting and Dismounting

Controlling a Mount

Falling Off

If an effect is about to move your mount against its will while you’re on it, you must succeed on a DC ? Dexterity saving throw saving throw or fall off, landing with the Prone condition in an unoccupied space within 5 feet of the mount.

While mounted, you must make the same save if you’re knocked Prone or the mount is.

Underwater Combat

A fight underwater follows these rules.

Impeded Weapons

When making a melee attack roll with a weapon underwater, a creature that lacks a Swim Speed has Disadvantage on the attack roll unless the weapon deals Piercing damage.

A ranged attack roll with a weapon underwater automatically misses a target beyond the weapon’s normal range, and the attack roll has Disadvantage against a target within normal range.

Fire Resistance

Anything underwater has Damage Resistance{Resistance} to Fire damage (explained in Damage and Healing).

Damage and Healing

Introduction

Injury and death are frequent threats in D&D, as detailed in the following rules.

Hit Points

Hit Points represent durability and the will to live. Creatures with more Hit Points are more difficult to kill. Your Hit Point maximum is the number of Hit Points you have when uninjured. Your current Hit Points can be any number from that maximum down to 0, which is the lowest Hit Points can go.

Whenever you take damage, subtract it from your Hit Points. Hit Point loss has no effect on your capabilities until you reach 0 Hit Points.

If you have half your Hit Points or fewer, you’re Bloodied, which has no game effect on its own but which might trigger other game effects.

Damage Rolls

Each weapon, spell, and damaging monster ability specifies the damage it deals. You roll the damage dice, add any modifiers, and deal the damage to your target. If there’s a penalty to the damage, it’s possible to deal 0 damage but not negative damage.

When attacking with a weapon, you add your ability modifier—the same modifier used for the attack roll—to the damage roll. A spell tells you which dice to roll for damage and whether to add any modifiers. Unless a rule says otherwise, you don’t add your ability modifier to a fixed damage amount that doesn’t use a roll, such as the damage of a Blowgun. See chapter 6 for weapons’ damage dice and chapter 7 for spells’ damage dice.

Critical Hits

When you score a Critical Hit, you deal extra damage. Roll the attack’s damage dice twice, add them together, and add any relevant modifiers as normal. For example, if you score a Critical Hit with a Dagger, roll 2d4 for the damage rather than 1d4, and add your relevant ability modifier. If the attack involves other damage dice, such as from the Rogue’s Sneak Attack feature, you also roll those dice twice.

Saving Throws and Damage

Damage dealt via saving throws uses these rules.

Damage against Multiple Targets

When you create a damaging effect that forces two or more targets to make saving throws against it at the same time, roll the damage once for all the targets. For example, when a wizard casts Fireball, the spell’s damage is rolled once for all creatures caught in the blast.

Half Damage

Many saving throw effects deal half damage (round down) to a target when the target succeeds on the saving throw. The halved damage is equal to half the damage that would be dealt on a failed save.

Damage Types

Each instance of damage has a type, like Fire or Slashing. Damage types are listed in the rules glossary and have no rules of their own, but other rules, such as Resistance, rely on damage types.

Resistance and Vulnerability

Some creatures and objects have Resistance or Vulnerability to certain damage types. If you have Resistance to a damage type, damage of that type is halved against you (round down). If you have Vulnerability to a damage type, damage of that type is doubled against you. For example, if you have Resistance to Cold damage, such damage is halved against you, and if you have Vulnerability to Fire damage, such damage is doubled against you.

No Stacking

Multiple instances of Resistance or Vulnerability that affect the same damage type count as only one instance. For example, if you have Resistance to Necrotic damage as well as Resistance to all damage, Necrotic damage is reduced by half against you.

Order of Application

Modifiers to damage are applied in the following order: adjustments such as bonuses, penalties, or multipliers are applied first; Resistance is applied second; and Vulnerability is applied third.

For example, a creature has Resistance to all damage and Vulnerability to Fire damage, and it’s within a magical aura that reduces all damage by 5. If it takes 28 Fire damage, the damage is first reduced by 5 (to 23), then halved for the creature’s Resistance (and rounded down to 11), then doubled for its Vulnerability (to 22).

Immunity

Some creatures and objects have Immunity to certain damage types and conditions. Immunity to a damage type means you don’t take damage of that type, and Immunity to a condition means you aren’t affected by it.

Healing

Resting

Adventurers can’t spend every hour adventuring. They need rest. Any creature can take hour-long Short Rests in the midst of a day and an 8-hour Long Rest to end it. Regaining Hit Points is one of the main benefits of a rest. The rules glossary provides the rules for Short and Long Rests.

Dropping to 0 Hit Points

When a creature drops to 0 Hit Points, it either dies outright or falls unconscious, as explained below.

Instant Death

Here are the main ways a creature can die instantly.

Monster Death. A monster dies the instant it drops to 0 Hit Points, although a Dungeon Master can ignore this rule for an individual monster and treat it like a character.

Hit Point Maximum of 0. A creature dies if its Hit Point maximum reaches 0. Certain effects drain life energy, reducing a creature’s Hit Point maximum.

Massive Damage. When damage reduces a character to 0 Hit Points and damage remains, the character dies if the remainder equals or exceeds their Hit Point maximum. For example, if your character has a Hit Point maximum of 12, currently has 6 Hit Points, and takes 18 damage, the character drops to 0 Hit Points, but 12 damage remains. The character then dies, since 12 equals their Hit Point maximum.

Character Demise

If your character dies, others might find a magical way to revive your character, such as with the Raise Dead spell. Or talk with the DM about making a new character to join the group. The rules glossary has more information on being dead.

Falling Unconscious

If you reach 0 Hit Points and don’t die instantly, you have the Unconscious condition until you regain any Hit Points, and you now face making Death Saving Throws (see below).

Knocking Out a Creature

When you would reduce a creature to 0 Hit Points with a melee attack, you can instead reduce the creature to 1 Hit Point and give it the Unconscious condition. It then starts a Short Rest, at the end of which that condition ends on it. The condition ends early if the creature regains any Hit Points or if someone takes an action to administer first aid to it, making a successful 10 check check.

Death Saving Throws

Whenever you start your turn with 0 Hit Points, you must make a Death Saving Throw to determine whether you creep closer to death or hang on to life. Unlike other saving throws, this one isn’t tied to an ability score. You’re in the hands of fate now.

Three Successes/Failures. Roll 1d20. If the roll is 10 or higher, you succeed. Otherwise, you fail. A success or failure has no effect by itself. On your third success, you become Stable (see “Stabilizing a Character” below). On your third failure, you die.

The successes and failures don’t need to be consecutive; keep track of both until you collect three of a kind. The number of both is reset to zero when you regain any Hit Points or become Stable.

Rolling a 1 or 20. When you roll a 1 on the d20 for a Death Saving Throw, you suffer two failures. If you roll a 20 on the d20, you regain 1 Hit Point.

Damage at 0 Hit Points. If you take any damage while you have 0 Hit Points, you suffer a Death Saving Throw failure. If the damage is from a Critical Hit, you suffer two failures instead. If the damage equals or exceeds your Hit Point maximum, you die.

Stabilizing a Character

You can take the Help action to try to stabilize a creature with 0 Hit Points, which requires a successful DC 10 Wisdom (Medicine) check.

A Stable creature doesn’t make Death Saving Throws even though it has 0 Hit Points, but it still has the Unconscious condition. If the creature takes damage, it stops being Stable and starts making Death Saving Throws again. A Stable creature that isn’t healed regains 1 Hit Point after 1d4 hours.

Temporary Hit Points

Some spells and other effects confer Temporary Hit Points, which are a buffer against losing actual Hit Points, as explained below.

Lose Temporary Hit Points First

If you have Temporary Hit Points and take damage, those points are lost first, and any leftover damage carries over to your Hit Points. For example, if you have 5 Temporary Hit Points and take 7 damage, you lose those points and then lose 2 Hit Points.

Duration

Temporary Hit Points last until they’re depleted or you finish a Long Rest (see the rules glossary).

They Don’t Stack

Temporary Hit Points can’t be added together. If you have Temporary Hit Points and receive more of them, you decide whether to keep the ones you have or to gain the new ones. For example, if a spell grants you 12 Temporary Hit Points when you already have 10, you can have 12 or 10, not 22.

They’re Not Hit Points or Healing

Temporary Hit Points can’t be added to your Hit Points, healing can’t restore them, and receiving Temporary Hit Points doesn’t count as healing. Because Temporary Hit Points aren’t Hit Points, a creature can be at full Hit Points and receive Temporary Hit Points.

If you have 0 Hit Points, receiving Temporary Hit Points doesn’t restore you to consciousness. Only true healing can save you.

Conditions

Combat and Damage Example

In this scene, threats force a group of adventurers into battle. This example demonstrates the turn-based flow of combat that gives each player a chance to detail what they do during the high-stakes moments of a fight.

Below Castle Ravenloft, the characters enter combat!

Jared (as DM): Yellow lichen covers the ceiling in this passage, which has alcoves along both sides.

Russell (as Shreeve): I peer into the nearest alcoves.

8

Jared: They each contain human skeletal remains. The silence is broken suddenly by the rattle of bones as the skeletons lurch to their feet all around you and prepare to attack!

Russell: Ack! How many skeletons?

9

Jared: Ten in all, and they’re hostile. Roll Initiative!

Russell: Ten skeletons? Yikes! I got a 16.

Maeve (as Mirabella): I got 8.

Phillip (as Gareth): An incredible 2 for Gareth.

Amy (as Auro): I got a 19!

10

Jared: The Rogue is quick to react—but not as quick as the skeletons! They got a 20. The first four attack the person in the lead: Shreeve.

Russell: Oh, boy.

11

Jared: Their attack roll totals are 8, 16, 18, and 20.

Russell: The 8 and 16 miss my AC, but the others hit.

Jared: Two of them stick you with their broken blades, dealing a total of 9 Piercing damage.

Russell: Is that the best you can do?

Phillip: Never say that to the DM.

Jared: Heh. Now two of them attack Auro. The first roll is a natural 1: a miss. The second roll is 16.

Amy: That hits.

Jared: You take 4 Piercing damage, and one of them attacks Mirabella with a roll of 14.

12

Maeve: Hits. No, wait! I cast Shield, so that misses.

Jared: The skeleton’s blade bounces off your shield of magical force. Then two of them attack Gareth. One misses with a 5, but the other one lands a solid blow with a 21, dealing 7 piercing damage.

Phillip: That got my attention!

Jared: That’s nine attacks. There’s one more skeleton at the end of the hall. It moves up and waits for an opening. Now it’s Auro’s turn.

Amy: I attack one close to me. Does a 24 hit?

Jared: A solid hit!

Amy: And it’s next to one of my allies, right?

Jared: Yes.

13

Amy: So with my Sneak Attack, that’s 22 damage!

Jared: Your blade slides into an empty eye socket, and the skeleton clatters to the ground, now inanimate and harmless.

13

Amy: Then I use Cunning Action to Disengage as a Bonus Action and move 20 feet out of the melee.

Jared: Very good. Shreeve?

14

Russell: I drop my sword and pull out my warhammer. Time to break some bones! My first attack is a 21 to hit for 7 Bludgeoning damage.

Jared: It tries to block your swing, but the force of your blow destroys the skeleton!

Russell: I swing at the next skeleton with 11 to hit.

Jared: The skeleton dodges out of the way.

Russell: Rats. That’s my turn.

Jared: Mirabella?

15

Maeve: How many can I get in a 15-foot Cube?

Jared: Three if you don’t want to get Shreeve too.

16

Maeve: That’s probably best. I cast Thunderwave at those three, using a level 2 spell slot. So there’s a loud boom, and a wave of thunderous force sweeps over the skeletons. They need to make DC 15 Constitution saves.

Jared: They all fail!

Maeve: Because I used a level 2 slot, that’s 15 Thunder damage, and they’re pushed 10 feet away.

Jared: They’re pushed back and shattered.

Maeve: Excellent! Four down, six to go.

Jared: And it’s Gareth’s turn at last!

Phillip: How many of them are within 30 feet of me?

Jared: All six.

17

Phillip: I hold up my Holy Symbol and ask Pelor the Holy Sun to sear these skeletons. They need to make DC 15 Wisdom saves.

Jared (rolling): Oh, those are not good numbers. None of them even got close.

Phillip: They each take 18 Radiant damage and—

Jared: Never mind the “and.” Pelor does indeed smite these skeletons! They’re silhouetted for a moment in a burst of brilliant light, then they vanish, leaving only their broken swords behind.

Starting Combat. While describing the skeletons animating, the DM gets ready to start combat by mentally figuring out where everyone is, referring to the map of the area and the party’s established marching order. 8

Rolling Initiative. The next step in combat is for everyone involved to roll Initiative. 9

Taking Turns. Now each participant in the battle takes a turn in Initiative order. The skeletons go first because they got the highest Initiative: 20. 10

Attack Rolls. When a creature attacks, whether swinging a sword or firing an arrow from a bow, its player makes an attack roll. If the total is equal to or higher than the target’s Armor Class (AC), the attack hits. 11

Spells and Reactions. Mirabella casts the Shield spell. It’s a special property of this spell that it can be cast even when it’s not the caster’s turn, using her Reaction (see “Actions” earlier in this chapter). 12

Special Abilities. Auro’s Sneak Attack lets him deal extra damage to the skeletons, and his Cunning Action lets him Disengage as a Bonus Action. These are examples of class features (described in chapter 3) that let characters bend the rules. 13

Vulnerability. An attack that deals Bludgeoning damage is deadly to skeletons. Shreeve knows this from past experience, which is why she drops her sword and switches to a Bludgeoning weapon. She rolls only 7 damage, but the DM knows the skeleton actually takes 14 damage. 14

Areas of Effect. Spells and many other effects in the game fill a specific area that is defined by the rules, like the 15-foot Cube of the Thunderwave spell. See the rules glossary for more on areas of effect. 15

Saving Throws. The skeletons make Constitution saving throws to resist the Thunderwave spell. When they fail those saves, they take damage and are pushed, as defined in that spell’s description. 16

Damage and Hit Points. The skeletons have 13 Hit Points each, so the spells and attacks in this example deal enough damage to destroy them. If a spell or an attack dealt less than 13 damage, the DM would keep track of the damage each skeleton has taken until it is reduced to 0 Hit Points and is destroyed.

Saving Throws. Gareth’s Sear Undead is a class feature (see chapter 3). As with Mira­bella’s Thunderwave spell, Sear Undead forces the skeletons to make a saving throw. 17

Overview

A condition is a temporary game state. The definition of a condition says how it affects its recipient, and various rules define how to end a condition. This glossary defines these conditions:

  • Blinded
  • Charmed
  • Deafened
  • Exhaustion
  • Frightened
  • Grappled
  • Incapacitated
  • Invisible
  • Paralyzed
  • Petrified
  • Poisoned
  • Prone
  • Restrained
  • Stunned
  • Unconscious

A condition doesn’t stack with itself; a recipient either has a condition or doesn’t. The Exhaustion condition is an exception to that rule.

Duration

A condition lasts either for a duration specified by the effect that imposed the condition or until the condition is countered (the Prone condition is countered by standing up, for example).

No Stacking

If multiple effects impose the same condition on you, each instance of the condition has its own duration, but the condition’s effects don’t get worse. Either you have a condition or you don’t. The Exhaustion condition is an exception; its effects get worse if you have the condition and receive it again.

Art Handouts

Chapter 2

Creating a Character

Introduction

You can make a character for Dungeons & Dragons using the building blocks in this book. Your character is a combination of game statistics, roleplaying hooks, and your imagination. You choose a class (such as Fighter or Wizard), a background (such as Sailor or Acolyte), and a species (such as Human or Elf. You also invent the personality and appearance of your character. Once completed, your character serves as your avatar in the D&D multiverse.

Get Ready

Before you dive into character creation, there are a few things to do to get ready, as explained below.

Talk with Your DM

Start by talking with your Dungeon Master about the type of D&D game they plan to run. If the DM draws inspiration from Greek myth, for example, you might choose a different direction for your character than if the DM is planning for swashbuckling on the high seas. Think about the kind of adventurer you want to play in this game. If you don’t know where to begin, look at the character illustrations in this book for inspiration.

Choose a Character Sheet

You’ll record the main details of your character on a character sheet. Throughout this chapter, we use the term “character sheet” to mean whatever you use to track your character’s details, whether it’s a printed character sheet (like the one shown on the following pages), a digital character sheet like the one on D&D Beyond, or plain paper. Choose whichever style of sheet works for you, and then embark on creating a character!

Session Zero

Some Dungeon Masters start a campaign with a “session zero,” an initial gathering focused on creating characters and setting expectations, including topics to avoid as well as those to embrace. A session zero provides a great opportunity to talk to the other players and the DM and decide whether your characters know one another, how they met, and what sorts of quests the group might undertake together.

Create Your Character

Here are the steps to make a character; each step is explored in detail in this chapter:

  1. Choose a Class. Every adventurer is a member of a class. A class broadly describes a character’s vocation, special talents, and favored tactics.
  2. Determine Origin. A character’s origin includes two elements: background and species. How did the character spend the years leading up to a life of adventure? Who are the character’s ancestors? You can also choose your character’s languages.
  3. Determine Ability Scores. Much of what your character does in the game depends on the character’s six abilities.
  4. Choose an Alignment. Alignment is a shorthand for your character’s moral compass.
  5. Fill in Details. Using the choices you’ve made, fill in the remaining details on your character sheet.

On the character sheet on the following pages, many spaces are labeled with a number that corresponds with one of those steps.

Building Your Character in Foundry

It's easy to build a character directly in your character sheet on Foundry. Just do the following:

  1. Toggle on the "Edit" mode in the top-left.
  2. On the * * Details Tab click on Add Species in the right column underneath your Saving Throws and choose your Species in the Compendium Browser by checking the box to the right and pressing Select. - You can select filters on the left-hand side. Clicking once includes, clicking a second time excludes, and clicking a third time reverts it to unchecked.
  3. Click on Add Background underneath your Species and make a choice in the Compendium Browser.
  4. Change to the * * Features tab and click on Add Class and make a choice in the Compendium Browser.
  5. Once you reach the level that grants your subclass you can return to the * * Features tab and click on the * * icon to select your subclass.

Whenever you make a choice or level up you will be walked through the Advancement system which tells you what features you're being granted, allows you to make choices, and roll for your Hit Points (or take the average).

Step 1: Choose a Class

Choose a class, and write it on your character sheet. The Class Overview table summarizes the classes. See chapter 3 for the classes’ details.

Class Likes ... Primary Ability Complexity
Barbarian Battle Strength Average
Bard Performing Charisma High
Cleric Gods Wisdom Average
Druid Nature Wisdom High
Fighter Weapons Strengthor Dexterity Low
Monk Unarmed combat Dexterityand Wisdom High
Paladin Defense Strengthand Charisma Average
Ranger Survival Dexterityand Wisdom Average
Rogue Stealth Dexterity Low
Sorcerer Power Charisma High
Warlock Occult lore Charisma High
Wizard Spellbooks Intelligence Average

A Balanced Party

The classic D&D party comprises a Cleric, Fighter, Rogue, and Wizard. Those four classes have the longest history in the game, but more importantly, they bring a balanced mix of capabilities to adventures. You’re welcome to use that party setup or modify it using these guidelines:

Cleric. Replace with Bard or Druid

Fighter. Replace with Barbarian, Monk, Paladin, or Ranger

Rogue. Replace with Bard or Ranger

Wizard. Replace with Bard, Sorcerer, or Warlock

Get Started Quickly with Premade Characters

There are level 1 pre-gens available for every class using the Player Handbook's recommended attributes and features: Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Warlock, Wizard.

Write Your Level

Write your character’s level on your character sheet. Typically, a character starts at level 1 and advances in level by adventuring and gaining Experience Points (XP).

Write Your XP. Also record your Experience Points. A level 1 character has 0 XP.

Starting at a Higher Level. Your DM might start you at a higher level. If you start at level 3 or higher, write your chosen subclass on your character sheet. See the “Starting at Higher Levels” section later in the chapter for more information.

Note Armor Training

Your class might give you training with certain categories of armor. Note your armor training on your character sheet. Armor training with a kind of armor means you can wear that armor effectively, gaining defensive bonuses from it. The categories of armor are described in chapter 6.

Hold That Thought

You’ll fill in more details about your class later. Choosing your class is the most important decision you make in creating a character, and it informs many of the decisions you make in later steps. You’ll return to your class’s description in chapter 3 several more times before you’re done.

Step 2: Determine Origin

Determining your character’s origin involves choosing a background, a species, and two languages.

A character’s background represents the place and occupation that were most formative for the character. The combination of background, species, and languages provides fertile soil for your imagination as you ponder your character’s earliest days.

Choose a Background

Choose your character’s background, and write it on your character sheet. You can choose any of the backgrounds detailed in chapter 4, and your DM might offer additional backgrounds as options.

The background you choose influences step 3, when you determine your character’s ability scores. If you’re having trouble choosing, the Ability Scores and Backgrounds table shows which backgrounds benefit which ability scores. Look for your class’s primary ability there.

Ability Backgrounds
Strength Artisan, Entertainer, Farmer, Guard, Noble, Sailor, Soldier
Dexterity Artisan, Charlatan, Criminal, Entertainer, Guide, Sailor, Scribe, Soldier, Wayfarer
Constitution Charlatan, Criminal, Farmer, Guide, Hermit, Merchant, Sage, Soldier
Intelligence Acolyte, Artisan, Criminal, Guard, Merchant, Noble, Sage, Scribe
Wisdom Acolyte, Farmer, Guard, Guide, Hermit, Sage, Sailor, Scribe, Wayfarer
Charisma Acolyte, Charlatan, Entertainer, Hermit, Merchant, Noble, Wayfarer

Record Your Feat. A background gives you a feat, which grants your character particular capabilities. Feats are detailed in chapter 5. Write the feat on your character sheet.

Note Proficiencies. Your background gives proficiency in two skills and with one tool. Record this information on your character sheet.

Your class also gives proficiencies. Check your class description in chapter 3 and note the proficiencies on your character sheet.

On the sample character sheet, you can indicate proficiency in skills and saving throws by marking the circle next to them.

The features table in your class description shows your Proficiency Bonus (described in chapter 1), which is +2 for a level 1 character. Note this number on your character sheet. You’ll fill in other numbers connected to these proficiencies in step 5.

Choose Starting Equipment

Your background and class both provide starting equipment. Any coins that you gain at this step can be immediately spent on equipment from chapter 6. In addition, you can have one trinket at no cost (see the Trinkets table at the end of this chapter).

Record your chosen equipment on your character sheet. Equipment is described in chapter 6, but for now you can just write it all down and look up the specifics in that chapter later. There’s also space on the sample character sheet to note any coins you have left after purchasing your equipment, as well as treasure you acquire on your adventures.

Choose a Species

Choose a species for your character. The following species options are detailed in chapter 4: Aasimar, Dragonborn, Dwarf, Elf, Gnome, Goliath, Halfling, Human, Orc, and Tiefling. Once you’ve chosen a species, write it on your character sheet. Then record your species’ traits.

Your character’s size and Speed are determined by the character’s species; record these in the appropriate places on your character sheet as well (you may write just the first letter of your size).

Imagine Your Past and Present

Let your character’s background and species inspire how you imagine their past. That past fed into the character’s present. With that in mind, consider answers to the following questions as your character:

  • Who raised you?
  • Who was your dearest childhood friend?
  • Did you grow up with a pet?
  • Have you fallen in love? If so, with whom?
  • Did you join an organization, such as a guild or religion? If so, are you still a member of it?
  • What elements of your past inspire you to go on adventures now?

Choose Languages

Your character knows at least three languages: Common plus two languages you roll or choose from the Standard Languages table. Knowledge of a language means your character can communicate in it, read it, and write it. Your class and other features might also give you languages.

The Standard Languages table lists languages that are widespread on D&D worlds. Every player character knows Common, which originated in the planar metropolis of Sigil, the hub of the multiverse. The other standard languages originated with the first members of the most prominent species in the worlds of D&D and have since spread widely.

The Rare Languages table lists languages that are either secret or derived from other planes of existence and thus less widespread in the worlds of the Material Plane. Some features let a character learn a rare language.

Use the Standard Languages roll table to roll for your languages.

1d12 Language Origin
-- Common Sigil
1 Common Sign Language Sigil
2 Draconic Dragons
3-4 Dwarvish Dwarves
5-6 Elvish Elves
7 Giant Giants
8 Gnomish Gnomes
9 Goblin Goblinoids
10-11 Halfling Halflings
12 Orc Orcs

The Rare Languages table lists languages that are either secret or derived from other planes of exis- tence and thus less widespread in the worlds of the Material Plane. Some features let a character learn a rare language.

Language Origin
Abyssal Demons of the Abyss
Celestial Celestials
Deep Speech Aberrations
Druidic Druidic circles
Infernal Devils of the Nine Hells
Primordial * Elementals
Sylvan The Feywild
Thieves’ Cant Various criminal guilds
Undercommon The Underdark

** Primordial includes the Aquan, Auran, Ignan, and Terran dialects. Creatures that know one of these dialects can communicate with those that know a different one.*

Step 3: Determine Ability Scores

To determine your character’s ability scores, you first generate a set of six numbers using the instructions below and then assign them to your six abilities. Chapter 1 explains what each ability means.

Score Cost
8 0
9 1
10 2
11 3
12 4
13 5
14 7
15 9

Generate Your Scores

Determine your ability scores by using one of the following three methods. Your DM might prefer you to use a particular one.

Standard Array. Use the following six scores for your abilities: 15, 14, 13, 12, 10, 8.

Random Generation. Roll 4d6kh3{4d6} (this rolls 4d6 and keeps the top 3 results) and record the total of the highest three dice. Do this five more times, so you have six numbers.

Point Cost. You have 27 points to spend on your ability scores. The cost of each score is shown on the Ability Score Point Costs table. For example, a score of 14 costs 7 of your 27 points.

Assign Ability Scores

Once you’ve generated six scores, assign them to Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma, keeping in mind your class’s primary ability. Fill in the ability modifiers as well.

If you’re using the Standard Array option, consult the Standard Array by Class table for suggestions on where to assign scores for your character’s class. The table puts the highest scores in a class’s main abilities. If you used a different method to generate the scores, you may still use this table to guide where you place your highest and lowest scores.

Backgrounds and Species from Older Books

Backgrounds in older D&D books don’t include ability score adjustments. If you’re using a background from an older book, adjust your ability scores by increasing one score by 2 and a different one by 1, or increase three scores by 1. None of these increases can raise a score above 20.

Similarly, species in older books include ability score increases. If you’re using a species from an older book, ignore those increases and use only the ones given by your background.

Also, if the background you choose doesn’t provide a feat, you gain an Origin feat of your choice.

Class Str. Dex. Con. Int. Wis. Cha.
Barbarian 15 13 14 10 12 8
Bard 8 14 12 13 10 15
Cleric 14 8 13 10 15 12
Druid 8 12 14 13 15 10
Fighter 15 14 13 8 10 12
Monk 12 15 13 10 14 8
Paladin 15 10 13 8 12 14
Ranger 12 15 13 8 14 10
Rogue 12 15 13 14 10 8
Sorcerer 10 13 14 8 12 15
Warlock 8 14 13 12 10 15
Wizard 8 12 13 15 14 10

Adjust Ability Scores

After assigning your ability scores, adjust them according to your background. Your background lists three abilities; increase one of those scores by 2 and a different one by 1, or increase all three by 1. None of these increases can raise a score above 20.

Some players like to increase their class’s primary ability, while others prefer to increase a low score.

Determine Ability Modifiers

Finally, determine your ability modifiers using the Ability Scores and Modifiers table. Write the modifier next to each of your scores.

Score Modifier
3 −4
4–5 −3
6–7 −2
8–9 −1
10–11 +0
12–13 +1
14–15 +2
16–17 +3
18–19 +4
20 +5

Describe Appearance and Personality

Ability scores are an essential part of the rules, but they can be more than that. Once you’ve assigned your ability scores, give some thought to what those scores might say about your character’s appearance and personality. A very strong character with low Charisma might look and behave differently from a charismatic character with low Strength. The following tables of descriptive words give suggestions of how you might describe your character based on having a high or low score in an ability.

Note your character’s appearance and personality on your character sheet.

Step 4: Choose an Alignment

Choose your character’s alignment from the options below, and note it on your character sheet.

D&D assumes that player characters aren’t of an evil alignment. Check with your DM before making an evil character.

Unaligned Creatures

Most creatures that lack the capacity for rational thought don’t have alignments; they are unaligned. Sharks are savage predators, for example, but they aren’t evil; they are unaligned.

The Nine Alignments

A creature’s alignment broadly describes its ethical attitudes and ideals. Alignment is a combination of two factors: one identifies morality (good, evil, or neutral), and the other describes attitudes toward order (lawful, chaotic, or neutral).

The summaries of the alignments below describe the typical behavior of a creature with that alignment; individuals can vary from that behavior.

Lawful Good (LG). Lawful Good creatures endeavor to do the right thing as expected by society. Someone who fights injustice and protects the innocent without hesitation is probably Lawful Good.

Neutral Good (NG). Neutral Good creatures do the best they can, working within rules but not feeling bound by them. A kindly person who helps others according to their needs is probably Neutral Good.

Chaotic Good (CG). Chaotic Good creatures act as their conscience directs with little regard for what others expect. A rebel who waylays a cruel baron’s tax collectors and uses the stolen money to help the poor is probably Chaotic Good.

Lawful Neutral (LN). Lawful Neutral individuals act in accordance with law, tradition, or personal codes. Someone who follows a disciplined rule of life—and isn’t swayed either by the demands of those in need or by the temptations of evil—is probably Lawful Neutral.

Neutral (N). Neutral is the alignment of those who prefer to avoid moral questions and don’t take sides, doing what seems best at the time. Someone who’s bored by moral debate is probably Neutral.

Chaotic Neutral (CN). Chaotic Neutral creatures follow their whims, valuing their personal freedom above all else. A scoundrel who wanders the land living by their wits is probably Chaotic Neutral.

Lawful Evil (LE). Lawful Evil creatures methodically take what they want within the limits of a code of tradition, loyalty, or order. An aristocrat exploiting citizens while scheming for power is probably Lawful Evil.

Neutral Evil (NE). Neutral Evil is the alignment of those who are untroubled by the harm they cause as they pursue their desires. A criminal who robs and murders as they please is probably Neutral Evil.

Chaotic Evil (CE). Chaotic Evil creatures act with arbitrary violence, spurred by their hatred or bloodlust. A villain pursuing schemes of vengeance and havoc is probably Chaotic Evil.

Alignment and Personality

Alignment can shape a character’s personality, goals, and core beliefs. Looking at the two elements of an alignment, you can use the lists below to inspire details of your character’s personality.

Gaining a Level

When you gain a level, follow these steps:

  1. Choose a Class. Most characters advance in the same class. However, you might decide to gain a level in another class using the rules in the Multiclassing section later in this chapter.
  2. Adjust Hit Points and Hit Point Dice. Each time you gain a level, you gain an additional Hit Die. Roll that die, add your Constitution modifier to the roll, and add the total (minimum of 1) to your Hit Point maximum. Instead of rolling, you can use the fixed value shown in the Fixed Hit Points by Class table.
  3. Record New Class Features. Look at your class features table in chapter 3, and note the features you gain at your new level in that class. Make any choices offered by a new feature.
  4. Adjust Proficiency Bonus. A character’s Proficiency Bonus increases at certain levels, as shown in the Character Advancement table and your class features table in chapter 3. When your Proficiency Bonus increases, increase all the numbers on your character sheet that include your Proficiency Bonus.
  5. Adjust Ability Modifiers. If you choose a feat that increases one or more of your ability scores, your ability modifier also changes if the new score is an even number. When that happens, adjust all the numbers on your character sheet that use that ability modifier. When your Constitution modifier increases by 1, your Hit Point maximum increases by 1 for each level you have attained. For example, if a character reaches level 8 and increases their Constitution score from 17 to 18, the Constitution modifier increases to +4. The character’s Hit Point maximum then increases by 8, in addition to the Hit Points gained for reaching level 8.
Class Hit Points per Level
Barbarian 7 + Con. modifier
Fighter, Paladin, or Ranger 6 + Con. modifier
Bard, Cleric, Druid, Monk, Rogue, or Warlock 5 + Con. modifier
Sorcerer or Wizard 4 + Con. modifier

Bonus Feats at Level 20

A DM can use feats as a form of advancement after characters reach level 20 to provide greater power to characters who have no more levels to gain. With this approach, each character gains one feat of their choice for every 30,000 XP the character earns above 355,000 XP. Epic Boon feats are especially appropriate for these bonus feats, but a player can choose any feat for which their level 20 character qualifies.

Level Advancement

While going on adventures, your character gains experience, represented by Experience Points (XP). A character who reaches a specified Experience Point total advances in capability. This advancement is called gaining a level.

The Character Advancement table lists the XP you need to advance to a level and the Proficiency Bonus for a character of that level. When your XP total equals or exceeds a number in the Experience Points column, you reach the corresponding level.

Level Experience Points Proficiency Bonus
1 0 +2
2 300 +2
3 900 +2
4 2,700 +2
5 6,500 +3
6 14,000 +3
7 23,000 +3
8 34,000 +3
9 48,000 +4
10 64,000 +4
11 85,000 +4
12 100,000 +4
13 120,000 +5
14 140,000 +5
15 165,000 +5
16 195,000 +5
17 225,000 +6
18 265,000 +6
19 305,000 +6
20 355,000 +6

Multiclassing

Multiclassing allows you to gain levels in multiple classes. With this rule, you have the option of gaining a level in a new class whenever you advance in level instead of gaining a level in your current class. Doing so lets you mix the abilities of those classes to realize a character concept that might not be reflected in a single class.

Prerequisites

To qualify for a new class, you must have a score of at least 13 in the primary ability of the new class and your current classes. For example, a Barbarian who decides to multiclass into the Druid class must have Strength and Wisdom scores of 13 or higher, since Strength is the primary ability for Barbarians and Wisdom is the primary ability for Druids.

Experience Points

The Experience Point cost to gain a level is based on your total character level, not your level in a particular class, as shown in the Character Advancement table in this chapter. For example, if you are a level 6 Cleric / level 1 Fighter, you must gain enough XP to reach level 8 before you can take your second level as a Fighter or your seventh level as a Cleric.

Hit Points and Hit Point Dice

You gain the Hit Points from your new class as described for levels after 1. You gain the level 1 Hit Points for a class only when your total character level is 1.

Add together the Hit Dice granted by all your classes to form your pool of Hit Dice. If these dice are the same die type, you can pool them together. For example, both the Fighter and the Paladin have a d10 Hit Die, so if you are a level 5 Fighter / level 5 Paladin, you have ten d10 Hit Dice. If your classes give you Hit Dice of different types, track them separately. If you are a level 5 Cleric / level 5 Paladin, for example, you have five d8 Hit Dice and five d10 Hit Dice.

Proficiency Bonus

Your Proficiency Bonus is based on your total character level, not your level in a particular class, as shown in the Character Advancement table. For example, if you are a level 3 Fighter / level 2 Rogue, you have the Proficiency Bonus of a level 5 character, which is +3.

Proficiencies

When you gain your first level in a class other than your initial class, you gain only some of the new class’s starting proficiencies, as detailed in each class’s description in chapter 3.

Class Features

When you gain a new level in a class, you get its features for that level. A few features have additional rules when you’re multiclassing. Check the information about multiclassing included in each of your classes’ descriptions.

Special rules apply to Extra Attack, Spellcasting, and features (such as Unarmored Defense) that give you alternative ways to calculate your Armor Class.

Armor Class

If you have multiple ways to calculate your Armor Class, you can benefit from only one at a time. For example, a Monk/Sorcerer with a Monk’s Unarmored Defense feature and a Sorcerer’s Draconic Resilience feature must choose only one of those features as a way to calculate Armor Class.

Extra Attack

If you gain the Extra Attack feature from more than one class, the features don’t stack. You can’t make more than two attacks with this feature unless you have a feature that says you can (such as the Fighter’s Two Extra Attacks feature).

Similarly, the Warlock’s Thirsting Blade invocation, which grants you the Extra Attack feature with your pact weapon, doesn’t give you additional attacks if you also have Extra Attack.

Spellcasting

Your capacity for spellcasting depends partly on your combined levels in all your spellcasting classes and partly on your individual levels in those classes. Once you have the Spellcasting feature from more than one class, use the rules below. If you multiclass but have the Spellcasting feature from only one class, follow the rules for that class.

Spells Prepared. You determine what spells you can prepare for each class individually, as if you were a single-classed member of that class. If you are a level 4 Ranger / level 3 Sorcerer, for example, you can prepare five level 1 Ranger spells, and you can prepare six Sorcerer spells of level 1 or 2 (as well as four Sorcerer cantrips).

Each spell you prepare is associated with one of your classes, and you use the spellcasting ability of that class when you cast the spell.

Cantrips. If a cantrip of yours increases in power at higher levels, the increase is based on your total character level, not your level in a particular class, unless the spell says otherwise.

Spell Slots. You determine your available spell slots by adding together the following:

  • All your levels in the Bard, Cleric, Druid, Sorcerer, and Wizard classes
  • Half your levels (round up) in the Paladin and Ranger classes
  • One third of your Fighter or Rogue levels (round down) if you have the Eldritch Knight or Arcane Trickster subclass.

Then look up this total level in the Level column of the Multiclass Spellcaster table. You use the slots for that level to cast spells of an appropriate level from any class whose Spellcasting feature you have.

This table might give you spell slots of a higher level than the spells you prepare. You can use those slots but only to cast your lower-level spells. If a lower-level spell that you cast, like Burning Hands, has an enhanced effect when cast at a higher level, you can use the enhanced effect as normal.

For example, if you are a level 4 Ranger / level 3 Sorcerer, you count as a level 5 character when determining your spell slots, counting all your levels as a Sorcerer and half your Ranger levels. As shown in the Multiclass Spellcaster table, you have four level 1 spell slots, three level 2 slots, and two level 3 slots. However, you can’t prepare any level 3 spells, nor can you prepare any level 2 Ranger spells. You can use the spell slots of those levels to cast the spells you do prepare—and potentially enhance their effects.

Pact Magic. If you have the Pact Magic feature from the Warlock class and the Spellcasting feature, you can use the spell slots you gain from Pact Magic to cast spells you have prepared from classes with the Spellcasting feature, and you can use the spell slots you gain from the Spellcasting feature to cast Warlock spells you have prepared.

Level 1 2 3 4 5 6 7 8 9
1 2
2 3
3 4 2
4 4 3
5 4 3 2
6 4 3 3
7 4 3 3 1
8 4 3 3 2
9 4 3 3 3 1
10 4 3 3 3 2
11 4 3 3 3 2 1
12 4 3 3 3 2 1
13 4 3 3 3 2 1 1
14 4 3 3 3 2 1 1
15 4 3 3 3 2 1 1 1
16 4 3 3 3 2 1 1 1
17 4 3 3 3 2 1 1 1 1
18 4 3 3 3 3 1 1 1 1
19 4 3 3 3 3 2 1 1 1
20 4 3 3 3 3 2 2 1 1

Starting at Higher Levels

Your DM might start your group’s characters at a level higher than 1. It is particularly recommended to start at level 3 if your group is composed of seasoned D&D players.

Creating Your Character

Creating a higher-level character uses the same character-creation steps outlined in this chapter and the rules for advancing beyond level 1 provided in the Level Advancement section. You begin with the minimum amount of XP required to reach your starting level. For example, if the DM starts you at level 10, you have 64,000 XP.

Starting Equipment

The DM decides whether your character starts with more than the standard equipment for a level 1 character, possibly even one or more magic items. The Starting Equipment at Higher Levels table is a guide for the DM.

Also, check with your DM about what equipment is available for you to buy with your starting money. For example, the firearms described in chapter 6 are too expensive for level 1 characters, but they might be available for purchase if your DM allows them.

Starting Level Equipment and Money Magic Items
2–4 Normal starting equipment 1 Common
5–10 [[/award 1d10*25+500gp]] plus normal starting equipment 1 Common, 1 Uncommon
11–16 [[/award 1d10*250+5000gp]] plus normal starting equipment 2 Common, 3 Uncommon, 1 Rare
17–20 [[/award 1d10*250+20000gp]] plus normal starting equipment 2 Common, 4 Uncommon, 3 Rare, 1 Very Rare

Step 5: Fill In Details

Now fill in the rest of your character sheet.

Record Class Features

Look at your class’s feature table in chapter 3, and write down the level 1 features. The class features are detailed in that same chapter.

Some class features offer choices. Make sure to read all your features and make any offered choices.

Fill In Numbers

Note these numbers on your character sheet.

Saving Throws. For the saving throws you have proficiency in, add your Proficiency Bonus to the appropriate ability modifier and note the total. Some players also like to note the modifier for saving throws they’re not proficient in, which is just the relevant ability modifier.

Skills. For skills you have proficiency in, add your Proficiency Bonus to the ability modifier associated with that skill, and note the total. You might also wish to note the modifier for skills you’re not proficient in, which is just the relevant ability modifier.

Passive Perception. Sometimes your DM will determine whether your character notices something without asking you to make a Wisdom (Perception) check; the DM uses your Passive Perception instead. Passive Perception is a score that reflects a general awareness of your surroundings when you’re not actively looking for something. Use this formula to determine your Passive Perception score:

Passive Perception = 10 + Wisdom (Perception) check modifier

Include all modifiers that apply to your Wisdom (Perception) checks. For example, if your character has a Wisdom of 15 and proficiency in the Perception skill, you have a Passive Perception of 14 (10 + 2 for your Wisdom modifier + 2 for proficiency).

Hit Points. Your class and Constitution modifier determine your Hit Point maximum at level 1, as shown on the Level 1 Hit Points by Class table.

Class Hit Point Maximum
Barbarian 12 + Con. modifier
Fighter, Paladin, or Ranger 10 + Con. modifier
Bard, Cleric, Druid, Monk, Rogue, or Warlock 8 + Con. modifier
Sorcerer or Wizard 6 + Con. modifier

The character sheet includes room to note your current Hit Points when you take damage, as well as any Temporary Hit Points you might gain. There’s also space to track Death Saving Throws.

Hit Point Dice. Your class’s description tells you the die type of your character’s Hit Point Dice (or Hit Dice for short); write this on your character sheet. At level 1, your character has 1 Hit Die. You can spend Hit Dice during a Short Rest to recover Hit Points. Your character sheet also includes space to note how many Hit Dice you’ve spent.

Initiative. Write your Dexterity modifier in the space for Initiative on your character sheet.

Armor Class. Without armor or a shield, your base Armor Class is 10 plus your Dexterity modifier. If your starting equipment includes armor or a Shield (or both), calculate your AC using the rules in chapter 6. A class feature might give you a different way to calculate your AC.

Attacks. In the Weapons & Damage Cantrips section of the character sheet, write your starting weapons. The attack roll bonus for a weapon with which you have proficiency is one of the following unless a weapon’s property says otherwise:

Melee attack bonus = Strength modifier + Proficiency Bonus

Ranged attack bonus = Dexterity modifier + Proficiency Bonus

Look up the damage and properties of your weapons in chapter 6. You add the same ability modifier you use for attacks with a weapon to your damage rolls with that weapon.

Spellcasting. Note both the saving throw DC for your spells and the attack bonus for attacks you make with them, using these formulas:

Spell save DC = 8 + spellcasting ability modifier + Proficiency Bonus

Spell attack bonus = spellcasting ability modifier + Proficiency Bonus

Your spellcasting ability modifier for a spell is determined by whatever feature gives you the ability to cast the spell.

Spell Slots, Cantrips, and Prepared Spells. If your class gives you the Spellcasting or Pact Magic feature, your class features table shows the number of spell slots you have available, how many cantrips you know, and how many spells you can prepare. Choose your cantrips and prepared spells, and note them—along with your number of spell slots—on your character sheet.

Name Your Character

Choose a name for your character, and write it on your character sheet. The name can be whatever you like. Was it the name of an ancestor? Does it have religious or other significance? Is it a name you chose for yourself?

Create Final Details

As you finish creating your character, consider whether you’d like to make up any other details about the character. Here are the sorts of things you might ask yourself as the character:

  • What’s your gender?
  • What person or people do you care most about?
  • What’s your deepest fear?
  • On your adventures, will you seek knowledge, wealth, glory, enlightenment, justice, mercy, power, or something else?

Tiers of Play

With each new level, characters acquire new capabilities that equip them to handle greater challenges. As characters advance in level, the tone of the game also changes, and the stakes of the campaign get higher. It’s helpful to think of a character’s (and a campaign’s) arc in terms of four tiers of play, describing the journey from a level 1 character just beginning an adventuring career to the epic heights of level 20. These tiers don’t have any rules associated with them; they point to the fact that the play experience evolves as characters gain levels.

Tier 1 (Levels 1–4)

In tier 1, characters are apprentice adventurers, though they are already set apart from the broader populace by virtue of their extraordinary abilities. They learn their starting class features and choose a subclass. The threats they face usually pose a danger to local farmsteads or villages.

Tier 2 (Levels 5–10)

In tier 2, characters are full-fledged adventurers. Spellcasters gain iconic spells such as Fireball, Lightning Bolt, and Raise Dead. Most weapon-focused classes gain the ability to make multiple attacks in a round. The characters now face dangers that threaten cities and kingdoms.

Tier 3 (Levels 11–16)

In tier 3, characters have reached a level of power that makes them special among adventurers. At level 11, many spell­casters learn reality-altering spells. Other characters gain features that allow them to make more attacks or to do more impressive things with those attacks. These adventurers often confront threats to whole regions.

Tier 4 (Levels 17–20)

At tier 4, characters achieve the pinnacle of their class features, becoming heroic archetypes. The fate of the world or even the order of the multiverse might hang in the balance during their adventures.

Trinkets

When you make your character, you can roll once on the Trinkets table to gain a Tiny trinket, a simple item lightly touched by mystery. The DM might also use this table. It can help stock a room in a dungeon or fill a creature’s pockets.

Art Handouts

Chapter 3

Character Classes

Overview

Character class provides a character’s most exciting capabilities. This chapter offers twelve classes, each of which contains four subclasses—all summarized below.

Barbarian. Storm with Rage, and wade into hand-to-hand combat. Then follow the Path of the

Berserker to unleash raw violence.

Wild Heart to manifest kinship with animals.

World Tree to tap into cosmic vitality.

Zealot to rage in union with a god.

Bard. Perform spells that inspire and heal allies or beguile foes. Then join the College of

Dance to harness agility in battle.

Glamour to weave beguiling Feywild magic.

Lore to collect knowledge and magical secrets.

Valor to wield weapons with spells.

Cleric. Invoke divine magic to heal, bolster, and smite. Then harness the …

Life Domain to be a master of healing.

Light Domain to wield searing, warding light.

Trickery Domain to bedevil foes with mischief.

War Domain to inspire valor and chastise foes.

Druid. Channel nature magic to heal, shape-shift, and control the elements. Then join the Circle of the

Land to draw on the magic of the environment.

Moon to adopt powerful animal forms.

Sea to channel tides and storms.

Stars to gain powers in a starry form.

Fighter. Master all weapons and armor. Then embody the …

Battle Master to use special combat maneuvers.

Champion to strive for peak combat prowess.

Eldritch Knight to learn spells to aid in combat.

Psi Warrior to augment attacks with psionic power.

Monk. Dart in and out of melee while striking fast and hard. Then become a Warrior of

Mercy to heal or harm with a touch.

Shadow to employ shadows for subterfuge.

The Elements to wield elemental power.

The Open Hand to master unarmed combat.

Paladin. Smite foes and shield allies with divine and martial might. Then swear the Oath of

Devotion to emulate the angels of justice.

Glory to reach the heights of heroism.

The Ancients to preserve life, joy, and nature.

Vengeance to hunt down evildoers.

Ranger. Weave together martial prowess, nature magic, and survival skills. Then embody the …

Beast Master to bond with a primal beast.

Fey Wanderer to manifest fey mirth and fury.

Gloom Stalker to hunt foes that lurk in darkness.

Hunter to protect nature with martial versatility.

Rogue. Launch deadly Sneak Attacks while avoiding harm through stealth. Then embody the …

Arcane Trickster to enhance stealth with spells.

Assassin to deliver ambushes and poison.

Soulknife to strike foes with psi blades.

Thief to master infiltration and treasure hunting.

Sorcerer. Wield magic innate to your being, shaping the power to your will. Then channel …

Aberrant Sorcery to use strange psionic magic.

Clockwork Sorcery to harness cosmic forces of order.

Draconic Sorcery to breathe the magic of dragons.

Wild Magic to unleash chaos magic.

Warlock. Cast spells derived from occult knowledge. Then form a pact with the …

Archfey Patron to teleport and wield fey magic.

Celestial Patron to heal with heavenly magic.

Fiend Patron to call on sinister powers.

Great Old One Patron to delve into forbidden lore.

Wizard. Study arcane magic and master spells for every purpose. Then embody the …

Abjurer to shield allies and banish foes.

Diviner to learn the multiverse’s secrets.

Evoker to create explosive effects.

Illusionist to weave spells of deception.

Get Started Quickly with Premade Characters

There are level 1 pre-gens available for every class using the Player Handbook's recommended attributes and features: Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Warlock, Wizard.

Barbarian

Barbarian

See Barbarian class entry

Path of the Berserker

See Path of the Berserker class entry

Path of the Wild Heart

See Path of the Wild Heart class entry

Path of the World Tree

See Path of the World Tree class entry

Path of the Zealot

See Path of the Zealot class entry

Bard

Bard

See Bard class entry

College of Dance

See College of Dance class entry

College of Glamour

See College of Glamour class entry

College of Lore

See College of Lore class entry

College of Valor

See College of Valor class entry

Cleric

Cleric

See Cleric class entry

Life Domain

See Life Domain class entry

Light Domain

See Light Domain class entry

Trickery Domain

See Trickery Domain class entry

War Domain

See War Domain class entry

Druid

Druid

See Druid class entry

Circle of Land

See Circle of Land class entry

Circle of Moon

See Circle of Moon class entry

Circle of Sea

See Circle of Sea class entry

Circle of Stars

See Circle of Stars class entry

Fighter

Fighter

See Fighter class entry

Battle Master

See Battle Master class entry

Maneuver Options

Ambush


Bait and Switch


Commander's Strike


Commanding Presence


Disarming Attack


Distracting Strike


Evasive Footwork


Feinting Attack


Goading Attack


Lunging Attack


Maneuvering Attack


Menacing Attack


Parry


Precision Attack


Pushing Attack


Rally


Riposte


Sweeping Attack


Tactical Assessment


Trip Attack

Champion

See Champion class entry

Eldritch Knight

See Eldritch Knight class entry

Psi Warrior

See Psi Warrior class entry

Monk

Monk

See Monk class entry

Warrior of Mercy

See Warrior of Mercy class entry

Warrior of Shadow

See Warrior of Shadow class entry

Warrior of the Elements

See Warrior of the Elements class entry

Warrior of the Open Hand

See Warrior of the Open Hand class entry

Paladin

Paladin

See Paladin class entry

Oath of Devotion

See Oath of Devotion class entry

Oath of Glory

See Oath of Glory class entry

Oath of the Ancients

See Oath of the Ancients class entry

Oath of Vengeance

See Oath of Vengeance class entry

Ranger

Ranger

See Ranger class entry

Beast Master

See Beast Master class entry

Fey Wanderer

See Fey Wanderer class entry

Gloom Stalker

See Gloom Stalker class entry

Hunter

See Hunter class entry

Rogue

Rogue

See Rogue class entry

Arcane Trickster

See Arcane Trickster class entry

Assassin

See Assassin class entry

Soulknife

See Soulknife class entry

Thief

See Thief class entry

Sorcerer

Sorcerer

See Sorcerer class entry

Metamagic Options

The following options are available to your Metamagic feature. The options are presented in alphabetical order.


Careful Spell


Distant Spell


Empowered Spell


Extended Spell


Heightened Spell


Quickened Spell


Seeking Spell


Subtle Spell


Transmuted Spell


Twinned Spell


Aberrant Sorcery

See Aberrant Sorcery class entry

Clockwork Sorcery

See Clockwork Sorcery class entry

Draconic Sorcery

See Draconic Sorcery class entry

Wild Magic Sorcery

See Wild Magic Sorcery class entry

Warlock

Warlock

See Warlock class entry

Eldritch Invocation Options

Agonizing Blast


Armor of Shadows


Ascendant Step


Devil's Sight


Devouring Blade


Eldritch Mind


Eldritch Smite


Eldritch Spear


Fiendish Vigor


Gaze of Two Minds


Gift of the Depths


Gift of the Protectors


Investment of the Chain Master


Lessons of the First Ones


Lifedrinker


Mask of Many Faces


Master of Myriad Forms


Misty Visions


One with Shadows


Otherworldly Leap


Pact of the Blade


Pact of the Chain


Pact of the Tome


Repelling Blast


Thirsting Blade


Visions of Distant Realms


Whispers of the Grave


Witch Sight

Archfey Patron

See Archfey Patron class entry

Celestial Patron

See Celestial Patron class entry

Fiend Patron

See Fiend Patron class entry

Great Old One Patron

See Great Old One Patron class entry

Wizard

Wizard

See Wizard class entry

Abjurer

See Abjurer class entry

Diviner

See Diviner class entry

Evoker

See Evoker class entry

Illusionist

See Illusionist class entry

Art Handouts

Chapter 4

Character Origins

Overview

This chapter describes the two components of an adventurer’s origin: background and species. Together, these elements suggest your character’s early experience and family origin before taking up the adventuring life and learning the capabilities of a class.

Origin Components

Each part of your character’s origin reflects facets of your character, their life, and the circumstances that started them on the path to adventure.

If you choose a background or a species from an older book, see the sidebar Backgrounds and Species from Older Books in chapter 2 for how to use them with the options here.

Character Backgrounds

Your character’s background is a collection of characteristics that represent the place and occupation that were most formative before your character embarked on a life of adventure.

Each background includes a brief narrative of what your character’s past might have been like. Alter the details of this narrative however you like.

Explore available backgrounds.

Parts of a Background

A background includes the following parts.

Ability Scores. A background lists three of your character’s ability scores. Increase one by 2 and another one by 1, or increase all three by 1. None of these increases can raise a score above 20.

Feat. A background gives your character a specified Origin feat (described in chapter 5).

Skill Proficiencies. A background gives your character proficiency in two specified skills.

Tool Proficiency. Each background gives a character proficiency with one tool—either a specific tool or one chosen from the Artisan’s Tools category. Tools are detailed in chapter 6.

Equipment. Each background offers a choice between a package of equipment and 50 GP.

Character Species

When you choose your character’s species, you determine whether your character is a human or a member of a fantastical species, such as dragonborn or gnome.

The peoples of the D&D multiverse hail from different worlds and include many kinds of sapient life forms. A player character’s species is the set of game traits that an adventurer gains from being one of those life forms.

Some species can trace their origin to a single world, plane of existence, or god, while other species first appeared in multiple realms at once. Whatever a species’ genesis, its members have spread across the multiverse and contribute to many different cultures.

Members of most species live for about 80 years, with exceptions noted in the text about the species in this chapter. Regardless of life span, members of all species reach physical maturity at about the same age. Your character can be any age that isn’t beyond their species’ normal life span.

Explore Available Species.

Parts of a Species

A species includes the following parts.

Creature Type. A character’s species determines the character’s creature type, which is described in the rules glossary. Every species in this chapter is Humanoid; playable non-Humanoid species appear in other D&D books.

Size. Your character’s species determines the character’s size. Individuals within a species cover a wide range of heights, and some species include such diversity of size that you can choose whether your character is Small or Medium.

Speed. Your character’s species determines the character’s Speed.

Special Traits. Each species gives a character special traits—unique characteristics based on the species’ physiology or magical nature. When you choose a species, your character gets all the special traits listed for it. Some traits involve making a choice from a handful of options.

Background Descriptions

Acolyte

Artisan

Charlatan

Criminal

Entertainer

Farmer

Guard

Guide

Hermit

Merchant

Noble

Overview

Sixteen backgrounds are presented in this section in alphabetical order:

  • Acolyte
  • Artisan
  • Charlatan
  • Criminal
  • Entertainer
  • Farmer
  • Guard
  • Guide
  • Hermit
  • Merchant
  • Noble
  • Sage
  • Sailor
  • Scribe
  • Soldier
  • Wayfarer

Sage

Sailor

Scribe

Soldier

Wayfarer

Species Descriptions

Aasimar

Aasimar (pronounced AH-sih-mar) are mortals who carry a spark of the Upper Planes within their souls. Whether descended from an angelic being or infused with celestial power, they can fan that spark to bring light, healing, and heavenly fury.

Aasimar can arise among any population of mortals. They resemble their parents, but they live for up to 160 years and have features that hint at their celestial heritage, such as metallic freckles, luminous eyes, a halo, or the skin color of an angel (silver, opalescent green, or coppery red). These features start subtle and become obvious when the aasimar learns to reveal their full celestial nature.

Aasimar Traits

Creature Type: Humanoid

Size: Medium (about 4–7 feet tall) or Small (about 2–4 feet tall), chosen when you select this species

Speed: 30 feet

As an Aasimar, you have these special traits.

Celestial Resistance. You have Resistance to Necrotic damage and Radiant damage.

Darkvision. You have Darkvision with a range of 60 feet.

Healing Hands. As a Magic action, you touch a creature and roll a number of d4s equal to your Proficiency Bonus. The creature regains a number of Hit Points equal to the total rolled. Once you use this trait, you can’t use it again until you finish a Long Rest.

Light Bearer. You know the Light cantrip. Charisma is your spellcasting ability for it.

Celestial Revelation. When you reach character level 3, you can transform as a Bonus Action using one of the options below (choose the option each time you transform). The transformation lasts for 1 minute or until you end it (no action required). Once you transform, you can’t do so again until you finish a Long Rest.

Once on each of your turns before the transformation ends, you can deal extra damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your Proficiency Bonus, and the extra damage’s type is either Necrotic for Necrotic Shroud or Radiant for Heavenly Wings and Inner Radiance.

Here are the transformation options:

Heavenly Wings. Two spectral wings sprout from your back temporarily. Until the transformation ends, you have a Fly Speed equal to your Speed.

Inner Radiance. Searing light temporarily radiates from your eyes and mouth. For the duration, you shed Bright Light in a 10-foot radius and Dim Light for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes Radiant damage equal to your Proficiency Bonus.

Necrotic Shroud. Your eyes briefly become pools of darkness, and flightless wings sprout from your back temporarily. Creatures other than your allies within 10 feet of you must succeed on a Charisma saving throw (DC 8 plus your Charisma modifier and Proficiency Bonus) or have the Frightened condition until the end of your next turn.

Dragonborn

The ancestors of dragonborn hatched from the eggs of chromatic and metallic dragons. One story holds that these eggs were blessed by the dragon gods Bahamut and Tiamat, who wanted to populate the multiverse with people created in their image. Another story claims that dragons created the first dragonborn without the gods’ blessings. Whatever their origin, dragonborn have made homes for themselves on the Material Plane.

Dragonborn look like wingless, bipedal dragons—scaly, bright-eyed, and thick-boned with horns on their heads—and their coloration and other features are reminiscent of their draconic ancestors.

Dragonborn Traits

Creature Type: Humanoid

Size: Medium (about 5–7 feet tall)

Speed: 30 feet

As a Dragonborn, you have these special traits.

Draconic Ancestry. Your lineage stems from a dragon progenitor. Choose the kind of dragon from the Draconic Ancestors table. Your choice affects your Breath Weapon and Damage Resistance traits as well as your appearance.

Dragon Damage Type Dragon Damage Type
Black Acid Gold Fire
Blue Lightning Green Poison
Brass Fire Red Fire
Bronze Lightning Silver Cold
Copper Acid White Cold

Breath Weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in either a 15-foot Cone or a 30-foot Line that is 5 feet wide (choose the shape each time). Each creature in that area must make a Dexterity saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus). On a failed save, a creature takes 1d10 damage of the type determined by your Draconic Ancestry trait. On a successful save, a creature takes half as much damage. This damage increases by 1d10 when you reach character levels 5 (2d10), 11 (3d10), and 17 (4d10).

You can use this Breath Weapon a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

Damage Resistance. You have Resistance to the damage type determined by your Draconic Ancestry trait.

Darkvision. You have Darkvision with a range of 60 feet.

Draconic Flight. When you reach character level 5, you can channel draconic magic to give yourself temporary flight. As a Bonus Action, you sprout spectral wings on your back that last for 10 minutes or until you retract the wings (no action required) or have the Incapacitated condition. During that time, you have a Fly Speed equal to your Speed. Your wings appear to be made of the same energy as your Breath Weapon. Once you use this trait, you can’t use it again until you finish a Long Rest.

Dwarf

Dwarves were raised from the earth in the elder days by a deity of the forge. Called by various names on different worlds—Moradin, Reorx, and others—that god gave dwarves an affinity for stone and metal and for living underground. The god also made them resilient like the mountains, with a life span of about 350 years.

Squat and often bearded, the original dwarves carved cities and strongholds into mountainsides and under the earth. Their oldest legends tell of conflicts with the monsters of mountaintops and the Underdark, whether those monsters were towering giants or subterranean horrors. Inspired by those tales, dwarves of any culture often sing of valorous deeds—especially of the little overcoming the mighty.

On some worlds in the multiverse, the first settlements of dwarves were built in hills or mountains, and the families who trace their ancestry to those settlements call themselves hill dwarves or mountain dwarves, respectively. The Greyhawk and Dragonlance settings have such communities.

Dwarf Traits

Creature Type: Humanoid

Size: Medium (about 4–5 feet tall)

Speed: 30 feet

As a Dwarf, you have these special traits.

Darkvision. You have Darkvision with a range of 120 feet.

Dwarven Resilience. You have Resistance to Poison damage. You also have Advantage on saving throws you make to avoid or end the Poisoned condition.

Dwarven Toughness. Your Hit Point maximum increases by 1, and it increases by 1 again whenever you gain a level.

Stonecunning. As a Bonus Action, you gain Tremorsense with a range of 60 feet for 10 minutes. You must be on a stone surface or touching a stone surface to use this Tremorsense. The stone can be natural or worked.

You can use this Bonus Action a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

Elf

Created by the god Corellon, the first elves could change their forms at will. They lost this ability when Corellon cursed them for plotting with the deity Lolth, who tried and failed to usurp Corellon’s dominion. When Lolth was cast into the Abyss, most elves renounced her and earned Corellon’s forgiveness, but that which Corellon had taken from them was lost forever.

No longer able to shape-shift at will, the elves retreated to the Feywild, where their sorrow was deepened by that plane’s influence. Over time, curiosity led many of them to explore other planes of existence, including worlds in the Material Plane.

Elves have pointed ears and lack facial and body hair. They live for around 750 years, and they don’t sleep but instead enter a trance when they need to rest. In that state, they remain aware of their surroundings while immersing themselves in memories and meditations.

An environment subtly transforms elves after they inhabit it for a millennium or more, and it grants them certain kinds of magic. Drow, high elves, and wood elves are examples of elves who have been transformed thus.

Drow

Drow typically dwell in the Underdark and have been shaped by it. Some drow individuals and societies avoid the Underdark altogether yet carry its magic. In the Eberron setting, for example, drow dwell in rainforests and cyclopean ruins on the continent of Xen’drik.

High Elves

High elves have been infused with the magic of crossings between the Feywild and the Material Plane. On some worlds, high elves refer to themselves by other names. For example, they call themselves sun or moon elves in the Forgotten Realms setting, Silvanesti and Qualinesti in the Dragonlance setting, and Aereni in the Eberron setting.

Wood Elves

Wood elves carry the magic of primeval forests within themselves. They are known by many other names, including wild elves, green elves, and forest elves. Grugach are reclusive wood elves of the Greyhawk setting, while the Kagonesti and the Tairnadal are wood elves of the Dragonlance and Eberron settings, respectively.

Elf Traits

Creature Type: Humanoid

Size: Medium (about 5–6 feet tall)

Speed: 30 feet

As an Elf, you have these special traits.

Darkvision. You have Darkvision with a range of 60 feet.

Elven Lineage. You are part of a lineage that grants you supernatural abilities. Choose a lineage from the Elven Lineages table. You gain the level 1 benefit of that lineage.

When you reach character levels 3 and 5, you learn a higher-level spell, as shown on the table. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the lineage).

Fey Ancestry. You have Advantage on saving throws you make to avoid or end the Charmed condition.

Keen Senses. You have proficiency in the Insight, Perception, or Survival skill.

Trance. You don’t need to sleep, and magic can’t put you to sleep. You can finish a Long Rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.

Lineage Level 1 Level 3 Level 5
Drow The range of your Darkvision increases to 120 feet. You also know the Dancing Lights cantrip. Faerie Fire Darkness
High Elf You know the Prestidigitation cantrip. Whenever you finish a Long Rest, you can replace that cantrip with a different cantrip from the Wizard spell list. Detect Magic Misty Step
Wood Elf Your Speed increases to 35 feet. You also know the Druidcraft cantrip. Longstrider Pass without Trace

Gnome

Gnomes are magical folk created by gods of invention, illusions, and life underground. The earliest gnomes were seldom seen by other folk due to the gnomes’ secretive nature and their propensity for living in forests and burrows. What they lacked in size, they made up for in cleverness. They confounded predators with traps and labyrinthine tunnels. They also learned magic from gods like Garl Glittergold, Baervan Wildwanderer, and Baravar Cloakshadow, who visited them in disguise. That magic eventually created the lineages of forest gnomes and rock gnomes.

Gnomes are petite folk with big eyes and pointed ears, who live around 425 years. Many gnomes like the feeling of a roof over their head, even if that “roof” is nothing more than a hat.

Gnome Traits

Creature Type: Humanoid

Size: Small (about 3–4 feet tall)

Speed: 30 feet

As a Gnome, you have these special traits.

Darkvision. You have Darkvision with a range of 60 feet.

Gnomish Cunning. You have Advantage on Intelligence, Wisdom, and Charisma saving throws.

Gnomish Lineage. You are part of a lineage that grants you supernatural abilities. Choose one of the following options; whichever one you choose, Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the lineage):

Forest Gnome. You know the Minor Illusion cantrip. You also always have the Speak with Animals spell prepared. You can cast it without a spell slot a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest. You can also use any spell slots you have to cast the spell.

Rock Gnome. You know the Mending and Prestidigitation cantrips. In addition, you can spend 10 minutes casting Prestidigitation to create a Tiny clockwork device (AC 5, 1 HP), such as a toy, fire starter, or music box. When you create the device, you determine its function by choosing one effect from Prestidigitation; the device produces that effect whenever you or another creature takes a Bonus Action to activate it with a touch. If the chosen effect has options within it, you choose one of those options for the device when you create it. For example, if you choose the spell’s ignite-extinguish effect, you determine whether the device ignites or extinguishes fire; the device doesn’t do both. You can have three such devices in existence at a time, and each falls apart 8 hours after its creation or when you dismantle it with a touch as a Utilize action.

Goliath

Towering over most folk, goliaths are distant descendants of giants. Each goliath bears the favors of the first giants—favors that manifest in various supernatural boons, including the ability to quickly grow and temporarily approach the height of goliaths’ gigantic kin.

Goliaths have physical characteristics that are reminiscent of the giants in their family lines. For example, some goliaths look like stone giants, while others resemble fire giants. Whatever giants they count as kin, goliaths have forged their own path in the multiverse—unencumbered by the internecine conflicts that have ravaged giantkind for ages—and seek heights above those reached by their ancestors.

Goliath Traits

Creature Type: Humanoid

Size: Medium (about 7–8 feet tall)

Speed: 35 feet

As a Goliath, you have these special traits.

Giant Ancestry. You are descended from Giants. Choose one of the following benefits—a supernatural boon from your ancestry; you can use the chosen benefit a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest:

Cloud’s Jaunt (Cloud Giant). As a Bonus Action, you magically teleport up to 30 feet to an unoccupied space you can see.

Fire’s Burn (Fire Giant). When you hit a target with an attack roll and deal damage to it, you can also deal 1d10 Fire damage to that target.

Frost’s Chill (Frost Giant). When you hit a target with an attack roll and deal damage to it, you can also deal 1d6 Cold damage to that target and reduce its Speed by 10 feet until the start of your next turn.

Hill’s Tumble (Hill Giant). When you hit a Large or smaller creature with an attack roll and deal damage to it, you can give that target the Prone condition.

Stone’s Endurance (Stone Giant). When you take damage, you can take a Reaction to roll 1d12. Add your Constitution modifier to the number rolled and reduce the damage by that total.

Storm’s Thunder (Storm Giant). When you take damage from a creature within 60 feet of you, you can take a Reaction to deal 1d8 Thunder damage to that creature.

Large Form. Starting at character level 5, you can change your size to Large as a Bonus Action if you’re in a big enough space. This transformation lasts for 10 minutes or until you end it (no action required). For that duration, you have Advantage on Strength checks, and your Speed increases by 10 feet. Once you use this trait, you can’t use it again until you finish a Long Rest.

Powerful Build. You have Advantage on any ability check you make to end the Grappled condition. You also count as one size larger when determining your carrying capacity.

Halfling

Cherished and guided by gods who value life, home, and hearth, halflings gravitate toward bucolic havens where family and community help shape their lives. That said, many halflings possess a brave and adventurous spirit that leads them on journeys of discovery, affording them the chance to explore a bigger world and make new friends along the way. Their size—similar to that of a human child—helps them pass through crowds unnoticed and slip through tight spaces.

Anyone who has spent time around halflings, particularly halfling adventurers, has likely witnessed the storied “luck of the halflings” in action. When a halfling is in mortal danger, an unseen force seems to intervene on the halfling’s behalf. Many halflings believe in the power of luck, and they attribute their unusual gift to one or more of their benevolent gods, including Yondalla, Brandobaris, and Charmalaine. The same gift might contribute to their robust life spans (about 150 years).

Halfling communities come in all varieties. For every sequestered shire tucked away in an unspoiled part of the world, there’s a crime syndicate like the Boromar Clan in the Eberron setting or a territorial mob of halflings like those in the Dark Sun setting.

Halflings who prefer to live underground are sometimes called strongheart halflings or stouts. Nomadic halflings, as well as those who live among humans and other tall folk, are sometimes called lightfoot halflings or tallfellows.

Halfling Traits

Creature Type: Humanoid

Size: Small (about 2–3 feet tall)

Speed: 30 feet

As a Halfling, you have these special traits.

Brave. You have Advantage on saving throws you make to avoid or end the Frightened condition.

Halfling Nimbleness. You can move through the space of any creature that is a size larger than you, but you can’t stop in the same space.

Luck. When you roll a 1 on the d20 of a D20 Test, you can reroll the die, and you must use the new roll.

Naturally Stealthy. You can take the Hide action even when you are obscured only by a creature that is at least one size larger than you.

Human

Found throughout the multiverse, humans are as varied as they are numerous, and they endeavor to achieve as much as they can in the years they are given. Their ambition and resourcefulness are commended, respected, and feared on many worlds.

Humans are as diverse in appearance as the people of Earth, and they have many gods. Scholars dispute the origin of humanity, but one of the earliest known human gatherings is said to have occurred in Sigil, the torus-shaped city at the center of the multiverse and the place where the Common language was born. From there, humans could have spread to every part of the multiverse, bringing the City of Doors’ cosmopolitanism with them.

Human Traits

Creature Type: Humanoid

Size: Medium (about 4–7 feet tall) or Small (about 2–4 feet tall), chosen when you select this species

Speed: 30 feet

As a Human, you have these special traits.

Resourceful. You gain Heroic Inspiration whenever you finish a Long Rest.

Skillful. You gain proficiency in one skill of your choice.

Versatile. You gain an Origin feat of your choice. Skilled is recommended.

Orc

Orcs trace their creation to Gruumsh, a powerful god who roamed the wide open spaces of the Material Plane. Gruumsh equipped his children with gifts to help them wander great plains, vast caverns, and churning seas and to face the monsters that lurk there. Even when they turn their devotion to other gods, orcs retain Gruumsh’s gifts: endurance, determination, and the ability to see in darkness.

Orcs are, on average, tall and broad. They have gray skin, ears that are sharply pointed, and prominent lower canines that resemble small tusks. Orc youths on some worlds are told about their ancestors’ great travels and travails. Inspired by those tales, many of those orcs wonder when Gruumsh will call on them to match the heroic deeds of old and if they will prove worthy of his favor. Other orcs are happy to leave old tales in the past and find their own way.

Orc Traits

Creature Type: Humanoid

Size: Medium (about 6–7 feet tall)

Speed: 30 feet

As an Orc, you have these special traits.

Adrenaline Rush. You can take the Dash action as a Bonus Action. When you do so, you gain a number of Temporary Hit Points equal to your Proficiency Bonus.

You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Short or Long Rest.

Darkvision. You have Darkvision with a range of 120 feet.

Relentless Endurance. When you are reduced to 0 Hit Points but not killed outright, you can drop to 1 Hit Point instead. Once you use this trait, you can’t do so again until you finish a Long Rest.

Overview

Ten species are presented in this section in alphabetical order: Aasimar, Dragonborn, Dwarf, Elf, Gnome, Goliath, Halfling, Human, Orc, and Tiefling.

Tiefling

Tieflings are either born in the Lower Planes or have fiendish ancestors who originated there. A tiefling (pronounced TEE-fling) is linked by blood to a devil, a demon, or some other Fiend. This connection to the Lower Planes is the tiefling’s fiendish legacy, which comes with the promise of power yet has no effect on the tiefling’s moral outlook.

A tiefling chooses whether to embrace or lament their fiendish legacy. The three legacies are described below.

Abyssal

The entropy of the Abyss, the chaos of Pandemonium, and the despair of Carceri call to tieflings who have the abyssal legacy. Horns, fur, tusks, and peculiar scents are common physical features of such tieflings, most of whom have the blood of demons coursing through their veins.

Chthonic

Tieflings who have the chthonic legacy feel not only the tug of Carceri but also the greed of Gehenna and the gloom of Hades. Some of these tieflings look cadaverous. Others possess the unearthly beauty of a succubus, or they have physical features in common with a night hag, a yugoloth, or some other Neutral Evil fiendish ancestor.

Infernal

The infernal legacy connects tieflings not only to Gehenna but also the Nine Hells and the raging battlefields of Acheron. Horns, spines, tails, golden eyes, and a faint odor of sulfur or smoke are common physical features of such tieflings, most of whom trace their ancestry to devils.

Tiefling Traits

Creature Type: Humanoid

Size: Medium (about 4–7 feet tall) or Small (about 3–4 feet tall), chosen when you select this species

Speed: 30 feet

As a Tiefling, you have the following special traits.

Darkvision. You have Darkvision with a range of 60 feet.

Fiendish Legacy. You are the recipient of a legacy that grants you supernatural abilities. Choose a legacy from the Fiendish Legacies table. You gain the level 1 benefit of the chosen legacy.

When you reach character levels 3 and 5, you learn a higher-level spell, as shown on the table. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the legacy).

Otherworldly Presence. You know the Thaumaturgy cantrip. When you cast it with this trait, the spell uses the same spellcasting ability you use for your Fiendish Legacy trait.

Legacy Level 1 Level 3 Level 5
Abyssal You have Resistance to Poison damage.You also know the Poison Spray cantrip. Ray of Sickness Hold Person
Chthonic You have Resistance to Necrotic damage.You also know the Chill Touch cantrip. False Life Ray of Enfeeblement
Infernal You have Resistance to Fire damage.You also know the Fire Bolt cantrip. Hellish Rebuke Darkness

Art Handouts

Chapter 5

Feats

Overview

This chapter offers a collection of feats, which are special features not tied to a character class. A feat represents a talent or an area of expertise that gives a character special capabilities. It embodies training, experience, and abilities beyond what a class provides.

The sections below explain the parts of a feat and list a variety of feat options separated into categories.

Your background gives you a feat, and at certain levels, your class gives you the Ability Score Improvement feat or the choice of another feat for which you qualify.

By whatever means you acquire a feat, you can take it only once unless its description says otherwise.

Feat Descriptions

This chapter’s feats are organized by category—Origin, General, Fighting Style, or Epic Boon—and alphabetized in each category. All the feats are listed alphabetically in the Feat List table. If a feat can be taken more than once, an asterisk appears after its name in that table.

Parts of a Feat

The description of a feat contains the following parts, which are presented after the feat’s name.

Category. A feat is a member of a category, which is noted in the feat. If you’re instructed to choose a feat from a specific category, such as the Origin category, that category must appear under the feat’s name. If you’re instructed to choose a feat and no category is specified, you can choose from any category.

Prerequisite. To take a feat, you must meet any prerequisite in its description unless a feature allows you to take the feat without the prerequisite. If a prerequisite includes a class, you must have at least 1 level in that class to take the feat.

Benefit. The benefits of a feat are detailed after any prerequisites are listed. If you have a feat, you gain its benefits.

Repeatable. A feat can be taken only once unless its description states otherwise in a “Repeatable” subsection.

Feat Category
Ability Score Improvement* General
Actor General
Alert Origin
Archery Fighting Style
Athlete General
Blind Fighting Fighting Style
Boon of Combat Prowess Epic Boon
Boon of Dimensional Travel Epic Boon
Boon of Energy Resistance Epic Boon
Boon of Fate Epic Boon
Boon of Fortitude Epic Boon
Boon of Irresistible Offense Epic Boon
Boon of Recovery Epic Boon
Boon of Skill Epic Boon
Boon of Speed Epic Boon
Boon of Spell Recall Epic Boon
Boon of the Night Spirit Epic Boon
Boon of Truesight Epic Boon
Charger General
Chef General
Crafter Origin
Crossbow Expert General
Crusher General
Defense Fighting Style
Defensive Duelist General
Dual Wielder General
Dueling Fighting Style
Durable General
Elemental Adept* General
Fey-Touched General
Grappler General
Great Weapon Fighting Fighting Style
Great Weapon Master General
Healer Origin
Heavily Armored General
Heavy Armor Master General
Inspiring Leader General
Interception Fighting Style
Keen Mind General
Lightly Armored General
Lucky Origin
Mage Slayer General
Magic Initiate* Origin
Martial Weapon Training General
Medium Armor Master General
Moderately Armored General
Mounted Combatant General
Musician Origin
Observant General
Piercer General
Poisoner General
Polearm Master General
Protection Fighting Style
Resilient General
Ritual Caster General
Savage Attacker Origin
Sentinel General
Shadow-Touched General
Sharpshooter General
Shield Master General
Skilled* Origin
Skill Expert General
Skulker General
Slasher General
Speedy General
Spell Sniper General
Tavern Brawler Origin
Telekinetic General
Telepathic General
Thrown Weapon Fighting Fighting Style
Tough Origin
Two-Weapon Fighting Fighting Style
Unarmed Fighting Fighting Style
War Caster General
Weapon Master General

*This feat can be taken more than once.

Origin Feats

These feats are in the Origin category.

Alert

Origin Feat

You gain the following benefits.

Initiative Proficiency. When you roll Initiative, you can add your Proficiency Bonus to the roll.

Initiative Swap. Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat. You can’t make this swap if you or the ally has the Incapacitated condition.


Crafter

Origin Feat

You gain the following benefits.

Tool Proficiency. You gain proficiency with three different Artisan’s Tools of your choice from the Fast Crafting table.

Discount. Whenever you buy a nonmagical item, you receive a 20 percent discount on it.

Fast Crafting. When you finish a Long Rest, you can craft one piece of gear from the Fast Crafting table, provided you have the Artisan’s Tools associated with that item and have proficiency with those tools. The item lasts until you finish another Long Rest, at which point the item falls apart.

Fast Crafting

Artisan’s Tools Crafted Gear
Carpenter’s Tools Ladder, Torch
Leatherworker’s Tools Case, Pouch
Mason’s Tools Block and Tackle
Potter’s Tools Jug, Lamp
Smith’s Tools Ball Bearings, Bucket, Caltrops, Grappling Hook, Iron Pot
Tinker’s Tools Bell, Shovel, Tinderbox
Weaver’s Tools Basket, Rope, Net, Tent
Woodcarver’s Tools Club, Greatclub, Quarterstaff

Healer

Origin Feat

You gain the following benefits.

Battle Medic. If you have a Healer’s Kit, you can expend one use of it and tend to a creature within 5 feet of yourself as a Utilize action. That creature can expend one of its Hit Point Dice, and you then roll that die. The creature regains a number of Hit Points equal to the roll plus your Proficiency Bonus.

Healing Rerolls. Whenever you roll a die to determine the number of Hit Points you restore with a spell or with this feat’s Battle Medic benefit, you can reroll the die if it rolls a 1, and you must use the new roll.


Lucky

Origin Feat

You gain the following benefits.

Luck Points. You have a number of Luck Points equal to your Proficiency Bonus and can spend the points on the benefits below. You regain your expended Luck Points when you finish a Long Rest.

Advantage. When you roll a d20 for a D20 Test, you can spend 1 Luck Point to give yourself Advantage on the roll.

Disadvantage. When a creature rolls a d20 for an attack roll against you, you can spend 1 Luck Point to impose Disadvantage on that roll.


Magic Initiate

Origin Feat

You gain the following benefits.

Two Cantrips. You learn two cantrips of your choice from the Cleric, Druid, or Wizard spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for this feat’s spells (choose when you select this feat).

Level 1 Spell. Choose a level 1 spell from the same list you selected for this feat’s cantrips. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have.

Spell Change. Whenever you gain a new level, you can replace one of the spells you chose for this feat with a different spell of the same level from the chosen spell list.

Repeatable. You can take this feat more than once, but you must choose a different spell list each time.


Musician

Origin Feat

You gain the following benefits.

Instrument Training. You gain proficiency with three Musical Instruments of your choice.

Encouraging Song. As you finish a Short or Long Rest, you can play a song on a Musical Instrument with which you have proficiency and give Heroic Inspiration to allies who hear the song. The number of allies you can affect in this way equals your Proficiency Bonus.


Savage Attacker

Origin Feat

You’ve trained to deal particularly damaging strikes. Once per turn when you hit a target with a weapon, you can roll the weapon’s damage dice twice and use either roll against the target.


Skilled

Origin Feat

You gain proficiency in any combination of three skills or tools of your choice.

Repeatable. You can take this feat more than once.


Tavern Brawler

Origin Feat

You gain the following benefits.

Enhanced Unarmed Strike. When you hit with your Unarmed Strike and deal damage, you can deal Bludgeoning damage equal to 1d4 plus your Strength modifier instead of the normal damage of an Unarmed Strike.

Damage Rerolls. Whenever you roll a damage die for your Unarmed Strike, you can reroll the die if it rolls a 1, and you must use the new roll.

Improvised Weaponry. You have proficiency with improvised weapons.

Push. When you hit a creature with an Unarmed Strike as part of the Attack action on your turn, you can deal damage to the target and also push it 5 feet away from you. You can use this benefit only once per turn.


Tough

Origin Feat

Your Hit Point maximum increases by an amount equal to twice your character level when you gain this feat. Whenever you gain a character level thereafter, your Hit Point maximum increases by an additional 2 Hit Points.

General Feats

These feats are in the General category.

Ability Score Improvement

General Feat (Prerequisite: Level 4+)

Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. This feat can’t increase an ability score above 20.

Repeatable. You can take this feat more than once.


Actor

General Feat (Prerequisite: Level 4+, Charisma 13+)

You gain the following benefits.

Ability Score Increase. Increase your Charisma score by 1, to a maximum of 20.

Impersonation. While you’re disguised as a real or fictional person, you have Advantage on Charisma (Deception or Performance) checks to convince others that you are that person.

Mimicry. You can mimic the sounds of other creatures, including speech. A creature that hears the mimicry must succeed on a Wisdom (Insight) check to determine the effect is faked (DC 8 plus your Charisma modifier and Proficiency Bonus).


Athlete

General Feat (Prerequisite: Level 4+, Strength or Dexterity 13+)

You gain the following benefits.

Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.

Climb Speed. You gain a Climb Speed equal to your Speed.

Hop Up. When you have the Prone condition, you can right yourself with only 5 feet of movement.

Jumping. You can make a running Long or High Jump after moving only 5 feet.


Charger

General Feat (Prerequisite: Level 4+, Strength or Dexterity 13+)

You gain the following benefits.

Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.

Improved Dash. When you take the Dash action, your Speed increases by 10 feet for that action.

Charge Attack. If you move at least 10 feet in a straight line toward a target immediately before hitting it with a melee attack roll as part of the Attack action, choose one of the following effects: gain a 1d8 bonus to the attack’s damage roll, or push the target up to 10 feet away if it is no more than one size larger than you. You can use this benefit only once on each of your turns.


Chef

General Feat (Prerequisite: Level 4+)

You gain the following benefits.

Ability Score Increase. Increase your Constitution or Wisdom score by 1, to a maximum of 20.

Cook’s Utensils. You gain proficiency with Cook’s Utensils if you don’t already have it.

Replenishing Meal. As part of a Short Rest, you can cook special food if you have ingredients and Cook’s Utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 plus your Proficiency Bonus. At the end of the Short Rest, any creature who eats the food and spends one or more Hit Dice to regain Hit Points regains an extra 1d8 Hit Points.

Bolstering Treats. With 1 hour of work or when you finish a Long Rest, you can cook a number of treats equal to your Proficiency Bonus if you have ingredients and Cook’s Utensils on hand. These special treats last 8 hours after being made. A creature can use a Bonus Action to eat one of those treats to gain a number of Temporary Hit Points equal to your Proficiency Bonus.


Crossbow Expert

General Feat (Prerequisite: Level 4+, Dexterity 13+)

You gain the following benefits.

Ability Score Increase. Increase your Dexterity score by 1, to a maximum of 20.

Ignore Loading. You ignore the Loading property of the Hand Crossbow, Heavy Crossbow, and Light Crossbow (all called crossbows elsewhere in this feat). If you’re holding one of them, you can load a piece of ammunition into it even if you lack a free hand.

Firing in Melee. Being within 5 feet of an enemy doesn’t impose Disadvantage on your attack rolls with crossbows.

Dual Wielding. When you make the extra attack of the Light property, you can add your ability modifier to the damage of the extra attack if that attack is with a crossbow that has the Light property and you aren’t already adding that modifier to the damage.


Crusher

General Feat (Prerequisite: Level 4+)

You gain the following benefits.

Ability Score Increase. Increase your Strength or Constitution score by 1, to a maximum of 20.

Push. Once per turn, when you hit a creature with an attack that deals Bludgeoning damage, you can move it 5 feet to an unoccupied space if the target is no more than one size larger than you.

Enhanced Critical. When you score a Critical Hit that deals Bludgeoning damage to a creature, attack rolls against that creature have Advantage until the start of your next turn.


Defensive Duelist

General Feat (Prerequisite: Level 4+, Dexterity 13+)

You gain the following benefits.

Ability Score Increase. Increase your Dexterity score by 1, to a maximum of 20.

Parry. If you’re holding a Finesse weapon and another creature hits you with a melee attack, you can take a Reaction to add your Proficiency Bonus to your Armor Class, potentially causing the attack to miss you. You gain this bonus to your AC against melee attacks until the start of your next turn.


Dual Wielder

General Feat (Prerequisite: Level 4+, Strength or Dexterity 13+)

You gain the following benefits.

Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.

Enhanced Dual Wielding. When you take the Attack action on your turn and attack with a weapon that has the Light property, you can make one extra attack as a Bonus Action later on the same turn with a different weapon, which must be a Melee weapon that lacks the Two-Handed property. You don’t add your ability modifier to the extra attack’s damage unless that modifier is negative.

Quick Draw. You can draw or stow two weapons that lack the Two-Handed property when you would normally be able to draw or stow only one.


Durable

General Feat (Prerequisite: Level 4+)

You gain the following benefits.

Ability Score Increase. Increase your Constitution score by 1, to a maximum of 20.

Defy Death. You have Advantage on Death Saving Throws.

Speedy Recovery. As a Bonus Action, you can expend one of your Hit Point Dice, roll the die, and regain a number of Hit Points equal to the roll.


Elemental Adept

General Feat (Prerequisite: Level 4+, Spellcasting or Pact Magic Feature)

You gain the following benefits.

Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

Energy Mastery. Choose one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder. Spells you cast ignore Resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.

Repeatable. You can take this feat more than once, but you must choose a different damage type each time for Energy Mastery.


Fey-Touched

Your exposure to the Feywild’s magic grants you the following benefits.

Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

Fey Magic. Choose one level 1 spell from the Divination or Enchantment school of magic. You always have that spell and the Misty Step spell prepared. You can cast each of these spells without expending a spell slot. Once you cast either spell in this way, you can’t cast that spell in this way again until you finish a Long Rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.


Grappler

General Feat (Prerequisite: Level 4+, Strength or Dexterity 13+)

You gain the following benefits.

Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.

Punch and Grab. When you hit a creature with an Unarmed Strike as part of the Attack action on your turn, you can use both the Damage and the Grapple option. You can use this benefit only once per turn.

Attack Advantage. You have Advantage on attack rolls against a creature Grappled by you.

Fast Wrestler. Your Speed isn’t halved when you move a creature Grappled by you if the creature is your size or smaller.


Great Weapon Master

General Feat (Prerequisite: Level 4+, Strength 13+)

You gain the following benefits.

Ability Score Increase. Increase your Strength score by 1, to a maximum of 20.

Heavy Weapon Mastery. When you hit a creature with a weapon that has the Heavy property as part of the Attack action on your turn, you can cause the weapon to deal extra damage to the target. The extra damage equals your Proficiency Bonus.

Hew. Immediately after you score a Critical Hit with a Melee weapon or reduce a creature to 0 Hit Points with one, you can make one attack with the same weapon as a Bonus Action.


Heavily Armored

General Feat (Prerequisite: Level 4+, Medium Armor Training)

You gain the following benefits.

Ability Score Increase. Increase your Constitution or Strength score by 1, to a maximum of 20.

Armor Training. You gain training with Heavy armor.


Heavy Armor Master

General Feat (Prerequisite: Level 4+, Heavy Armor Training)

You gain the following benefits.

Ability Score Increase. Increase your Constitution or Strength score by 1, to a maximum of 20.

Damage Reduction. When you’re hit by an attack while you’re wearing Heavy armor, any Bludgeoning, Piercing, and Slashing damage dealt to you by that attack is reduced by an amount equal to your Proficiency Bonus.


Inspiring Leader

General Feat (Prerequisite: Level 4+, Wisdom or Charisma 13+)

You gain the following benefits.

Ability Score Increase. Increase your Wisdom or Charisma score by 1, to a maximum of 20.

Bolstering Performance. When you finish a Short or Long Rest, you can give an inspiring performance: a speech, song, or dance. When you do so, choose up to six allies (which can include yourself) within 30 feet of yourself who witness the performance. The chosen creatures each gain Temporary Hit Points equal to your character level plus the modifier of the ability you increased with this feat.


Keen Mind

General Feat (Prerequisite: Level 4+, Intelligence 13+)

You gain the following benefits.

Ability Score Increase. Increase your Intelligence score by 1, to a maximum of 20.

Lore Knowledge. Choose one of the following skills: Arcana, History, Investigation, Nature, or Religion. If you lack proficiency in the chosen skill, you gain proficiency in it, and if you already have proficiency in it, you gain Expertise in it.

Quick Study. You can take the Study action as a Bonus Action.


Lightly Armored

General Feat (Prerequisite: Level 4+)

You gain the following benefits.

Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.

Armor Training. You gain training with Light armor and Shields.


Mage Slayer

General Feat (Prerequisite: Level 4+)

You gain the following benefits.

Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.

Concentration Breaker. When you damage a creature that is concentrating, it has Disadvantage on the saving throw it makes to maintain Concentration.

Guarded Mind. If you fail an Intelligence, a Wisdom, or a Charisma saving throw, you can cause yourself to succeed instead. Once you use this benefit, you can’t use it again until you finish a Short or Long Rest.


Martial Weapon Training

General Feat (Prerequisite: Level 4+)

You gain the following benefits.

Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.

Weapon Proficiency. You gain proficiency with Martial weapons.


Medium Armor Master

General Feat (Prerequisite: Level 4+, Medium Armor Training)

You gain the following benefits.

Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.

Dexterous Wearer. While you’re wearing Medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity score of 16 or higher.


Moderately Armored

General Feat (Prerequisite: Level 4+, Light Armor Training)

You gain the following benefits.

Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.

Armor Training. You gain training with Medium armor.


Mounted Combatant

General Feat (Prerequisite: Level 4+)

You gain the following benefits.

Ability Score Increase. Increase your Strength, Dexterity, or Wisdom score by 1, to a maximum of 20.

Mounted Strike. While mounted, you have Advantage on attack rolls against any unmounted creature within 5 feet of your mount that is at least one size smaller than the mount.

Leap Aside. If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw and only half damage if it fails. For your mount to gain this benefit, you must be riding it, and neither of you can have the Incapacitated condition.

Veer. While mounted, you can force an attack that hits your mount to hit you instead if you don’t have the Incapacitated condition.


Observant

General Feat (Prerequisite: Level 4+, Intelligence or Wisdom 13+)

You gain the following benefits.

Ability Score Increase. Increase your Intelligence or Wisdom score by 1, to a maximum of 20.

Keen Observer. Choose one of the following skills: Insight, Investigation, or Perception. If you lack proficiency with the chosen skill, you gain proficiency in it, and if you already have proficiency in it, you gain Expertise in it.

Quick Search. You can take the Search action as a Bonus Action.


Piercer

General Feat (Prerequisite: Level 4+)

You gain the following benefits.

Ability Score Increase. Increase your Strength or Dexterity by 1, to a maximum of 20.

Puncture. Once per turn, when you hit a creature with an attack that deals Piercing damage, you can reroll one of the attack’s damage dice, and you must use the new roll.

Enhanced Critical. When you score a Critical Hit that deals Piercing damage to a creature, you can roll one additional damage die when determining the extra Piercing damage the target takes.


Poisoner

General Feat (Prerequisite: Level 4+)

You gain the following benefits.

Ability Score Increase. Increase your Dexterity or Intelligence score by 1, to a maximum of 20.

Potent Poison. When you make a damage roll that deals Poison damage, it ignores Resistance to Poison damage.

Brew Poison. You gain proficiency with the Poisoner’s Kit. With 1 hour of work using such a kit and expending 50 GP worth of materials, you can create a number of poison doses equal to your Proficiency Bonus. As a Bonus Action, you can apply a poison dose to a weapon or piece of ammunition. Once applied, the poison retains its potency for 1 minute or until you hit with the poisoned item, whichever is shorter. When a creature takes damage from the poisoned item, that creature must succeed on a Constitution saving throw (DC 8 plus the modifier of the ability increased by this feat and your Proficiency Bonus) or take 2d8 Poison damage and have the Poisoned condition until the end of your next turn.


Polearm Master

General Feat (Prerequisite: Level 4+, Strength or Dexterity 13+)

You gain the following benefits.

Ability Score Increase. Increase your Dexterity or Strength score by 1, to a maximum of 20.

Pole Strike. Immediately after you take the Attack action and attack with a Quarterstaff, a Spear, or a weapon that has the Heavy and Reach properties, you can use a Bonus Action to make a melee attack with the opposite end of the weapon. The weapon deals Bludgeoning damage, and the weapon’s damage die for this attack is a d4.

Reactive Strike. While you’re holding a Quarterstaff, a Spear, or a weapon that has the Heavy and Reach properties, you can take a Reaction to make one melee attack against a creature that enters the reach you have with that weapon.


Resilient

General Feat (Prerequisite: Level 4+)

You gain the following benefits.

Ability Score Increase. Choose one ability in which you lack saving throw proficiency. Increase the chosen ability score by 1, to a maximum of 20.

Saving Throw Proficiency. You gain saving throw proficiency with the chosen ability.


Ritual Caster

General Feat (Prerequisite: Level 4+; Intelligence, Wisdom, or Charisma 13+)

You gain the following benefits.

Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

Ritual Spells. Choose a number of level 1 spells equal to your Proficiency Bonus that have the Ritual tag. You always have those spells prepared, and you can cast them with any spell slots you have. The spells’ spellcasting ability is the ability increased by this feat. Whenever your Proficiency Bonus increases thereafter, you can add an additional level 1 spell with the Ritual tag to the spells always prepared with this feature.

Quick Ritual. With this benefit, you can cast a Ritual spell that you have prepared using its regular casting time rather than the extended time for a Ritual. Doing so doesn’t require a spell slot. Once you cast the spell in this way, you can’t use this benefit again until you finish a Long Rest.


Sentinel

General Feat (Prerequisite: Level 4+, Strength or Dexterity 13+)

You gain the following benefits.

Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.

Guardian. Immediately after a creature within 5 feet of you takes the Disengage action or hits a target other than you with an attack, you can make an Opportunity Attack against that creature.

Halt. When you hit a creature with an Opportunity Attack, the creature’s Speed becomes 0 for the rest of the current turn.


Shadow-Touched

General Feat (Prerequisite: Level 4+)

Your exposure to the Shadowfell’s magic grants you the following benefits.

Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

Shadow Magic. Choose one level 1 spell from the Illusion or Necromancy school of magic. You always have that spell and the Invisibility spell prepared. You can cast each of these spells without expending a spell slot. Once you cast either spell in this way, you can’t cast that spell in this way again until you finish a Long Rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.


Sharpshooter

General Feat (Prerequisite: Level 4+, Dexterity 13+)

You gain the following benefits.

Ability Score Increase. Increase your Dexterity score by 1, to a maximum of 20.

Bypass Cover. Your ranged attacks with weapons ignore Half Cover and Three-Quarters Cover.

Firing in Melee. Being within 5 feet of an enemy doesn’t impose Disadvantage on your attack rolls with Ranged weapons.

Long Shots. Attacking at long range doesn’t impose Disadvantage on your attack rolls with Ranged weapons.


Shield Master

General Feat (Prerequisite: Level 4+, Shield Training)

You gain the following benefits.

Ability Score Increase. Increase your Strength score by 1, to a maximum of 20.

Shield Bash. If you attack a creature within 5 feet of you as part of the Attack action and hit with a Melee weapon, you can immediately bash the target with your Shield if it’s equipped, forcing the target to make a Strength saving throw (DC 8 plus your Strength modifier and Proficiency Bonus). On a failed save, you either push the target 5 feet from you or cause it to have the Prone condition (your choice). You can use this benefit only once on each of your turns.

Interpose Shield. If you’re subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can take a Reaction to take no damage if you succeed on the saving throw and are holding a Shield.


Skill Expert

General Feat (Prerequisite: Level 4+)

You gain the following benefits.

Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 20.

Skill Proficiency. You gain proficiency in one skill of your choice.

Expertise. Choose one skill in which you have proficiency but lack Expertise. You gain Expertise with that skill.


Skulker

General Feat (Prerequisite: Level 4+, Dexterity 13+)

You gain the following benefits.

Ability Score Increase. Increase your Dexterity score by 1, to a maximum of 20.

Blindsight. You have Blindsight with a range of 10 feet.

Fog of War. You exploit the distractions of battle, gaining Advantage on any Dexterity (Stealth) check you make as part of the Hide action during combat.

Sniper. If you make an attack roll while hidden and the roll misses, making the attack roll doesn’t reveal your location.


Slasher

General Feat (Prerequisite: Level 4+)

You gain the following benefits.

Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.

Hamstring. Once per turn when you hit a creature with an attack that deals Slashing damage, you can reduce the Speed of that creature by 10 feet until the start of your next turn.

Enhanced Critical. When you score a Critical Hit that deals Slashing damage to a creature, it has Disadvantage on attack rolls until the start of your next turn.


Speedy

General Feat (Prerequisite: Level 4+, Dexterity or Constitution 13+)

You gain the following benefits.

Ability Score Increase. Increase your Dexterity or Constitution score by 1, to a maximum of 20.

Speed Increase. Your Speed increases by 10 feet.

Dash over Difficult Terrain. When you take the Dash action on your turn, Difficult Terrain doesn’t cost you extra movement for the rest of that turn.

Agile Movement. Opportunity Attacks have Disadvantage against you.


Spell Sniper

General Feat (Prerequisite: Level 4+, Spellcasting or Pact Magic Feature)

You gain the following benefits.

Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

Bypass Cover. Your attack rolls for spells ignore Half Cover and Three-Quarters Cover.

Casting in Melee. Being within 5 feet of an enemy doesn’t impose Disadvantage on your attack rolls with spells.

Increased Range. When you cast a spell that has a range of at least 10 feet and requires you to make an attack roll, you can increase the spell’s range by 60 feet.


Telekinetic

General Feat (Prerequisite: Level 4+)

You gain the following benefits.

Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

Minor Telekinesis. You learn the Mage Hand spell. You can cast it without Verbal or Somatic components, you can make the spectral hand Invisible, and its range increases by 30 feet when you cast it. The spell’s spellcasting ability is the ability increased by this feat.

Telekinetic Shove. As a Bonus Action, you can telekinetically shove one creature you can see within 30 feet of yourself. When you do so, the target must succeed on a Strength saving throw (DC 8 plus the ability modifier of the score increased by this feat and your Proficiency Bonus) or be moved 5 feet toward or away from you.


Telepathic

General Feat (Prerequisite: Level 4+)

You gain the following benefits.

Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

Telepathic Utterance. You can speak telepathically to any creature you can see within 60 feet of yourself. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn’t give the creature the ability to respond to you telepathically.

Detect Thoughts. You always have the Detect Thoughts spell prepared. You can cast it without a spell slot or spell components, and you must finish a Long Rest before you can cast it in this way again. You can also cast it using spell slots you have of the appropriate level. Your spellcasting ability for the spell is the ability increased by this feat.


War Caster

General Feat (Prerequisite: Level 4+, Spellcasting or Pact Magic Feature)

You gain the following benefits.

Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

Concentration. You have Advantage on Constitution saving throws that you make to maintain Concentration.

Reactive Spell. When a creature provokes an Opportunity Attack from you by leaving your reach, you can take a Reaction to cast a spell at the creature rather than making an Opportunity Attack. The spell must have a casting time of one action and must target only that creature.

Somatic Components. You can perform the Somatic components of spells even when you have weapons or a Shield in one or both hands.


Weapon Master

General Feat (Prerequisite: Level 4+)

You gain the following benefits.

Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.

Mastery Property. Your training with weapons allows you to use the mastery property of one kind of Simple or Martial weapon of your choice, provided you have proficiency with it. Whenever you finish a Long Rest, you can change the kind of weapon to another eligible kind.

Fighting Style Feats

These feats are in the Fighting Style category.

Archery

Fighting Style Feat (Prerequisite: Fighting Style Feature)

You gain a +2 bonus to attack rolls you make with Ranged weapons.


Blind Fighting

Fighting Style Feat (Prerequisite: Fighting Style Feature)

You have Blindsight with a range of 10 feet.


Defense

Fighting Style Feat (Prerequisite: Fighting Style Feature)

While you’re wearing Light, Medium, or Heavy armor, you gain a +1 bonus to Armor Class.


Dueling

Fighting Style Feat (Prerequisite: Fighting Style Feature)

When you’re holding a Melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.


Great Weapon Fighting

Fighting Style Feat (Prerequisite: Fighting Style Feature)

When you roll damage for an attack you make with a Melee weapon that you are holding with two hands, you can treat any 1 or 2 on a damage die as a 3. The weapon must have the Two-Handed or Versatile property to gain this benefit.


Interception

Fighting Style Feat (Prerequisite: Fighting Style Feature)

When a creature you can see hits another creature within 5 feet of you with an attack roll, you can take a Reaction to reduce the damage dealt to the target by 1d10 plus your Proficiency Bonus. You must be holding a Shield or a Simple or Martial weapon to use this Reaction.


Protection

Fighting Style Feat (Prerequisite: Fighting Style Feature)

When a creature you can see attacks a target other than you that is within 5 feet of you, you can take a Reaction to interpose your Shield if you’re holding one. You impose Disadvantage on the triggering attack roll and all other attack rolls against the target until the start of your next turn if you remain within 5 feet of the target.


Thrown Weapon Fighting

Fighting Style Feat (Prerequisite: Fighting Style Feature)

When you hit with a ranged attack roll using a weapon that has the Thrown property, you gain a +2 bonus to the damage roll.


Two-Weapon Fighting

Fighting Style Feat (Prerequisite: Fighting Style Feature)

When you make an extra attack as a result of using a weapon that has the Light property, you can add your ability modifier to the damage of that attack if you aren’t already adding it to the damage.


Unarmed Fighting

Fighting Style Feat (Prerequisite: Fighting Style Feature)

When you hit with your Unarmed Strike and deal damage, you can deal Bludgeoning damage equal to 1d6 plus your Strength modifier instead of the normal damage of an Unarmed Strike. If you aren’t holding any weapons or a Shield when you make the attack roll, the d6 becomes a d8.

At the start of each of your turns, you can deal 1d4 Bludgeoning damage to one creature Grappled by you.

Epic Boon Feats

These feats are in the Epic Boon category.

Boon of Combat Prowess

Epic Boon Feat (Prerequisite: Level 19+)

You gain the following benefits.

Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30.

Peerless Aim. When you miss with an attack roll, you can hit instead. Once you use this benefit, you can’t use it again until the start of your next turn.


Boon of Dimensional Travel

Epic Boon Feat (Prerequisite: Level 19+)

You gain the following benefits.

Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30.

Blink Steps. Immediately after you take the Attack action or the Magic action, you can teleport up to 30 feet to an unoccupied space you can see.


Boon of Energy Resistance

Epic Boon Feat (Prerequisite: Level 19+)

You gain the following benefits.

Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30.

Energy Resistances. You gain Resistance to two of the following damage types of your choice: Acid, Cold, Fire, Lightning, Necrotic, Poison, Psychic, Radiant, or Thunder. Whenever you finish a Long Rest, you can change your choices.

Energy Redirection. When you take damage of one of the types chosen for the Energy Resistances benefit, you can take a Reaction to direct damage of the same type toward another creature you can see within 60 feet of yourself that isn’t behind Total Cover. If you do so, that creature must succeed on a Dexterity saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus) or take damage equal to 2d12 plus your Constitution modifier.


Boon of Fate

Epic Boon Feat (Prerequisite: Level 19+)

You gain the following benefits.

Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30.

Improve Fate. When you or another creature within 60 feet of you succeeds on or fails a D20 Test, you can roll 2d4 and apply the total rolled as a bonus or penalty to the d20 roll. Once you use this benefit, you can’t use it again until you roll Initiative or finish a Short or Long Rest.


Boon of Fortitude

Epic Boon Feat (Prerequisite: Level 19+)

You gain the following benefits.

Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30.

Fortified Health. Your Hit Point maximum increases by 40. In addition, whenever you regain Hit Points, you can regain additional Hit Points equal to your Constitution modifier. Once you’ve regained these additional Hit Points, you can’t do so again until the start of your next turn.


Boon of Irresistible Offense

Epic Boon Feat (Prerequisite: Level 19+)

You gain the following benefits.

Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 30.

Overcome Defenses. The Bludgeoning, Piercing, and Slashing damage you deal always ignores Resistance.

Overwhelming Strike. When you roll a 20 on the d20 for an attack roll, you can deal extra damage to the target equal to the ability score increased by this feat. The extra damage’s type is the same as the attack’s type.


Boon of Recovery

Epic Boon Feat (Prerequisite: Level 19+)

You gain the following benefits.

Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30.

Last Stand. When you would be reduced to 0 Hit Points, you can drop to 1 Hit Point instead and regain a number of Hit Points equal to half your Hit Point maximum. Once you use this benefit, you can’t use it again until you finish a Long Rest.

Recover Vitality. You have a pool of ten d10s. As a Bonus Action, you can expend dice from the pool, roll those dice, and regain a number of Hit Points equal to the roll’s total. You regain all the expended dice when you finish a Long Rest.


Boon of Skill

Epic Boon Feat (Prerequisite: Level 19+)

You gain the following benefits.

Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30.

All-Around Adept. You gain proficiency in all skills.

Expertise. Choose one skill in which you lack Expertise. You gain Expertise in that skill.


Boon of Speed

Epic Boon Feat (Prerequisite: Level 19+)

You gain the following benefits.

Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30.

Escape Artist. As a Bonus Action, you can take the Disengage action, which also ends the Grappled condition on you.

Quickness. Your Speed increases by 30 feet.


Boon of Spell Recall

Epic Boon Feat (Prerequisite: Level 19+, Spellcasting Feature)

You gain the following benefits.

Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 30.

Free Casting. Whenever you cast a spell with a level 1–4 spell slot, roll 1d4. If the number you roll is the same as the slot’s level, the slot isn’t expended.


Boon of the Night Spirit

Epic Boon Feat (Prerequisite: Level 19+)

You gain the following benefits.

Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30.

Merge with Shadows. While within Dim Light or Darkness, you can give yourself the Invisible condition as a Bonus Action. The condition ends on you immediately after you take an action, a Bonus Action, or a Reaction.

Shadowy Form. While within Dim Light or Darkness, you have Resistance to all damage except Psychic and Radiant.


Boon of Truesight

Epic Boon Feat (Prerequisite: Level 19+)

You gain the following benefits.

Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30.

Truesight. You have Truesight with a range of 60 feet.

Art Handouts

Chapter 6

Equipment

Overview

The right equipment can make the difference between success and failure for adventurers. This chapter provides rules and prices for weapons, armor, and other kinds of equipment that characters might purchase or find. The DM lets you know if a shop has an item for sale and whether it’s available at the listed price.

Coins

Characters often find coins on their adventures and can spend those coins in shops, inns, and other businesses. Coins come in different denominations based on the relative worth of their material. The Coin Values table lists coins and how much they’re worth relative to the Gold Piece, which is the game’s main coin. For example, 100 Copper Pieces are worth 1 Gold Piece.

A coin weighs about a third of an ounce, so fifty coins weigh a pound.

Coin Value in GP
Copper Piece (CP) 1/100
Silver Piece (SP) 1/10
Electrum Piece (EP) 1/2
Gold Piece (GP) 1
Platinum Piece (PP) 10

Weapons

The Weapons table in this section shows the game’s main weapons. The table lists the cost and weight of each weapon, as well as the following details:

Category. Every weapon falls into a category: Simple or Martial. Weapon proficiencies are usually tied to one of these categories. For example, you might have proficiency with Simple weapons.

Melee or Ranged. A weapon is classified as either Melee or Ranged. A Melee weapon is used to attack a target within 5 feet, whereas a Ranged weapon is used to attack at a greater distance.

Damage. The table lists the amount of damage a weapon deals when an attacker hits with it as well as the type of that damage.

Properties. Any properties a weapon has are listed in the Properties column. Each property is defined in the “Properties” section.

Mastery. Each weapon has a mastery property, which is defined in the “Mastery Properties” section later in this chapter. To use that property, you must have a feature that lets you use it.

Selling Equipment

Equipment fetches half its cost when sold. In contrast, trade goods and valuables—like gems and art objects—retain their full value in the marketplace. The Dungeon Master’s Guide has prices for magic items.

Weapon Proficiency

Anyone can wield a weapon, but you must have proficiency with it to add your Proficiency Bonus to an attack roll you make with it. A player character’s features can provide weapon proficiencies. A monster is proficient with any weapon in its stat block.

Weapon Properties

Here are definitions of the properties in the Properties column of the Weapons table.

Ammunition

You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon’s range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.

Finesse

When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Heavy

You have Disadvantage on attack rolls with a Heavy weapon if it’s a Melee weapon and your Strength score isn’t at least 13 or if it’s a Ranged weapon and your Dexterity score isn’t at least 13.

Improvised Weapons

If you use an object—such as a table leg, frying pan, or bottle—as a makeshift weapon, see “Improvised Weapons” in the rules glossary. Also see those rules if you wield a weapon in an unusual way, such as using a Ranged weapon to make a melee attack.

Light

When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don’t add your ability modifier to the extra attack’s damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don’t add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.

Loading

You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.

Range

A Range weapon has a range in parentheses after the Ammunition or Thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second is the weapon’s long range. When attacking a target beyond normal range, you have Disadvantage on the attack roll. You can’t attack a target beyond the long range.

Reach

A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.

Thrown

If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.

Two-Handed

A Two-Handed weapon requires two hands when you attack with it.

Versatile

A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.

Mastery Properties

Weapons Table

Name Damage Properties Mastery Weight Cost
Simple Melee Weapons
Club 1d4 Bludgeoning Light Slow 2 lb. 1 SP
Dagger 1d4 Piercing Finesse, Light, Thrown (Range 20/60) Nick 1 lb. 2 GP
Greatclub 1d8 Bludgeoning Two-Handed Push 10 lb. 2 SP
Handaxe 1d6 Slashing Light, Thrown (Range 20/60) Vex 2 lb. 5 GP
Javelin 1d6 Piercing Thrown (Range 30/120) Slow 2 lb. 5 SP
Light Hammer 1d4 Bludgeoning Light, Thrown (Range 20/60) Nick 2 lb. 2 GP
Mace 1d6 Bludgeoning Sap 4 lb. 5 GP
Quarterstaff 1d6 Bludgeoning Versatile (1d8) Topple 4 lb. 2 SP
Sickle 1d4 Slashing Light Nick 2 lb. 1 GP
Spear 1d6 Piercing Thrown (Range 20/60), Versatile (1d8) Sap 3 lb. 1 GP
Simple Ranged Weapons
Dart 1d4 Piercing Finesse, Thrown (Range 20/60) Vex 1/4 lb. 5 CP
Light Crossbow 1d8 Piercing Ammunition (Range 80/320; Bolt), Loading, Two-Handed Slow 5 lb. 25 GP
Shortbow 1d6 Piercing Ammunition (Range 80/320; Arrow), Two-Handed Vex 2 lb. 25 GP
Sling 1d4 Bludgeoning Ammunition (Range 30/120; Bullet) Slow 1 SP
Martial Melee Weapons
Battleaxe 1d8 Slashing Versatile (1d10) Topple 4 lb. 10 GP
Flail 1d8 Bludgeoning Sap 2 lb. 10 GP
Glaive 1d10 Slashing Heavy, Reach, Two-Handed Graze 6 lb. 20 GP
Greataxe 1d12 Slashing Heavy, Two-Handed Cleave 7 lb. 30 GP
Greatsword 2d6 Slashing Heavy, Two-Handed Graze 6 lb. 50 GP
Halberd 1d10 Slashing Heavy, Reach, Two-Handed Cleave 6 lb. 20 GP
Lance 1d10 Piercing Heavy, Reach, Two-Handed (unless mounted) Topple 6 lb. 10 GP
Longsword 1d8 Slashing Versatile (1d10) Sap 3 lb. 15 GP
Maul 2d6 Bludgeoning Heavy, Two-Handed Topple 10 lb. 10 GP
Morningstar 1d8 Piercing Sap 4 lb. 15 GP
Pike 1d10 Piercing Heavy, Reach, Two-Handed Push 18 lb. 5 GP
Rapier 1d8 Piercing Finesse Vex 2 lb. 25 GP
Scimitar 1d6 Slashing Finesse, Light Nick 3 lb. 25 GP
Shortsword 1d6 Piercing Finesse, Light Vex 2 lb. 10 GP
Trident 1d8 Piercing Thrown (Range 20/60), Versatile (1d10) Topple 4 lb. 5 GP
Warhammer 1d8 Bludgeoning Versatile (1d10) Push 5 lb. 15 GP
War Pick 1d8 Piercing Versatile (1d10) Sap 2 lb. 5 GP
Whip 1d4 Slashing Finesse, Reach Slow 3 lb. 2 GP
Martial Ranged Weapons
Blowgun 1 Piercing Ammunition (Range 25/100; Needle), Loading Vex 1 lb. 10 GP
Hand Crossbow 1d6 Piercing Ammunition (Range 30/120; Bolt), Light, Loading Vex 3 lb. 75 GP
Heavy Crossbow 1d10 Piercing Ammunition (Range 100/400; Bolt), Heavy, Loading, Two-Handed Push 18 lb. 50 GP
Longbow 1d8 Piercing Ammunition (Range 150/600; Arrow), Heavy, Two-Handed Slow 2 lb. 50 GP
Musket 1d12 Piercing Ammunition (Range 40/120; Bullet), Loading, Two-Handed Slow 10 lb. 500 GP
Pistol 1d10 Piercing Ammunition (Range 30/90; Bullet), Loading Vex 3 lb. 250 GP

Armor

The Armor table lists the game’s main armor. The table includes the cost and weight of armor, as well as the following details:

Category. Every type of armor falls into a category: Light, Medium, or Heavy. The category determines how long it takes to don or doff the armor (as shown in the table).

Armor Class (AC). The table’s Armor Class column tells you what your base AC is when you wear a type of armor. For example, if you wear Leather Armor, your base AC is 11 plus your Dexterity modifier, whereas your AC is 16 in Chain Mail.

Strength. If the table shows a Strength score in the Strength column for an armor type, that armor reduces the wearer’s speed by 10 feet unless the wearer has a Strength score equal to or higher than the listed score.

Stealth. If the table shows “Disadvantage” in the Stealth column for an armor type, the wearer has Disadvantage on Dexterity (Stealth) checks.

Variant: Equipment Sizes

In most campaigns, you can use or wear any equipment that you find on your adventures, within the bounds of common sense. For example, an orc adventurer won’t fit in a halfling’s Leather Armor, and a cloud giant’s robe would be far too large for a gnome.

The DM can impose more realism. For example, a suit of Plate Armor made for one human might not fit another one without significant alterations, and a guard’s uniform might be visibly ill-fitting when an adventurer tries to wear it as a disguise.

Using this variant, when adventurers find armor, clothing, and similar items that are made to be worn, they might need to visit a smith, a tailor, a leatherworker, or a similar expert to make the item wearable. The cost for such work is 1d4 × 10 percent of the market price of the item.

Armor Training

Anyone can don armor or hold a Shield, but only those with training can use them effectively, as explained below. A character’s class and other features determine the character’s armor training. A monster has training with any armor in its stat block.

Light, Medium, or Heavy Armor

If you wear Light, Medium, or Heavy armor and lack training with it, you have Disadvantage on any D20 Test that involves Strength or Dexterity, and you can’t cast spells.

Shield

You gain the Armor Class benefit of a Shield only if you have training with it.

One at a Time

A creature can wear only one suit of armor at a time and wield only one Shield at a time.

Armor Table

Armor Armor Class (AC) Strength Stealth Weight Cost
Light Armor (1 Minute to Don or Doff)
Padded Armor 11 + Dex modifier Disadvantage 8 lb. 5 GP
Leather Armor 11 + Dex modifier 10 lb. 10 GP
Studded Leather Armor 12 + Dex modifier 13 lb. 45 GP
Medium Armor (5 Minutes to Don and 1 Minute to Doff)
Hide Armor 12 + Dex modifier (max 2) 12 lb. 10 GP
Chain Shirt 13 + Dex modifier (max 2) 20 lb. 50 GP
Scale Mail 14 + Dex modifier (max 2) Disadvantage 45 lb. 50 GP
Breastplate 14 + Dex modifier (max 2) 20 lb. 400 GP
Half Plate Armor 15 + Dex modifier (max 2) Disadvantage 40 lb. 750 GP
Heavy Armor (10 Minutes to Don and 5 Minutes to Doff)
Ring Mail 14 Disadvantage 40 lb. 30 GP
Chain Mail 16 Str 13 Disadvantage 55 lb. 75 GP
Splint Armor 17 Str 15 Disadvantage 60 lb. 200 GP
Plate Armor 18 Str 15 Disadvantage 65 lb. 1,500 GP
Shield (Utilize Action to Don or Doff)
Shield +2 6 lb. 10 GP

Tools

A tool helps you make specialized ability checks, craft certain items, or both. A tool’s description includes the tool’s cost and weight, as well as the following entries:

Ability. This entry lists the ability to use when making an ability check with the tool.

Utilize. This entry lists things you can do with the tool when you take the Utilize action. You can do one of those things each time you take the action. This entry also provides the DC for the action.

Craft. This entry lists what, if anything, you can craft with the tool. For crafting rules, see Crafting Equipment.

Variants. This entry appears if the tool has variants, which are listed. Each requires a separate proficiency.

Tool Proficiency

If you have proficiency with a tool, add your Proficiency Bonus to any ability check you make that uses the tool. If you have proficiency in a skill that’s used with that check, you have Advantage on the check too.

Your features might give you proficiency with a tool. A monster has proficiency with any tool in its stat block.

Artisan Tools

Artisan’s Tools are each focused on crafting items and pursuing a trade. Each of these tools requires a separate proficiency.

Alchemist’s Supplies (50 GP)

Ability: Intelligence Weight: 8 lb.

Utilize: Identify a substance (DC 15), or start a fire (DC 15)

Craft: Acid, Alchemist’s Fire, Component Pouch, Oil, Paper, Perfume


Brewer’s Supplies (20 GP)

Ability: Intelligence Weight: 9 lb.

Utilize: Detect poisoned drink (DC 15), or identify alcohol (DC 10)

Craft: Antitoxin


Calligrapher’s Supplies (10 GP)

Ability: Dexterity Weight: 5 lb.

Utilize: Write text with impressive flourishes that guard against forgery (DC 15)

Craft: Ink, Spell Scroll


Carpenter’s Tools (8 GP)

Ability: Strength Weight: 6 lb.

Utilize: Seal or pry open a door or container (DC 20)

Craft: Club, Greatclub, Quarterstaff, Barrel, Chest, Ladder, Pole, Portable Ram, Torch


Cartographer’s Tools (15 GP)

Ability: Wisdom Weight: 6 lb.

Utilize: Draft a map of a small area (DC 15)

Craft: Map


Cobbler’s Tools (5 GP)

Ability: Dexterity Weight: 5 lb.

Utilize: Modify footwear to give Advantage on the wearer’s next Dexterity (Acrobatics) check (DC 10)

Craft: Climber’s Kit


Cook’s Utensils (1 GP)

Ability: Wisdom Weight: 8 lb.

Utilize: Improve food’s flavor (DC 10), or detect spoiled or poisoned food (DC 15)

Craft: Rations


Glassblower’s Tools (30 GP)

Ability: Intelligence Weight: 5 lb.

Utilize: Discern what a glass object held in the past 24 hours (DC 15)

Craft: Glass Bottle, Magnifying Glass, Spyglass, Vial


Jeweler’s Tools (25 GP)

Ability: Intelligence Weight: 2 lb.

Utilize: Discern a gem’s value (DC 15)

Craft: Arcane Focus, Holy Symbol


Leatherworker’s Tools (5 GP)

Ability: Dexterity Weight: 5 lb.

Utilize: Add a design to a leather item (DC 10)

Craft: Sling, Whip, Hide Armor, Leather Armor, Studded Leather Armor, Backpack, Crossbow Bolt Case, Map or Scroll Case, Parchment, Pouch, Quiver, Waterskin


Mason’s Tools (10 GP)

Ability: Strength Weight: 8 lb.

Utilize: Chisel a symbol or hole in stone (DC 10)

Craft: Block and Tackle


Painter’s Supplies (10 GP)

Ability: Wisdom Weight: 5 lb.

Utilize: Paint a recognizable image of something you’ve seen (DC 10)

Craft: Druidic Focus, Holy Symbol


Potter’s Tools (10 GP)

Ability: Intelligence Weight: 3 lb.

Utilize: Discern what a ceramic object held in the past 24 hours (DC 15)

Craft: Jug, Lamp


Smith’s Tools (20 GP)

Ability: Strength Weight: 8 lb.

Utilize: Pry open a door or container (DC 20)

Craft: Any Melee weapon (except Club, Greatclub, Quarterstaff, and Whip), Medium armor (except Hide), Heavy armor, Ball Bearings, Bucket, Caltrops, Chain, Crowbar, Firearm Bullets, Grappling Hook, Iron Pot, Iron Spikes, Sling Bullets


Tinker’s Tools (50 GP)

Ability: Dexterity Weight: 10 lb.

Utilize: Assemble a Tiny item composed of scrap, which falls apart in 1 minute (DC 20)

Craft: Musket, Pistol, Bell, Bullseye Lantern, Flask, Hooded Lantern, Hunting Trap, Lock, Manacles, Mirror, Shovel, Signal Whistle, Tinderbox


Weaver’s Tools (1 GP)

Ability: Dexterity Weight: 5 lb.

Utilize: Mend a tear in clothing (DC 10), or sew a Tiny design (DC 10)

Craft: Padded Armor, Basket, Bedroll, Blanket, Fine Clothes, Net, Robe, Rope, Sack, String, Tent, Traveler’s Clothes


Woodcarver’s Tools (1 GP)

Ability: Dexterity Weight: 5 lb.

Utilize: Carve a pattern in wood (DC 10)

Craft: Club, Greatclub, Quarterstaff, Ranged weapons (except Pistol, Musket, and Sling), Arcane Focus, Arrows, Bolts, Druidic Focus, Ink Pen, Needles

Adventuring Gear

The Adventuring Gear table in this section includes gear that adventurers often find useful. These items are described here in alphabetical order, with an item’s price appearing after its name.

Other Tools

These tools support adventure and other pursuits.

Disguise Kit (25 GP)

Ability: Charisma Weight: 3 lb.

Utilize: Apply makeup (DC 10)

Craft: Costume


Forgery Kit (15 GP)

Ability: Dexterity Weight: 5 lb.

Utilize: Mimic 10 or fewer words of someone else’s handwriting (DC 15), or duplicate a wax seal (DC 20)


Gaming Set (Varies)

Ability: Wisdom Weight:

Utilize: Discern whether someone is cheating (DC 10), or win the game (DC 20)

Variants: Dice (1 SP), dragonchess (1 GP), playing cards (5 SP), three-dragon ante (1 GP)


Herbalism Kit (5 GP)

Ability: Intelligence Weight: 3 lb.

Utilize: Identify a plant (DC 10)

Craft: Antitoxin, Candle, Healer’s Kit, Potion of Healing


Musical Instrument (Varies)

Ability: Charisma Weight: Varies

Utilize: Play a known tune (DC 10), or improvise a song (DC 15)

Variants: Bagpipes (30 GP, 6 lb.), drum (6 GP, 3 lb.), dulcimer (25 GP, 10 lb.), flute (2 GP, 1 lb.), horn (3 GP, 2 lb.), lute (35 GP, 2 lb.), lyre (30 GP, 2 lb.), pan flute (12 GP, 2 lb.), shawm (2 GP, 1 lb.), viol (30 GP, 1 lb.)


Ability: Wisdom Weight: 2 lb.

Utilize: Plot a course (DC 10), or determine position by stargazing (DC 15)


Poisoner’s Kit (50 GP)

Ability: Intelligence Weight: 2 lb.

Utilize: Detect a poisoned object (DC 10)

Craft: Basic Poison


Thieves’ Tools (25 GP)

Ability: Dexterity Weight: 1 lb.

Utilize: Pick a lock (DC 15), or disarm a trap (DC 15)

Adventuring Gear List

Acid (25 GP)

When you take the Attack action, you can replace one of your attacks with throwing a vial of Acid. Target one creature or object you can see within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 2d6 Acid damage.


Alchemist's Fire (50 GP)

When you take the Attack action, you can replace one of your attacks with throwing a flask of Alchemist’s Fire. Target one creature or object you can see within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 1d4 Fire damage and start burning (see the rules glossary).


Ammunition (Varies)

Ammunition is required by a weapon that has the Ammunition property. A weapon’s description specifies the type of ammunition used by the weapon. The Ammunition table lists the different types and the amount you get when you buy them. The table also lists the item that is typically used to store each type; storage must be bought separately.

Type Amount Storage Weight Cost
Arrows 20 Quiver 1 lb. 1 GP
Bolts 20 Case 1½ lb. 1 GP
Bullets, Firearm 10 Pouch 2 lb. 3 GP
Bullets, Sling 20 Pouch 1½ lb. 4 CP
Needles 50 Pouch 1 lb. 1 GP

Antitoxin (50 GP)

As a Bonus Action, you can drink a vial of Antitoxin to gain Advantage on saving throws to avoid or end the Poisoned condition for 1 hour.


Arcane Focus (Varies)

An Arcane Focus takes one of the forms in the Focuses table and is bejeweled or carved to channel arcane magic. A Sorcerer, Warlock, or Wizard can use such an item as a Spellcasting Focus.

Focus Weight Cost
Crystal 1 lb. 10 GP
Orb 3 lb. 20 GP
Rod 2 lb. 10 GP
Staff (also a Quarterstaff) 4 lb. 5 GP
Wand 1 lb. 10 GP

Backpack (2 GP)

A Backpack holds up to 30 pounds within 1 cubic foot. It can also serve as a saddlebag.


Ball Bearings (1 GP)

As a Utilize action, you can spill Ball Bearings from their pouch. They spread to cover a level, 10-foot-square area within 10 feet of yourself. A creature that enters this area for the first time on a turn must succeed on a DC 10 Dexterity saving throw or have the Prone condition. It takes 10 minutes to recover the Ball Bearings.


Barrel (2 GP)

A Barrel holds up to 40 gallons of liquid or up to 4 cubic feet of dry goods.


Basket (4 SP)

A Basket holds up to 40 pounds within 2 cubic feet.


Bedroll (1 GP)

A Bedroll sleeps one Small or Medium creature. While in a Bedroll, you automatically succeed on saving throws against extreme cold (see the Dungeon Master’s Guide).


Bell (1 GP)

When rung as a Utilize action, a Bell produces a sound that can be heard up to 60 feet away.


Blanket (5 SP)

While wrapped in a blanket, you have Advantage on saving throws against extreme cold (see the Dungeon Master’s Guide).


Block and Tackle (1 GP)

A Block and Tackle allows you to hoist up to four times the weight you can normally lift.


Book (25 GP)

A Book contains fiction or nonfiction. If you consult an accurate nonfiction Book about its topic, you gain a +5 bonus to Intelligence (Arcana, History, Nature, or Religion) checks you make about that topic.


Bottle, Glass (2 GP)

A Glass Bottle holds up to 11/2 pints.


Bucket (5 CP)

A Bucket holds up to half a cubic foot of contents.

Burglar’s Pack (16 GP)

A Burglar’s Pack contains the following items: Backpack, Ball Bearings, Bell, 10 Candles, Crowbar, Hooded Lantern, 7 flasks of Oil, 5 days of Rations, Rope, Tinderbox, and Waterskin.


Caltrops (1 GP)

As a Utilize action, you can spread Caltrops from their bag to cover a 5-foot-square area within 5 feet of yourself. A creature that enters this area for the first time on a turn must succeed on a DC 15 Dexterity saving throw or take 1 Piercing damage and have its Speed reduced to 0 until the start of its next turn. It takes 10 minutes to recover the Caltrops.


Candle (1 CP)

For 1 hour, a lit Candle sheds Bright Light in a 5-foot radius and Dim Light for an additional 5 feet.


Case, Crossbow Bolt (1 GP)

A Crossbow Bolt Case holds up to 20 Bolts.


Case, Map or Scroll (1 GP)

A Map or Scroll Case holds up to 10 sheets of paper or 5 sheets of parchment.


Chain (5 GP)

As a Utilize action, you can wrap a Chain around an unwilling creature within 5 feet of yourself that has the Grappled, Incapacitated, or Restrained condition if you succeed on a DC 13 Strength (Athletics) check. If the creature’s legs are bound, the creature has the Restrained condition until it escapes. Escaping the Chain requires the creature to make a successful DC 18 Dexterity (Acrobatics) check as an action. Bursting the Chain requires a successful DC 20 Strength (Athletics) check as an action.


Chest (5 GP)

A Chest holds up to 12 cubic feet of contents.


Climber’s Kit (25 GP)

A Climber’s Kit includes boot tips, gloves, pitons, and a harness. As a Utilize action, you can use the Climber’s Kit to anchor yourself; when you do, you can’t fall more than 25 feet from the anchor point, and you can’t move more than 25 feet from there without undoing the anchor as a Bonus Action.


Clothes, Fine (15 GP)

Fine Clothes are made of expensive fabrics and adorned with expertly crafted details. Some events and locations admit only people wearing these clothes.


Clothes, Traveler’s (2 GP)

Traveler’s Clothes are resilient garments designed for travel in various environments.


Component Pouch (25 GP)

A Component Pouch is watertight and filled with compartments that hold all the free Material components of your spells.


Costume (5 GP)

While wearing a Costume, you have Advantage on any ability check you make to impersonate the person or type of person it represents.


Crowbar (2 GP)

Using a Crowbar gives you Advantage on Strength checks where the Crowbar’s leverage can be applied.


Diplomat’s Pack (39 GP)

A Diplomat’s Pack contains the following items: Chest, Fine Clothes, Ink, 5 Ink Pens, Lamp, 2 Map or Scroll Cases, 4 flasks of Oil, 5 sheets of Paper, 5 sheets of Parchment, Perfume, and Tinderbox.


Druidic Focus (Varies)

A Druidic Focus takes one of the forms in the Druidic Focuses table and is carved, tied with ribbon, or painted to channel primal magic. A Druid or Ranger can use such an object as a Spellcasting Focus.

Focus Weight Cost
Sprig of mistletoe 1 GP
Wooden staff (also a Quarterstaff) 4 lb. 5 GP
Yew wand 1 lb. 10 GP

Dungeoneer’s Pack (12 GP)

A Dungeoneer’s Pack contains the following items: Backpack, Caltrops, Crowbar, 2 flasks of Oil, 10 days of Rations, Rope, Tinderbox, 10 Torches, and Waterskin.


Entertainer’s Pack (40 GP)

An Entertainer’s Pack contains the following items: Backpack, Bedroll, Bell, Bullseye Lantern, 3 Costumes, Mirror, 8 flasks of Oil, 9 days of Rations, Tinderbox, and Waterskin.


Explorer’s Pack (10 GP)

An Explorer’s Pack contains the following items: Backpack, Bedroll, 2 flasks of Oil, 10 days of Rations, Rope, Tinderbox, 10 Torches, and Waterskin.


Flask (2 CP)

A Flask holds up to 1 pint.


Grappling Hook (2 GP)

As a Utilize action, you can throw the Grappling Hook at a railing, a ledge, or another catch within 50 feet of yourself, and the hook catches on if you succeed on a DC 13 Dexterity (Acrobatics) check. If you tied a Rope to the hook, you can then climb it.


Healer’s Kit (5 GP)

A Healer’s Kit has ten uses. As a Utilize action, you can expend one of its uses to stabilize an Unconscious creature that has 0 Hit Points without needing to make a Wisdom (Medicine) check.


Holy Symbol (Varies)

A Holy Symbol takes one of the forms in the Holy Symbol table and is bejeweled or painted to channel divine magic. A Cleric or Paladin can use a Holy Symbol as a Spellcasting Focus.

The table indicates whether a Holy Symbol needs to be held, worn, or borne on fabric (such as a tabard or banner) or a Shield.

Symbol Weight Cost
Amulet (worn or held) 1 lb. 5 GP
Emblem (borne on fabric or a Shield) 5 GP
Reliquary (held) 2 lb. 5 GP

Holy Water (25 GP)

When you take the Attack action, you can replace one of your attacks with throwing a flask of Holy Water. Target one creature you can see within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 2d8 Radiant damage if it is a Fiend or an Undead.


Hunting Trap (5 GP)

As a Utilize action, you can set a Hunting Trap, which is a sawtooth steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 Piercing damage and have its Speed reduced to 0 until the start of its next turn. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet). A creature can use its action to make a DC 13 Strength (Athletics) check, freeing itself or another creature within its reach on a success. Each failed check deals 1 Piercing damage to the trapped creature.


Ink (10 GP)

Ink comes in a 1-ounce bottle, which provides enough ink to write about 500 pages.


Ink Pen (2 CP)

Using Ink, an Ink Pen is used to write or draw.


Jug (2 CP)

A Jug holds up to 1 gallon.


Ladder (1 SP)

A Ladder is 10 feet tall. You must climb to move up or down it.


Lamp (5 SP)

A Lamp burns Oil as fuel to cast Bright Light in a 15-foot radius and Dim Light for an additional 30 feet.


Lantern, Bullseye (10 GP)

A Bullseye Lantern burns Oil as fuel to cast Bright Light in a 60-foot Cone and Dim Light for an additional 60 feet.


Lantern, Hooded (5 GP)

A Hooded Lantern burns Oil as fuel to cast Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. As a Bonus Action, you can lower the hood, reducing the light to Dim Light in a 5-foot radius, or raise it again.


Lock (10 GP)

A Lock comes with a key. Without the key, a creature can use Thieves’ Tools to pick this Lock with a successful DC 15 Dexterity (Sleight of Hand) check.


Magnifying Glass (100 GP)

A Magnifying Glass grants Advantage on any ability check made to appraise or inspect a highly detailed item. Lighting a fire with a Magnifying Glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite.


Manacles (2 GP)

As a Utilize action, you can use Manacles to bind an unwilling Small or Medium creature within 5 feet of yourself that has the Grappled, Incapacitated, or Restrained condition if you succeed on a DC 13 Dexterity (Sleight of Hand) check. While bound, a creature has Disadvantage on attack rolls, and the creature is Restrained if the Manacles are attached to a chain or hook that is fixed in place. Escaping the Manacles requires a successful DC 20 Dexterity (Sleight of Hand) check as an action. Bursting them requires a successful DC 25 Strength (Athletics) check as an action.

Each set of Manacles comes with a key. Without the key, a creature can use Thieves’ Tools to pick the Manacles’ lock with a successful DC 15 Dexterity (Sleight of Hand) check.


Map (1 GP)

If you consult an accurate Map, you gain a +5 bonus to Wisdom (Survival) checks you make to find your way in the place represented on it.


Mirror (5 GP)

A handheld steel Mirror is useful for personal cosmetics but also for peeking around corners and reflecting light as a signal.


Net (1 GP)

When you take the Attack action, you can replace one of your attacks with throwing a Net. Target a creature you can see within 15 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or have the Restrained condition until it escapes. The target succeeds automatically if it is Huge or larger.

To escape, the target or a creature within 5 feet of it must take an action to make a DC 10 Strength (Athletics) check, freeing the Restrained creature on a success. Destroying the Net (AC 10; 5 HP; Immunity to Bludgeoning, Poison, and Psychic damage) also frees the target, ending the effect.


Oil (1 SP)

You can douse a creature, object, or space with Oil or use it as fuel, as detailed below.

Dousing a Creature or an Object. When you take the Attack action, you can replace one of your attacks with throwing an Oil flask. Target one creature or object within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or be covered in oil. If the target takes Fire damage before the oil dries (after 1 minute), the target takes an extra 5 Fire damage from burning oil.

Dousing a Space. You can take the Utilize action to pour an Oil flask on level ground to cover a 5-foot-square area within 5 feet of yourself. If lit, the oil burns until the end of the turn 2 rounds from when the oil was lit (or 12 seconds) and deals 5 Fire damage to any creature that enters the area or ends its turn there. A creature can take this damage only once per turn.

Fuel. Oil serves as fuel for Lamps and Lanterns. Once lit, a flask of Oil burns for 6 hours in a Lamp or Lantern. That duration doesn’t need to be consecutive; you can extinguish the burning Oil (as a Utilize action) and rekindle it again until it has burned for a total of 6 hours.


Paper (2 SP)

One sheet of Paper can hold about 250 handwritten words.


Parchment (1 SP)

One sheet of Parchment can hold about 250 handwritten words.


Perfume (5 GP)

Perfume comes in a 4-ounce vial. For 1 hour after applying Perfume to yourself, you have Advantage on Charisma (Persuasion) checks made to influence an Indifferent Humanoid within 5 feet of yourself.


Poison, Basic (100 GP)

As a Bonus Action, you can use a vial of Basic Poison to coat one weapon or up to three pieces of ammunition. A creature that takes Piercing or Slashing damage from the poisoned weapon or ammunition takes an extra 1d4 Poison damage. Once applied, the poison retains potency for 1 minute or until its damage is dealt, whichever comes first.


Pole (5 CP)

A Pole is 10 feet long. You can use it to touch something up to 10 feet away. If you must make a Strength (Athletics) check as part of a High or Long Jump, you can use the Pole to vault, giving yourself Advantage on the check.


Pot, Iron (2 GP)

An Iron Pot holds up to 1 gallon.


Potion of Healing (50 GP)

This potion is a magic item. As a Bonus Action, you can drink it or administer it to another creature within 5 feet of yourself. The creature that drinks the magical red fluid in this vial regains 2d4 + 2 Hit Points.


Pouch (5 SP)

A Pouch holds up to 6 pounds within one-fifth of a cubic foot.


Priest’s Pack (33 GP)

A Priest’s Pack contains the following items: Backpack, Blanket, Holy Water, Lamp, 7 days of Rations, Robe, and Tinderbox.


Quiver (1 GP)

A Quiver holds up to 20 Arrows.


Ram, Portable (4 GP)

You can use a Portable Ram to break down doors. When doing so, you gain a +4 bonus to the Strength check. One other character can help you use the ram, giving you Advantage on this check.


Rations (5 SP)

Rations consist of travel-ready food, including jerky, dried fruit, hardtack, and nuts. See “Malnutrition” in the rules glossary for the risks of not eating.


Robe (1 GP)

A Robe has vocational or ceremonial significance. Some events and locations admit only people wearing a Robe bearing certain colors or symbols.


Rope (1 GP)

As a Utilize action, you can tie a knot with Rope if you succeed on a DC 10 Dexterity (Sleight of Hand) check. The Rope can be burst with a successful DC 20 Strength (Athletics) check.

You can bind an unwilling creature with the Rope only if the creature has the Grappled, Incapacitated, or Restrained condition. If the creature’s legs are bound, the creature has the Restrained condition until it escapes. Escaping the Rope requires the creature to make a successful DC 15 Dexterity (Acrobatics) check as an action.


Sack (1 CP)

A Sack holds up to 30 pounds within 1 cubic foot.


Scholar’s Pack (40 GP)

A Scholar’s Pack contains the following items: Backpack, Book, Ink, Ink Pen, Lamp, 10 flasks of Oil, 10 sheets of Parchment, and Tinderbox.


Shovel (2 GP)

Working for 1 hour, you can use a Shovel to dig a hole that is 5 feet on each side in soil or similar material.


Signal Whistle (5 CP)

When blown as a Utilize action, a Signal Whistle produces a sound that can be heard up to 600 feet away.


Spell Scroll (Cantrip) (30 GP);

Spell Scroll (Level 1) (50 GP)

A Spell Scroll (Cantrip) or Spell Scroll (Level 1) is a magic item that bears the words of a cantrip or level 1 spell, respectively, determined by the scroll’s creator. If the spell is on your class’s spell list, you can read the scroll and cast the spell using its normal casting time and without providing any Material components.

If the spell requires a saving throw or an attack roll, the spell save DC is 13, and the attack bonus is +5. The scroll disintegrates when the casting is completed.


Spikes, Iron (1 GP)

Iron Spikes come in bundles of ten. As a Utilize action, you can use a blunt object, such as a Light Hammer, to hammer a spike into wood, earth, or a similar material. You can do so to jam a door shut or to then tie a Rope or Chain to the Spike.


Spyglass (1,000 GP)

Objects viewed through a Spyglass are magnified to twice their size.


String (1 SP)

String is 10 feet long. You can tie a knot in it as a Utilize action.


Tent (2 GP)

A Tent sleeps up to two Small or Medium creatures.


Tinderbox (5 SP)

A Tinderbox is a small container holding flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a Candle, Lamp, Lantern, or Torch—or anything else with exposed fuel—takes a Bonus Action. Lighting any other fire takes 1 minute.


Torch (1 CP)

A Torch burns for 1 hour, casting Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. When you take the Attack action, you can attack with the Torch, using it as a Simple Melee weapon. On a hit, the target takes 1 Fire damage.


Vial (1 GP)

A Vial holds up to 4 ounces.


Waterskin (2 SP)

A Waterskin holds up to 4 pints. If you don’t drink sufficient water, you risk dehydration (see the rules glossary).

Adventuring Gear Table

Item Weight Cost
Acid 1 lb. 25 GP
Alchemist’s Fire 1 lb. 50 GP
Ammunition Varies Varies
Antitoxin 50 GP
Arcane Focus Varies Varies
Backpack 5 lb. 2 GP
Ball Bearings 2 lb. 1 GP
Barrel 70 lb. 2 GP
Basket 2 lb. 4 SP
Bedroll 7 lb. 1 GP
Bell 1 GP
Blanket 3 lb. 5 SP
Block and Tackle 5 lb. 1 GP
Book 5 lb. 25 GP
Bottle, Glass 2 lb. 2 GP
Bucket 2 lb. 5 CP
Burglar’s Pack 42 lb. 16 GP
Caltrops 2 lb. 1 GP
Candle 1 CP
Case, Crossbow Bolt 1 lb. 1 GP
Case, Map or Scroll 1 lb. 1 GP
Chain 10 lb. 5 GP
Chest 25 lb. 5 GP
Climber’s Kit 12 lb. 25 GP
Clothes, Fine 6 lb. 15 GP
Clothes, Traveler’s 4 lb. 2 GP
Component Pouch 2 lb. 25 GP
Costume 4 lb. 5 GP
Crowbar 5 lb. 2 GP
Diplomat’s Pack 39 lb. 39 GP
Druidic Focus Varies Varies
Dungeoneer’s Pack 55 lb. 12 GP
Entertainer’s Pack 58½ lb. 40 GP
Explorer’s Pack 55 lb. 10 GP
Flask 1 lb. 2 CP
Grappling Hook 4 lb. 2 GP
Healer’s Kit 3 lb. 5 GP
Holy Symbol Varies Varies
Holy Water 1 lb. 25 GP
Hunting Trap 25 lb. 5 GP
Ink 10 GP
Ink Pen 2 CP
Jug 4 lb. 2 CP
Ladder 25 lb. 1 SP
Lamp 1 lb. 5 SP
Lantern, Bullseye 2 lb. 10 GP
Lantern, Hooded 2 lb. 5 GP
Lock 1 lb. 10 GP
Magnifying Glass 100 GP
Manacles 6 lb. 2 GP
Map 1 GP
Mirror 1/2 lb. 5 GP
Net 3 lb. 1 GP
Oil 1 lb. 1 SP
Paper 2 SP
Parchment 1 SP
Perfume 5 GP
Poison, Basic 100 GP
Pole 7 lb. 5 CP
Pot, Iron 10 lb. 2 GP
Potion of Healing 1/2 lb. 50 GP
Pouch 1 lb. 5 SP
Priest’s Pack 29 lb. 33 GP
Quiver 1 lb. 1 GP
Ram, Portable 35 lb. 4 GP
Rations 2 lb. 5 SP
Robe 4 lb. 1 GP
Rope 5 lb. 1 GP
Sack 1/2 lb. 1 CP
Scholar’s Pack 22 lb. 40 GP
Shovel 5 lb. 2 GP
Signal Whistle 5 CP
Spell Scroll (Cantrip) 30 GP
Spell Scroll (Level 1) 50 GP
Spikes, Iron 5 lb. 1 GP
Spyglass 1 lb. 1,000 GP
String 1 SP
Tent 20 lb. 2 GP
Tinderbox 1 lb. 5 SP
Torch 1 lb. 1 CP
Vial 1 GP
Waterskin 5 lb. (full) 2 SP

Mounts and Vehicles

Large Vehicles

The Airborne and Waterborne Vehicles table provides statistics for various types of large vehicles. The following notes apply.

Speed

A ship sailing against a strong wind moves at half speed. In a dead calm (no wind), waterborne ships can’t move under sail and must be rowed. Keelboats and Rowboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vehicles can’t be rowed against any significant current, but they can be pulled upstream by draft animals on the shores. A Rowboat can be carried and weighs 100 pounds.

Crew

A ship larger than a Keelboat or Rowboat needs a crew of skilled hirelings to function. The minimum number of skilled hirelings needed to crew a ship depends on the type of ship, as shown in the table.

Passengers

The table lists the number of Small and Medium passengers the ship can accommodate using hammocks. A ship outfitted with private accommodations can carry one-fifth as many passengers. A passenger usually pays 5 SP per day for a hammock, but prices can vary from ship to ship. A small private cabin usually costs 2 GP per day.

Damage Threshold

If a vehicle has a damage threshold{Damage Threshold}, it’s noted in the table.

Ship Repair

Repairs to a damaged ship can be made while the vessel is berthed. Repairing 1 Hit Point of damage requires 1 day and costs 20 GP for materials and labor. If the repairs are made in a location where supplies and skilled labor are abundant, such as a city shipyard, the repair time and cost are halved.

Ship Speed Crew Passengers Cargo (Tons) AC HP Damage Threshold Cost
Airship 8 mph 10 20 1 13 300 40,000 GP
Galley 4 mph 80 150 15 500 20 30,000 GP
Keelboat 1 mph 1 6 1/2 15 100 10 3,000 GP
Longship 3 mph 40 150 10 15 300 15 10,000 GP
Rowboat 1½ mph 1 3 11 50 50 GP
Sailing Ship 2 mph 20 20 100 15 300 15 10,000 GP
Warship 2½ mph 60 60 200 15 500 20 25,000 GP

Mounts and Cargo

An animal pulling a carriage, cart, chariot, sled, or wagon can move weight up to five times its base carrying capacity, including the weight of the vehicle. If multiple animals pull the same vehicle, add their carrying capacities together.

Barding

Barding is armor designed for a mount. Any type of armor on the Armor table in this chapter can be purchased as barding. The cost is four times the normal cost, and it weighs twice as much.

Saddles

A saddle comes with a bit, a bridle, reins, and any other equipment needed to use the saddle. A Military Saddle gives Advantage on any ability check you make to remain mounted. An Exotic Saddle is required for riding an aquatic or a flying mount.

Item Carrying Capacity Cost
Camel 450 lb. 50 GP
Elephant 1,320 lb. 200 GP
Horse, Draft 540 lb. 50 GP
Horse, Riding 480 lb. 75 GP
Mastiff 195 lb. 25 GP
Mule 420 lb. 8 GP
Pony 225 lb. 30 GP
Warhorse 540 lb. 400 GP
Item Weight Cost
Carriage 600 lb. 100 GP
Cart 200 lb. 15 GP
Chariot 100 lb. 250 GP
Feed per day 10 lb. 5 CP
Saddle
Exotic 40 lb. 60 GP
Military 30 lb. 20 GP
Riding 25 lb. 10 GP
Sled 300 lb. 20 GP
Stabling per day 5 SP
Wagon 400 lb. 35 GP

Overview

A mount can help you move more quickly through the wilderness, but its primary purpose is to carry gear that would otherwise slow you down. The Mounts and Other Animals table shows each animal’s carrying capacity. See appendix B for the animals’ stat blocks.

Services

Introduction

This section outlines services and other expenses that adventurers might spend money on.

Lifestyle Expenses

This section outlines services and other expenses that adventurers might spend money on.

Lifestyle Expenses

Lifestyle expenses summarize the cost of living in a fantasy world. They cover lodging, food, equipment maintenance, and other necessities.

At the start of each week or month (DM’s choice), choose a lifestyle below—Wretched, Squalid, Poor, Modest, Comfortable, Wealthy, or Aristocratic—and pay the price to sustain that lifestyle.

Lifestyles have no inherent consequences, but the DM might take them into account when determining risks or how others perceive your character.

Wretched (Free)

You survive via chance and charity. You’re often exposed to natural dangers as a result of sleeping outside.

Squalid (1 SP per Day)

You spend the bare minimum for your necessities. You might be exposed to unhealthy conditions and opportunistic criminals.

Poor (2 SP per Day)

You spend frugally for your necessities.

Modest (1 GP per Day)

You support yourself at an average level.

Comfortable (2 GP per Day)

You spend modestly for your necessities and enjoy a few luxuries.

Wealthy (4 GP per Day)

You’re accustomed to the finer things in life and might have servants.

Aristocratic (10 GP per Day)

You pay for the best and might have a staff that supports your lifestyle. Others notice your wealth and might encourage you to share it, either legally or otherwise.

Food, Drink, and Lodging

The Food, Drink, and Lodging table gives prices for food and a single night’s lodging. Prices for daily lodging and meals are included in your lifestyle’s expenses.

Item Cost
Ale (mug) 4 CP
Bread (loaf) 2 CP
Cheese (wedge) 1 SP
Inn Stay per Day
Squalid 7 CP
Poor 1 SP
Modest 5 SP
Comfortable 8 SP
Wealthy 2 GP
Aristocratic 4 GP
Meal
Squalid 1 CP
Poor 2 CP
Modest 1 SP
Comfortable 2 SP
Wealthy 3 SP
Aristocratic 6 SP
Wine (bottle)
Common 2 SP
Fine 10 GP

Travel

Drivers or crew hired to conduct passengers to their destinations charge the rates on the Travel table, plus any tolls or additional expenses.

Service Cost
Coach ride between towns 3 CP per mile
Coach ride within a city 1 CP per mile
Road or gate toll 1 CP
Ship’s passage 1 SP per mile

Hirelings

Skilled hirelings include anyone hired to perform a service that involves a proficiency (including weapon, tool, or skill): a mercenary, an artisan, a scribe, or the like. The pay shown on the Hirelings table is a minimum; some expert hirelings require more pay. Untrained hirelings are hired for work that requires no particular proficiencies; they include laborers and porters.

Service Cost
Skilled hireling 2 GP per day
Untrained hireling 2 SP per day
Messenger 2 CP per mile

Spellcasting

Most settlements contain individuals who are willing to cast spells in exchange for payment. If a spell has expensive components, add the cost of those components to the cost listed in the Spellcasting Services table. The higher the level of a desired spell, the harder it is to find someone to cast it.

Spell Level Availability Cost
Cantrip Village, town, or city 30 GP
1 Village, town, or city 50 GP
2 Village, town, or city 200 GP
3 Town or city only 300 GP
4–5 Town or city only 2,000 GP
6–8 City only 20,000 GP
9 City only 100,000 GP

Magic Items

Attunement

Some magic items require a creature to form a bond—called Attunement—with them before the creature can use an item’s magical properties. Without becoming attuned to an item that requires Attunement, you gain only its nonmagical benefits unless its description states otherwise. For example, a magic Shield that requires Attunement provides the benefits of a normal Shield if you aren’t attuned to it, but none of its magical properties.

Attune during a Short Rest

Attuning to an item requires you to spend a Short Rest focused on only that item while being in physical contact with it (this can’t be the same Short Rest used to learn the item’s properties). This focus can take the form of weapon practice (for a Weapon), meditation (for a Wand), or some other appropriate activity. If the Short Rest is interrupted, the Attunement attempt fails. Otherwise, at the end of the Short Rest, you’re attuned to the magic item and can access its full magical capabilities.

No More Than Three Items

You can be attuned to no more than three magic items at a time. Any attempt to attune to a fourth item fails; you must end your Attunement to an item first. Additionally, you can’t attune to more than one copy of an item. For example, you can’t attune to more than one Ring of Protection at a time.

Ending Attunement

Your Attunement to an item ends if you no longer satisfy the prerequisites for Attunement, if the item has been more than 100 feet away for at least 24 hours, if you die, or if another creature attunes to the item. You can also voluntarily end Attunement by spending another Short Rest focused on the item unless the item is cursed.

Identifying a Magic Item

Some magic items are indistinguishable from their nonmagical counterparts, while others are conspicuously magical. Handling a magic item is enough to give you a sense that it is extraordinary, but learning a magic item’s properties isn’t automatic.

The Identify spell is the fastest way to reveal an item’s properties. Alternatively, you can focus on one magic item during a Short Rest while being in physical contact with the item. At the end of the rest, you learn its properties and how to use them (but not any curse the item might bear).

Sometimes a magic item carries a clue to its properties. The command word to activate a ring might be etched inside the band, or a feathered design might hint that it’s a Ring of Feather Falling.

Wearing or experimenting with an item can also offer hints about its properties. In the specific case of Potions, a little taste is enough to tell the taster what a potion does. Other items might require more experimentation. For example, if your character puts on a Ring of Swimming, the DM might say, “Your movement feels strangely fluid.” Perhaps you then dive into a river to see what happens. The DM would then say you swim unexpectedly well.

Introduction

Adventures hold the promise—but not a guarantee—of finding magic items. Hundreds of magic items are detailed in the Dungeon Master’s Guide, since the DM decides when you find such an item. Here’s what you need to know about using magic items.

Wearing and Wielding Items

Using a magic item’s properties might mean wearing or wielding it. A magic item meant to be worn must be donned in the intended fashion: boots go on feet, gloves on hands, hats and helmets on a head, and rings on a finger. Magic armor must be donned, a Shield strapped to the arm, a cloak fastened about the shoulders. A weapon must be held.

In most cases, a magic item that’s meant to be worn can fit a creature regardless of size or build. Magic garments are made to be easily adjustable, or they magically adjust themselves to the wearer.

Multiple Items of the Same Kind

You can’t wear more than one of certain magic items. You can’t normally wear more than one pair of footwear, one pair of gloves or gauntlets, one pair of bracers, one suit of armor, one item of headwear, or one cloak. The DM might make exceptions.

Paired Items

Items that come in pairs—such as boots, bracers, gauntlets, and gloves—impart their benefits only if both items of the pair are worn. For example, a character wearing a Boot of Striding and Springing on one foot and a Boot of Elvenkind on the other foot gains no benefit from either.

Crafting Equipment

Brewing Potions of Healing

A character who has proficiency with the Herbalism Kit can create a Potion of Healing. Doing so requires using that kit and 25 GP of raw material over the course of 1 day (8 hours of work).

Crafting Nonmagical Items

To craft a nonmagical item, you need tools, raw materials, and time, each of which is detailed below. If you meet the requirements, you make the item, and you can use it or sell it at its normal price.

Tools

This chapter’s Tools section lists which tools are required to make certain items. The DM assigns required tools for items not listed there.

You must use the required tool to make an item and have proficiency with that tool. Anyone who helps you must also have proficiency with it.

Raw Materials

To make an item, you need raw materials worth half its purchase cost (round down). For example, you need 750 GP of raw materials to make Plate Armor, which sells for 1,500 GP. The DM determines whether appropriate raw materials are available.

Time

To determine how many days (working 8 hours a day) it takes to make an item, divide its purchase cost in GP by 10 (round a fraction up to a day). For example, you need 5 days to make a Heavy Crossbow, which sells for 50 GP.

If an item requires multiple days, the days needn’t be consecutive.

Characters can combine their efforts to shorten the crafting time. Divide the time needed to create an item by the number of characters working on it. Normally, only one other character can assist you, but the DM might allow more assistants.

Introduction

Using the rules below, characters can make nonmagical items, Potions of Healing, and Spell Scrolls.

Scribing Spell Scrolls

A spellcaster can transfer a spell to a scroll and create a Spell Scroll, using the rules below.

Time and Cost

Scribing a scroll takes an amount of time and money based on the level of the spell, as shown in the Spell Scroll Costs table. For each day of inscription, you must work for 8 hours. If a scroll requires multiple days, those days needn’t be consecutive.

Prerequisites for the Scribe

To scribe a scroll, you must have proficiency in the Arcana skill or with Phbtulcalligraph and have the spell prepared on each day of the inscription. You must also have at hand any Material components required by the spell; if the spell consumes its Material components, they are consumed only when you complete the scroll. The scroll’s spell uses your spell save DC and spell attack bonus.

Easily Make Spell Scrolls

In Foundry you can right click on any spell and select the * *Create Scroll option which will allow you to configure the scroll's options like its Level, DC, Save, and Attack Bonus.

Cantrips

If the scribed spell is a cantrip, the version on the scroll works as if the caster were your level.

Spell Level Time Cost
Cantrip 1 day 15 GP
1 1 day 25 GP
2 3 days 100 GP
3 5 days 150 GP
4 10 days 1,000 GP
5 25 days 1,500 GP
6 40 days 10,000 GP
7 50 days 12,500 GP
8 60 days 15,000 GP
9 120 days 50,000 GP

Art Handouts

Chapter 7

Art Handouts

Appendices

Appendix A: The Multiverse

Overview

This appendix provides an overview of the multiverse, the overarching reality that encompasses D&D’s countless worlds and adventures. These realms are explored in greater detail in the Dungeon Master’s Guide, along with other planes like the Far Realm, Negative Plane, and Positive Plane.

The Material Realms

The philosophical and elemental forces of reality converge to create the following planes of existence:

Material Plane. Most D&D adventures take place on the Material Plane, which holds the worlds of settings like Dragonlance, Eberron, the Forgotten Realms, and Greyhawk. There’s also room for any world your group creates. Magic and physical laws shape this plane’s diverse worlds.

Feywild. This vibrant, idealized realm brims with life and emotion, which are most intense in the realm’s Domains of Delight.

Shadowfell. This gloom-haunted realm holds grim wastelands, haunted ruins, and the infamous Domains of Dread.

Transitive Planes

The transitive planes serve as paths between planes:

Astral Plane. This endless, silvery expanse links the Material Plane and the Outer Planes. Whole civilizations have arisen in this glimmering vastness, while others navigate the magical cosmos in spelljamming vessels.

Ethereal Plane. This ghostly realm connects the Material Plane and the Inner Planes. The region where the Ethereal Plane overlaps with other planes is called the Border Ethereal, a place where creatures can glimpse visions of planes beyond.

The Inner Planes

Elemental forces and the building blocks of reality originate from these Inner Planes:

Elemental Plane of Air. Winds blow clouds and floating islands across this boundless sky.

Elemental Plane of Earth. This maze of caverns winds through stone and untold mineral riches.

Elemental Plane of Fire. An everlasting inferno, this realm blazes with life on volcanic islands.

Elemental Plane of Water. This bottomless ocean churns with mysterious sea life.

Elemental Chaos. Here on the fringes of the Inner Planes, elemental forces clash unpredictably.

Para-Elemental Planes. In these borderlands between the Elemental Planes, elemental forces combine into realms of ash, ice, magma, and ooze.

The Outer Planes

Realms where ideas take form and spirits spend their afterlives, the Outer Planes are the homes of immortals. The following locations compose the Outer Planes:

Sigil. Sigil, the City of Doors, is a metropolis rather than a plane at the center of the Outer Planes. Here portals lead throughout the multiverse, and the enigmatic Lady of Pain maintains order.

Outlands. Influences from the other Outer Planes converge in the Outlands, where portals lead to those planes. At the Outlands’ center rises the Spire, a pillar atop which floats Sigil.

Other Outer Planes. These planes are listed on the Outer Planes table. Some are paradises, some are nightmare realms, and some are more bizarre. Each is dominated by forces that embody one or more of the alignments described in chapter 2.

Outer Plane Alignment
Abyss Chaotic Evil
Acheron Lawful Evil, Lawful Neutral
Arborea Chaotic Good
Arcadia Lawful Good, Lawful Neutral
Beastlands Chaotic Good, Neutral Good
Bytopia Lawful Good, Neutral Good
Carceri Chaotic Evil, Neutral Evil
Elysium Neutral Good
Gehenna Lawful Evil, Neutral Evil
Hades Neutral Evil
Limbo Chaotic Neutral
Mechanus Lawful Neutral
Mount Celestia Lawful Good
Nine Hells Lawful Evil
Outlands Neutral
Pandemonium Chaotic Evil, Chaotic Neutral
Ysgard Chaotic Good, Chaotic Neutral

Appendix B: Creature Stat Blocks

Overview

This appendix provides stat blocks for creatures mentioned elsewhere in the book, particularly in the class, equipment, and spell chapters. See the rules glossary for how to read a stat block, and see the Monster Manual for even more creatures.

The following stat blocks are presented in alphabetical order. When the Dungeon Master uses a stat block, the DM may change details in it.

Creatures

Phbmobape0000000

Phbmobbadger0000

Phbmobbat0000000

Phbmobblackbear0

Phbmobboar000000

Phbmobbrownbear0

Phbmobcamel00000

Phbmobcat0000000

Phbmobconstricto

Phbmobcrab000000

Phbmobcrocodile0

Phbmobdirewolf00

Phbmobdrafthorse

Phbmobelephant00

Phbmobelk0000000

Phbmobfrog000000

Phbmobgiantbadge

Phbmobgiantcrab0

Phbmobgiantgoat0

Phbmobgiantseaho

Phbmobgiantspide

Phbmobgiantwease

Phbmobgoat000000

Phbmobhawk000000

Phbmobimp0000000

Phbmoblion000000

Phbmoblizard0000

Phbmobmastiff000

Phbmobmule000000

Phbmoboctopus000

Phbmobowl0000000

Phbmobpanther000

Phbmobpony000000

Phbmobpseudodrag

Phbmobquasit0000

Phbmobrat0000000

Phbmobraven00000

Phbmobreefshark0

Phbmobridinghors

Phbmobscorpion00

Phbmobskeleton00

Phbmobslaadtadpo

Phbmobsphinxofwo

Phbmobspider0000

Phbmobsprite0000

Phbmobtiger00000

Phbmobvenomoussn

Phbmobwarhorse00

Phbmobweasel0000

Phbmobwolf000000

Phbmobzombie0000

Companions

Otherworldly Steeds

Phbostcelestial0

Phbostfey0000000

Phbostfiend00000

Phbmobotherworld

Primal Companions

Phbbeastofthelan

Phbbeastofthesea

Phbbeastofthesky

Conjurations

Phbduplicate0000

Phbspectralanima

Phbmobfaithfulho

Phbsplbigbyshand

Phbsplconjuredel

Phbsplconjuredfe

Phbsplflamingsph

Phbsplgraspingvi

Phbsplguardianof

Phbsplmagehand00

Phbsplmediumdanc

Phbsplmordsword0

Phbsplspiritualw

Phbspltinydancin

Phbsplunseenserv

Phbsumphantomste

Phbsplarcaneeye0

Phbsplfloatingdi

Phbilucreature00

Phbiluobject0000

Phbinvisiblesens

Phbilusensory000

Phbspllight00000

Phbsplsecretches

Animated Objects

Phbtaoanimatedob

Phbsaoanimatedob

Phbmaoanimatedob

Phblaoanimatedob

Phbhaoanimatedob

Miscellaneous

Airship

Galley

Keelboat

Longship

Rowboat

Sailing Ship

Warship

Summons

Phbmobdraconicsp

Aberrant Spirits

Phbabsbeholderki

Phbabsmindflayer

Phbabsslaadspiri

Bestial Spirits

Phbbesbestialair

Phbbesbestiallan

Phbbesbestialwat

Celestial Spirits

Phbcesangelspiri

Phbcesdefendersp

Construct Spirits

Phbcosclayconstr

Phbcosmetalconst

Phbcosstoneconst

Elemental Spirits

Phbelsairelement

Phbelseartheleme

Phbelsfireelemen

Phbelswatereleme

Fey Spirits

Phbelsfumingfeys

Phbelsmirthfulfe

Phbelstricksyfey

Fiendish Spirits

Phbfisdemonspiri

Phbfisdevilspiri

Phbfisyugolothsp

Giant Insects

Phbgingiantcenti

Phbgingiantspide

Phbgingiantwasp0

Summon Templates

Phbmobaberrantsp

Phbmobbestialspi

Phbmobcelestials

Phbmobconstructs

Phbmobelementals

Phbmobfeyspirit0

Phbmobfiendishsp

Phbmobgiantinsec

Phbmobundeadspir

Undead Spirits

Phbudsghostlyspi

Phbudsputridspir

Phbudsskeletalsp

Art Handouts

Appendix C: Rules Glossary

Ability Check

An ability check is a D20 Test that represents using one of the six abilities—or a specific skill associated with an ability—to overcome a challenge.

Ability Score and Modifier

A creature has six ability scores—Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma—each of which has a corresponding modifier. Add the modifier when you make a D20 Test with the corresponding ability or when a rule asks you to do so.

Action

On your turn, you can take one action. Choose which action to take from those below or from the special actions provided by your features.

  • Attack
  • Dash
  • Disengage
  • Dodge
  • Help
  • Hide
  • Influence
  • Magic
  • Ready
  • Search
  • Study
  • Utilize

Attack

When you take the Attack action, you can make one attack roll with a weapon or an Unarmed Strike.

Equipping and Unequipping Weapons. You can either equip or unequip one weapon when you make an attack as part of this action. You do so either before or after the attack. If you equip a weapon before an attack, you don't need to use it for that attack. Equipping a weapon includes drawing it from a sheath or picking it up. Unequipping a weapon includes sheathing, stowing, or dropping it.

Dash

When you take the Dash action, you gain extra movement for the current turn. The increase equals your Speed after applying any modifiers. With a Speed of 30 feet, for example, you can move up to 60 feet on your turn if you Dash. If your Speed of 30 feet is reduced to 15 feet, you can move up to 30 feet this turn if you Dash.

If you have a special speed, such as a Fly Speed or Swim Speed, you can use that speed instead of your Speed when you take this action. You choose which speed to use each time you take it.

Disengage

If you take the Disengage action, your movement doesn’t provoke Opportunity Attacks for the rest of the current turn.

Dodge

If you take the Dodge action, you gain the following benefits: until the start of your next turn, any attack roll made against you has Disadvantage if you can see the attacker, and you make Dexterity saving throws with Advantage.

You lose these benefits if you have the Incapacitated condition or if your Speed is 0.

Help

When you take the Help action, you do one of the following.

Assist an Ability Check. Choose one of your skill or tool proficiencies and one ally who is near enough for you to assist verbally or physically when they make an ability check. That ally has Advantage on the next ability check they make with the chosen skill or tool. This benefit expires if the ally doesn’t use it before the start of your next turn. The DM has final say on whether your assistance is possible.

Assist an Attack Roll. You momentarily distract an enemy within 5 feet of you, giving Advantage to the next attack roll by one of your allies against that enemy. This benefit expires at the start of your next turn.

Hide

With the Hide action, you try to conceal yourself. To do so, you must succeed on a Stealth check check while you’re Heavily Obscured or behind Three-Quarters Cover or Total Cover, and you must be out of any enemy’s line of sight; if you can see a creature, you can discern whether it can see you.

On a successful check, you have the Invisible condition while hidden. Make note of your check’s total, which is the DC for a creature to find you with a Prc check check.

You stop being hidden immediately after any of the following occurs: you make a sound louder than a whisper, an enemy finds you, you make an attack roll, or you cast a spell with a Verbal component.

Influence

With the Influence action, you urge a monster to do something. Describe or roleplay how you’re communicating with the monster. Are you trying to deceive, intimidate, amuse, or gently persuade? The DM then determines whether the monster feels willing, unwilling, or hesitant due to your interaction; this determination establishes whether an ability check is necessary, as explained below.

Willing. If your urging aligns with the monster’s desires, no ability check is necessary; the monster fulfills your request in a way it prefers.

Unwilling. If your urging is repugnant to the monster or counter to its alignment, no ability check is necessary; it doesn’t comply.

Hesitant. If you urge the monster to do something that it is hesitant to do, you must make an ability check, which is affected by the monster’s attitude: Indifferent, Friendly, or Hostile, each of which is defined in this glossary. The Influence Checks table suggests which ability check to make based on how you’re interacting with the monster. The DM chooses the check, which has a default DC equal to 15 or the monster’s Intelligence score, whichever is higher. On a successful check, the monster does as urged. On a failed check, you must wait 24 hours (or a duration set by the DM) before urging it in the same way again.

Ability Check Interaction
Deception check Deceiving a monster that understands you
Intimidation check Intimidating a monster
Performance check Amusing a monster
Perception check Persuading a monster that understands you
Animal Handling check Gently coaxing a Beast or Monstrosity

Magic

When you take the Magic action, you cast a spell that has a casting time of an action or use a feature or magic item that requires a Magic action to be activated.

If you cast a spell that has a casting time of 1 minute or longer, you must take the Magic action on each turn of that casting, and you must maintain Concentration while you do so. If your Concentration is broken, the spell fails, but you don’t expend a spell slot.

Ready

You take the Ready action to wait for a particular circumstance before you act. To do so, you take this action on your turn, which lets you act by taking a Reaction before the start of your next turn.

First, you decide what perceivable circumstance will trigger your Reaction. Then, you choose the action you will take in response to that trigger, or you choose to move up to your Speed in response to it. Examples include “If the cultist steps on the trapdoor, I’ll pull the lever that opens it,” and “If the zombie steps next to me, I move away.”

When the trigger occurs, you can either take your Reaction right after the trigger finishes or ignore the trigger.

When you Ready a spell, you cast it as normal (expending any resources used to cast it) but hold its energy, which you release with your Reaction when the trigger occurs. To be readied, a spell must have a casting time of an action, and holding on to the spell’s magic requires Concentration, which you can maintain up to the start of your next turn. If your Concentration is broken, the spell dissipates without taking effect.

When you take the Search action, you make a Wisdom check to discern something that isn’t obvious. The Search table suggests which skills are applicable when you take this action, depending on what you’re trying to detect.

Skill Thing to Detect
Insight Creature’s state of mind
Medicine Creature’s ailment or cause of death
Perception Concealed creature or object
Survival Tracks or food

Study

When you take the Study action, you make an Intelligence check to study your memory, a book, a clue, or another source of knowledge and call to mind an important piece of information about it.

The Areas of Knowledge table suggests which skills are applicable to various areas of knowledge.

Skill Areas
Arcana Spells, magic items, eldritch symbols, magical traditions, planes of existence, and certain creatures (Aberrations, Constructs, Elementals, Fey, and Monstrosities)
History Historic events and people, ancient civilizations, wars, and certain creatures (Giants and Humanoids)
Investigation Traps, ciphers, riddles, and gadgetry
Nature Terrain, flora, weather, and certain creatures (Beasts, Dragons, Oozes, and Plants)
Religion Deities, religious hierarchies and rites, holy symbols, cults, and certain creatures (Celestials, Fiends, and Undead)

Utilize

You normally interact with an object while doing something else, such as when you draw a sword as part of the Attack action. When an object requires an action for its use, you take the Utilize action.

Advantage

If you have Advantage on a D20 Test, roll two d20s, and use the higher roll. A roll can’t be affected by more than one Advantage, and Advantage and Disadvantage on the same roll cancel each other.

Adventure

An adventure is a series of encounters. A story emerges through playing them.

Alignment

A creature’s alignment broadly describes its ethical attitudes and ideals. Alignment is a combination of two factors: one identifies morality (good, evil, or neutral), and the other describes attitudes toward order (lawful, chaotic, or neutral). These factors allow for nine possible combinations, such as Lawful Good and Neutral Evil.

Ally

A creature is your ally if it is a member of your adventuring party, your friend, on your side in combat, or a creature that the rules or the DM designates as your ally.

Area of Effect

An area of effect has a point of origin, a location from which the effect’s energy erupts. The rules for each shape specify how to position its point of origin. If all straight lines extending from the point of origin to a location in the area of effect are blocked, that location isn’t included in the area of effect. To block a line, an obstruction must provide Total Cover. See also Cover.

If the creator of an area of effect places it at an unseen point and an obstruction—such as a wall—is between the creator and that point, the point of origin comes into being on the near side of the obstruction.

The descriptions of many spells and other features specify that they have an area of effect, which typically has one of six shapes:

Cone

Cube

Cylinder

Emanation

Line

Sphere

Cone

Cube

Cylinder

Emanation

An Emanation is an area of effect that extends in straight lines from a creature or an object in all directions. The effect that creates an Emanation specifies the distance it extends.

An Emanation moves with the creature or object that is its origin unless it is an instantaneous or a stationary effect.

An Emanation’s origin (creature or object) isn’t included in the area of effect unless its creator decides otherwise.

Line

Sphere

Armor Class

An Armor Class (AC) is the target number for an attack roll. AC represents how difficult it is to hit a target.

Your base AC calculation is 10 plus your Dexterity modifier. If a rule gives you another base AC calculation, you choose which calculation to use; you can’t use more than one. See also Attack Roll.

Armor Training

Armor training allows you to use armor of a certain category without the following drawbacks. If you wear Light, Medium, or Heavy armor and lack training with it, you have disadvantage on any D20 Test that involves Strength or Dexterity, and you can’t cast spells. If you use a Shield and lack training with it, you don’t gain its AC bonus. See also Armor.

Attack Roll

An attack roll is a D20 Test that represents making an attack with a weapon, an Unarmed Strike, or a spell.

Attitude

A monster has a starting attitude toward a player character: Friendly, Hostile, or Indifferent. See also Influence.

Friendly

A Friendly creature views you favorably. You have Advantage on an ability check to influence a Friendly creature. See also Influence.

Hostile

A Hostile creature views you unfavorably. You have Disadvantage on an ability check to influence a Hostile creature. See also Influence.

Indifferent

An Indifferent creature has no desire to help or hinder you. Indifferent is the default attitude of a monster. See also Influence.

Attunement

Some magic items require a creature to form a bond—called Attunement—with them before the creature can use an item’s magical properties. A creature can have Attunement with no more than three magic items at a time. See also Magic Items.

Blindsight

Bloodied

A creature is Bloodied while it has half its Hit Points or fewer remaining.

Bonus Action

Various class features, spells, and other abilities let you take an additional action on your turn called a Bonus Action. The Cunning Action feature, for example, allows a Rogue to take a Bonus Action. You can take a Bonus Action only when a special ability, a spell, or another feature of the game states that you can do something as a Bonus Action. You otherwise don’t have a Bonus Action to take.

You can take only one Bonus Action on your turn, so you must choose which Bonus Action to use if you have more than one available.

You choose when to take a Bonus Action during your turn unless the Bonus Action’s timing is specified. Anything that deprives you of your ability to take actions also prevents you from taking a Bonus Action.

Breaking Objects

Objects can be harmed by attacks and by some spells, using the rules below. If an object is exceedingly fragile, the DM may allow a creature to break it automatically with the Attack or Utilize action.

Armor Class. The Object Armor Class table suggests ACs for various substances.

AC Substance
11 Cloth, paper, rope
13 Crystal, glass, ice
15 Wood
17 Stone
19 Iron, steel
21 Mithral
23 Adamantine

Hit Points. An object is destroyed when it has 0 Hit Points. The Object Hit Points table suggests Hit Points for fragile and resilient objects that are Large or smaller. To track Hit Points for a Huge or Gargantuan object, divide it into Large or smaller sections, and track each section’s Hit Points separately. The DM determines whether destroying part of an object causes the whole thing to collapse.

Size Fragile Resilient
Tiny (bottle, lock) 2 (1d4) 5 (2d4)
Small (chest, lute) 3 (1d6) 10 (3d6)
Medium (barrel, chandelier) 4 (1d8) 18 (4d8)
Large (cart, dining table) 5 (1d10) 27 (5d10)

Damage Types and Objects. Objects have Immunity to Poison and Psychic damage. The DM might decide that some damage types are more or less effective against an object. For example, Bludgeoning damage works well for smashing things but not for cutting. Paper or cloth objects might have Vulnerability to Fire damage.

No Ability Scores. An object lacks ability scores unless a rule assigns scores to the object. Without ability scores, an object can’t make ability checks, and it fails all saving throws.

Bright Light

Bright Light lets most creatures see normally. Even gloomy days provide Bright Light, as do torches, lanterns, fires, and other sources of illumination within a specific radius.

Burrow Speed

A creature that has a Burrow Speed can use that speed to move through sand, earth, mud, or ice. The creature can’t burrow through solid rock unless the creature has a trait that allows it to do so.

Campaign

A campaign is a series of adventures. See also Adventure.

Cantrip

See also chapter 7.

Carrying Capacity

Your size and Strength score determine the maximum weight in pounds that you can carry, as shown in the Carrying Capacity table. The table also shows the maximum weight you can drag, lift, or push.

While dragging, lifting, or pushing weight in excess of the maximum weight you can carry, your Speed can be no more than 5 feet.

Creature Size Carry Drag/Lift/Push
Tiny Strength x 7.5 lb. Strength x 15 lb.
Small/Medium Strength x 15 lb. Strength x 30 lb.
Large Strength x 30 lb. Strength x 60 lb.
Huge Strength x 60 lb. Strength x 120 lb.
Gargantuan Strength x 120 lb. Strength x 240 lb.

Challenge Rating

Challenge Rating (CR) summarizes the threat a monster poses to a group of four player characters. Compare a monster’s CR to the characters’ level. If the CR is higher, the monster is likely a danger. If the CR is lower, the monster likely poses little threat. But circumstances and the number of player characters can significantly alter how threatening a monster is in actual play. The Dungeon Master’s Guide provides guidance to the DM on using CR while planning potential combat encounters. See also Stat Block.

Character Sheet

A character sheet is a paper or digital record that you use to track your character’s information. See also chapter 2.

Climb Speed

A Climb Speed can be used in place of &reference[Speed] to traverse a vertical surface without expending the extra movement normally associated with climbing.

Climbing

While you’re climbing, each foot of movement costs 1 extra foot (2 extra feet in Difficult Terrain). You ignore this extra cost if you have a Climb Speed and use it to climb.

At the DM’s option, climbing a slippery surface or one with few handholds might require a successful Dc=15 check check.

Concentration

Condition

A condition is a temporary game state. The definition of a condition says how it affects its recipient, and various rules define how to end a condition. This glossary defines these conditions:

  • Blinded
  • Charmed
  • Deafened
  • Exhaustion
  • Frightened
  • Grappled
  • Incapacitated
  • Invisible
  • Paralyzed
  • Petrified
  • Poisoned
  • Prone
  • Restrained
  • Stunned
  • Unconscious

A condition doesn’t stack with itself; a recipient either has a condition or doesn’t. The Exhaustion condition is an exception to that rule. See also chapter 1 Conditions.

Blinded

Can’t See. You can’t see and automatically fail any ability check that requires sight.

Attacks Affected. Attack rolls against you have Advantage, and your attack rolls have Disadvantage.

Charmed

While you have the Charmed condition, you experience the following effects.

Can’t Harm the Charmer. You can’t attack the charmer or target the charmer with damaging abilities or magical effects.

Social Advantage. The charmer has Advantage on any ability check to interact with you socially.

Deafened

Can’t Hear. You can’t hear and automatically fail any ability check that requires hearing.

Exhaustion

While you have the Exhaustion condition, you experience the following effects.

Exhaustion Levels. This condition is cumulative. Each time you receive it, you gain 1 Exhaustion level. You die if your Exhaustion level is 6.

D20 Tests Affected. When you make a D20 Test, the roll is reduced by 2 times your Exhaustion level.

Speed Reduced. Your Speed is reduced by a number of feet equal to 5 times your Exhaustion level.

Removing Exhaustion Levels. Finishing a Long Rest removes 1 of your Exhaustion levels. When your Exhaustion level reaches 0, the condition ends.

Frightened

While you have the Frightened condition, you experience the following effects.

Ability Checks and Attacks Affected. You have Disadvantage on ability checks and attack rolls while the source of fear is within line of sight.

Can’t Approach. You can’t willingly move closer to the source of fear.

Grappled

While you have the Grappled condition, you experience the following effects.

Speed 0. Your Speed is 0 and can’t increase.

Attacks Affected. You have Disadvantage on attack rolls against any target other than the grappler.

Movable. The grappler can drag or carry you when it moves, but every foot of movement costs it 1 extra foot unless you are Tiny or two or more sizes smaller than it.

Incapacitated

While you have the incapacitated condition, you experience the following effects.

Inactive. You can’t take any action, Bonus Action, or Reaction.

No Concentration. Your Concentration is broken.

Speechless. You can’t speak.

Surprised. If you’re Incapacitated when you roll Initiative, you have Disadvantage on the roll.

Invisible

While you have the Invisible condition, you experience the following effects.

Surprise. If you’re Invisible when you roll Initiative, you have Advantage on the roll.

Concealed. You aren’t affected by any effect that requires its target to be seen unless the effect’s creator can somehow see you. Any equipment you are wearing or carrying is also concealed.

Attacks Affected. Attack rolls against you have Disadvantage, and your attack rolls have Advantage. If a creature can somehow see you, you don’t gain this benefit against that creature.

Paralyzed

While you have the Paralyzed condition, you experience the following effects.

Incapacitated. You have the Incapacitated condition.

Speed 0. Your Speed is 0 and can’t increase.

Saving Throws Affected. You automatically fail Strength and Dexterity saving throws.

Attacks Affected. Attack rolls against you have Advantage.

Automatic Critical Hits. Any attack roll that hits you is a Critical Hit if the attacker is within 5 feet of you.

Petrified

While you have the Petrified condition, you experience the following effects.

Turned to Inanimate Substance. You are transformed, along with any nonmagical objects you are wearing and carrying, into a solid inanimate substance (usually stone). Your weight increases by a factor of ten, and you cease aging.

Incapacitated. You have the Incapacitated condition.

Speed 0. Your Speed is 0 and can’t increase.

Attacks Affected. Attack rolls against you have Advantage.

Saving Throws Affected. You automatically fail Strength and Dexterity saving throws.

Resist Damage. You have Resistance to all damage.

Poison Immunity. You have Immunity to the Poisoned condition.

Poisoned

While you have the Poisoned condition, you experience the following effect.

Ability Checks and Attacks Affected. You have Disadvantage on attack rolls and ability checks.

Prone

While you have the Prone condition, you experience the following effects.

Restricted Movement. Your only movement options are to crawl or to spend an amount of movement equal to half your Speed (round down) to right yourself and thereby end the condition. If your Speed is 0, you can’t right yourself.

Attacks Affected. You have Disadvantage on attack rolls. An attack roll against you has Advantage if the attacker is within 5 feet of you. Otherwise, that attack roll has Disadvantage.

Restrained

While you have the Restrained condition, you experience the following effects.

Speed 0. Your Speed is 0 and can’t increase.

Attacks Affected. Attack rolls against you have Advantage, and your attack rolls have Disadvantage.

Saving Throws Affected. You have Disadvantage on Dexterity saving throws.

Stunned

When you have the Stunned condition, you experience the following effects.

Incapacitated. You have the Incapacitated condition.

Saving Throws Affected. You automatically fail Strength and Dexterity saving throws.

Attacks Affected. Attack rolls against you have Advantage.

Unconscious

While you have the Unconscious condition, you experience the following effects.

Inert. You have the Incapacitated and Prone conditions, and you drop whatever you’re holding. When this condition ends, you remain Prone.

Speed 0. Your Speed is 0 and can’t increase.

Attacks Affected. Attack rolls against you have Advantage.

Saving Throws Affected. You automatically fail Strength and Dexterity saving throws.

Automatic Critical Hits. Any attack roll that hits you is a Critical Hit if the attacker is within 5 feet of you.

Cover

Crawling

See also Speed.

Creature

Any being in the game, including a player’s character, is a creature. See also Creature Type.

Creature Type

Every creature, including every player character, has a tag in the rules that identifies the type of creature it is. Most player characters are of the Humanoid type. These are the game’s creature types:

  • Aberration
  • Beast
  • Celestial
  • Construct
  • Dragon
  • Elemental
  • Fey
  • Fiend
  • Giant
  • Humanoid
  • Monstrosity
  • Ooze
  • Plant
  • Undead

The types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways.

Critical Hit

Curses

Some game effects curse a creature or an object. The effect that confers a curse defines what the curse does. Curses can be removed by the Remove Curse and Greater Restoration spells or other magic that explicitly ends curses.

D20 Test

D20 Tests encompass the three main d20 rolls of the game: ability checks, attack rolls, and saving throws. If something in the game affects D20 Tests, it affects all three of these rolls. The DM determines whether a D20 Test is warranted in a given circumstance. See also D20 Tests.

Damage

Damage represents harm that causes a creature or an object to lose Hit Points.

Damage Roll

A damage roll is a die roll, adjusted by any applicable modifiers, that deals damage to a target. See also Damage and Healing.

Damage Threshold

A creature or an object that has a damage threshold has Immunity to all damage unless it takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, in which case it takes that entire instance of damage. Any damage that fails to meet or exceed the damage threshold is superficial and doesn’t reduce Hit Points. For example, if an object has a damage threshold of 10, the object takes no damage if 9 damage is dealt to it, since that damage fails to exceed the threshold. If the same object is dealt 11 damage, it takes all of that damage.

Damage Types

Attacks and other harmful effects deal different types of damage. Damage types have no rules of their own, but other rules, such as Resistance, rely on the types. The Damage Types table offers examples to help a DM assign a type to a new effect.

Type Examples
Acid Corrosive liquids, digestive enzymes
Bludgeoning Blunt objects, constriction, falling
Cold Freezing water, icy blasts
Fire Flames, unbearable heat
Force Pure magical energy
Lightning Electricity
Necrotic Life-draining energy
Piercing Fangs, puncturing objects
Poison Toxic gas, venom
Psychic Mind-rending energy
Radiant Holy energy, searing radiation
Slashing Claws, cutting objects
Thunder Concussive sound

Darkness

An area of darkness is Heavily Obscured. See also Exploration.

Darkvision

Dead

A dead creature has no Hit Points and can’t regain them unless it is first revived by magic such as the Raise Dead or Revivify spell. When such a spell is cast, the spirit knows who is casting it and can refuse. The spirit of a dead creature has left the body and departed for the Outer Planes, and reviving the creature requires calling the spirit back.

If the creature returns to life, the revival effect determines the creature’s current Hit Points. Unless otherwise stated, the creature returns to life with any conditions, magical contagions, or curses that were affecting it at death if the durations of those effects are still ongoing. If the creature died with any Exhaustion levels, it returns with 1 fewer level. If the creature had Attunement to one or more magic items, it is no longer attuned to them.

Death Saving Throw

A player character must make a Death Saving Throw (also called a Death Save) if they start their turn with 0 Hit Points. See also Damage and Healing.

Difficult Terrain

A space is Difficult Terrain if the space contains any of the following or something similar:

  • A creature that isn’t Tiny or your ally
  • Furniture that is sized for creatures of your size or larger
  • Heavy snow, ice, rubble, or undergrowth
  • Liquid that’s between shin- and waist-deep
  • A narrow opening sized for a creature one size smaller than you
  • A slope of 20 degrees or more

Difficulty Class

A Difficulty Class (DC) is the target number for an ability check or a saving throw. See also chapter 1

D20 Tests.

Dim Light

An area with Dim Light is Lightly Obscured. See also Exploration.

Disadvantage

If you have Disadvantage on a D20 Test, roll two d20s and use the lower roll. A roll can’t be affected by more than one Disadvantage, and Advantage and Disadvantage on the same roll cancel each other.

Encounter

An encounter is a scene in an adventure that is part of at least one of the game’s three pillars: social interaction, exploration, or combat. See also Social Interaction, Exploration, and Combat).

Enemy

A creature is your enemy if it fights against you in combat, actively works to harm you, or is designated as your enemy by the rules or DM.

Experience Points

As they overcome challenges and complete adventures, characters earn Experience Points (XP), which are awarded by the Dungeon Master. When a character’s XP total crosses certain thresholds, the character’s level increases. The Dungeon Master’s Guide provides guidance on awarding XP.

See also Level Advancement.

Expertise

Expertise is a feature that enhances your use of a skill proficiency. When you make an ability check with a skill proficiency in which you have Expertise, your Proficiency Bonus is doubled for that check unless the bonus is doubled by another feature.

If you gain Expertise, you gain it in one skill in which you have proficiency. You can’t have Expertise in the same skill proficiency more than once.

See also chapter 1 Proficiency.

Fly Speed

A Fly Speed can be used to travel through the air. While you have a Fly Speed, you can stay aloft until you land, fall, or die. See also Flying and Speed.

Flying

See also Falling and Fly Speed.

Glossary Conventions

“You.” The game’s rules—in this glossary and elsewhere—often talk about something happening to you in the game world. That “you” refers to the creature or object that the rule applies to in a particular moment of play. For example, the “you” in the Prone condition is a creature that currently has that condition.

No Obsolete Terms. The glossary contains definitions of current rules terms only. If you’re looking for a term from an earlier version of the fifth edition rules, consult the index.

Abbreviations. The abbreviations listed below appear in this glossary and elsewhere in the rules.

Abbreviation Meaning
AC Armor Class
C Concentration
CE Chaotic Evil
CG Chaotic Good
Cha. Charisma
CN Chaotic Neutral
Con. Constitution
CP Copper Piece(s)
CR Challenge Rating
DC Difficulty Class
Dex. Dexterity
DM Dungeon Master
EP Electrum Piece(s)
GP Gold Piece(s)
HP Hit Point(s)
Int. Intelligence
LE Lawful Evil
LG Lawful Good
LN Lawful Neutral
M Material component
N Neutral
NE Neutral Evil
NG Neutral Good
NPC Nonplayer character
PB Proficiency Bonus
PP Platinum Piece(s)
R Ritual
S Somatic component
SP Silver Piece(s)
Str. Strength
V Verbal component
Wis. Wisdom
XP Experience Point(s)

Grappling

A creature can grapple another creature. Characters typically grapple by using an Unarmed Strike. Many monsters have special attacks that allow them to quickly grapple prey. However a grapple is initiated, it follows these rules. See also Unarmed Strike and Grappled.

Grappled Condition. Successfully grappling a creature gives it the Grappled condition.

One Grapple per Hand. A creature must have a hand free to grapple another creature. Some stat blocks and game effects allow a creature to grapple using a tentacle, a maw, or another body part. Whatever part a grappler uses, it can grapple only one creature at a time with that part, and the grappler can’t use that part to target another creature unless it ends the grapple.

Hazard

A hazard is an environmental danger. See also Burning, Dehydration, Falling, Malnutrition, and Suffocation.

Burning

A burning creature or object takes 1d4 fire damage damage at the start of each of its turns. As an action, you can extinguish fire on yourself by giving yourself the Prone condition and rolling on the ground. The fire also goes out if it is doused, submerged, or suffocated.

Dehydration

A creature requires an amount of water per day based on its size, as shown in the Water Needs per Day table. A creature that drinks less than half the required water for a day gains 1 Exhaustion level at the day’s end. Exhaustion caused by dehydration can’t be removed until the creature drinks the full amount of water required for a day.

Size Water
Tiny 1/4 gallon
Small 1 gallon
Medium 1 gallon
Large 4 gallons
Huge 16 gallons
Gargantuan 64 gallons

Falling

A creature that falls takes 1d6 bludgeoning damage damage at the end of the fall for every 10 feet it fell, to a maximum of 20d6 bludgeoning damage damage. When the creature lands, it has the Prone condition unless it avoids taking any damage from the fall.

A creature that falls into water or another liquid can use its Reaction to make a Dc=15 check or Dc=15 check check to hit the surface head or feet first. On a successful check, any damage resulting from the fall is halved.

Malnutrition

A creature needs an amount of food per day based on its size, as shown in the Food Needs per Day table. A creature that eats but consumes less than half the required food for a day must succeed on a DC 10 Constitution saving throw saving throw or gain 1 exhaustion level at the day’s end. A creature that eats nothing for 5 days automatically gains 1 Exhaustion level at the end of the fifth day as well as an additional level at the end of each subsequent day without food.

Exhaustion caused by malnutrition can’t be removed until the creature eats the full amount of food required for a day.

Size Food Size Food
Tiny 1/4 pound Large 4 pounds
Small 1 pound Huge 16 pounds
Medium 1 pound Gargantuan 64 pounds

Suffocation

A creature can hold its breath for a number of minutes equal to 1 plus its Constitution modifier (minimum of 30 seconds) before suffocation begins. When a creature runs out of breath or is choking, it gains 1 Exhaustion level at the end of each of its turns. When a creature can breathe again, it removes all levels of Exhaustion it gained from suffocating.

Healing

Healing is how you regain Hit Points. See also Damage and Healing.

Heavily Obscured

You have the Blinded condition while trying to see something in a Heavily Obscured space. See also Blinded, Darkness, and Exploration.

Heroic Inspiration

If you (a player character) have Heroic Inspiration, you can expend it to reroll any die immediately after rolling it, and you must use the new roll.

If you gain Heroic Inspiration but already have it, it’s lost unless you give it to a player character who lacks it.

Hit Point Dice

Hit Point Dice, or Hit Dice for short, help determine a player character’s Hit Point maximum, as explained in chapter 2. Most monsters also have Hit Dice. A creature can spend Hit Dice during a Short Rest to regain Hit Points.

Hit Points

See also Breaking Objects and Damage and Healing.

Hover

Some creatures can hover, as noted in their stat blocks, and some spells and other effects grant the ability to hover. Hovering while flying prevents you from falling in certain circumstances. See also Flying.

Illusions

Spells and other effects sometimes create magical illusions. Such an effect defines what the illusion does and which senses or mental faculties it deceives.

If an illusion manifests in space, the illusion is insubstantial and weightless, yet it seems to be affected by the environment as if the illusion were real unless the effect that created it specifies otherwise. For example, a visual illusion of a creature casts shadows and reflections, and wind appears to affect the illusory creature. Similarly, an audible illusion echoes in an echoey space.

Immunity

If you have Immunity to a damage type or a condition, it doesn’t affect you in any way.

Improvised Weapons

An improvised weapon is an object wielded as a makeshift weapon, such as broken glass, a table leg, or a frying pan. A Simple or Martial weapon also counts as an improvised weapon if it’s wielded in a way contrary to its design; if you use a Ranged weapon to make a melee attack or throw a Melee weapon that lacks the Thrown property, the weapon counts as an improvised weapon. An improvised weapon follows the rules below.

Proficiency. Don’t add your Proficiency Bonus to attack rolls with an improvised weapon.

Damage. On a hit, the weapon deals 1d4 damage damage of a type the DM thinks is appropriate for the object.

Range. If you throw the weapon, it has a normal range of 20 feet and a long range of 60 feet.

Weapon Equivalents. If an improvised weapon resembles a Simple or Martial weapon, the DM may say it functions as that weapon and uses that weapon’s rules. For example, the DM could treat a table leg as a Club.

Initiative

See also Combat.

Jumping

When you jump, you make either a Long Jump (horizontal) or a High Jump (vertical).

High Jump

When you make a High Jump, you leap into the air a number of feet equal to 3 plus your Strength modifier (minimum of 0 feet) if you move at least 10 feet on foot immediately before the jump. When you make a standing High Jump, you can jump only half that distance. Either way, each foot of the jump costs a foot of movement.

You can extend your arms half your height above yourself during the jump. Thus, you can reach a distance equal to the height of the jump plus 1½ times your height.

Long Jump

When you make a Long Jump, you leap horizontally a number of feet up to your Strength score if you move at least 10 feet immediately before the jump. When you make a standing Long Jump, you can leap only half that distance. Either way, each foot you jump costs a foot of movement.

If you land in difficult-terrain, you must succeed on a 10 check check or have the Prone condition.

This Long Jump rule assumes that the height of the jump doesn’t matter, such as a jump across a stream or chasm. At your DM’s option, you must succeed on a 10 check check to clear a low obstacle (no taller than a quarter of the jump’s distance), such as a hedge or low wall. Otherwise, you hit the obstacle.

Knocking Out a Creature

When you would reduce a creature to 0 Hit Points with a melee attack, you can instead reduce the creature to 1 Hit Point. The creature then has the Unconscious condition and starts a Short Rest.

The creature remains Unconscious until it regains any Hit Points or until someone uses an action to administer first aid to it, which requires a successful Dc=10 check check.

Lightly Obscured

See also Dim Light and Exploration.

Long Rest

A Long Rest is a period of extended downtime—at least 8 hours—available to any creature. During a Long Rest, you sleep for at least 6 hours and perform no more than 2 hours of light activity, such as reading, talking, eating, or standing watch.

During sleep, you have the Unconscious condition. After you finish a Long Rest, you must wait at least 16 hours before starting another one.

Benefits of the Rest. To start a Long Rest, you must have at least 1 Hit Point. When you finish the rest, you gain the following benefits:

Regain All HP. You regain all lost Hit Points and all spent Hit Point Dice. If your Hit Point maximum was reduced, it returns to normal.

Ability Scores Restored. If any of your ability scores were reduced, they return to normal.

Exhaustion Reduced. If you have the Exhaustion condition, its level decreases by 1.

Special Feature. Some features are recharged by a Long Rest. If you have such a feature, it recharges in the way specified in its description.

Interrupting the Rest. A Long Rest is stopped by the following interruptions:

  • Rolling Initiative
  • Casting a spell other than a cantrip
  • Taking any damage
  • 1 hour of walking or other physical exertion

If you rested at least 1 hour before the interruption, you gain the benefits of a Short Rest.

You can resume a Long Rest immediately after an interruption. If you do so, the rest requires 1 additional hour per interruption to finish.

Magical Effect

An effect is magical if it is created by a spell, a magic item, or a phenomenon that a rule labels as magical.

Monster

A monster is a creature controlled by the DM, even if the creature is benevolent. See also Creature and NPC.

Nonplayer Character (NPC)

A nonplayer character (NPC) is a monster that has a personal name and a distinct personality. See also Monster.

Object

An object is a nonliving, distinct thing. Composite things, like buildings, comprise more than one object. See also Breaking Objects.

Occupied Space

A space is occupied if a creature is in it or if it is completely filled by objects.

Opportunity Attacks

You can make an Opportunity Attack when a creature that you can see leaves your reach using its action, its Bonus Action, its Reaction, or one of its speeds. To make the Opportunity Attack, take a Reaction to make one melee attack with a weapon or an Unarmed Strike against the provoking creature. The attack occurs right before the creature leaves your reach. See also chapter Combat.

Passive Perception

Passive Perception is a score that reflects a creature’s general awareness of its surroundings. The DM uses this score when determining whether a creature notices something without consciously making a Wisdom (Perception) check.

A creature’s Passive Perception equals 10 plus the creature’s Wisdom (Perception) check bonus. If the creature has Advantage on such checks, increase the score by 5. If the creature has Disadvantage on them, decrease the score by 5. For example, a level 1 character with a Wisdom of 15 and proficiency in Perception has a Passive Perception of 14 (10 + 2 + 2). If that character has Advantage on Wisdom (Perception) checks, the score becomes 19.

Per Day

If a rule says you can use something a certain number of times per day, that means you must finish a Long Rest to use it again after you run out of uses.

Player Character

A player character is a character controlled by a player. See also chapter 2.

Possession

Some effects cause a creature to be possessed by another creature or entity. A possessing effect defines how the possession operates. Possession can be prevented by the Protection from Evil and Good spell and ended by the Dispel Evil and Good spell.

Proficiency

If you have proficiency with something, you can add your Proficiency Bonus to any D20 Test you make using that thing. A creature might have proficiency in a skill or saving throw or with a weapon or tool.

Reaction

See also Opportunity Attacks and chapter 1 Actions.

Resistance

If you have Resistance to a damage type, damage of that type is halved against you (round down). Resistance is applied only once to an instance of damage. See also Damage and Healing.

Ritual

If you have a spell prepared that has the Ritual tag, you can cast that spell as a Ritual. The Ritual version of a spell takes 10 minutes longer to cast than normal. It also doesn’t expend a spell slot, which means the ritual version of a spell can’t be cast at a higher level. See also chapter 7.

Round Down

Whenever you divide or multiply a number in the game, round down if you end up with a fraction, even if the fraction is one-half or greater. Some rules make an exception and tell you to round up.

Save

Save is another name for a saving throw. See also Saving Throw.

Saving Throw

A saving throw—also called a save—represents an attempt to avoid or resist a threat. You normally make a saving throw only when a rule requires you to do so, but you can decide to fail the save without rolling. The result of a save is detailed in the effect that allowed it. If a target is forced to make a save and lacks the ability score used by it, the target automatically fails. See also chapter 1 D20 Tests.

Shape-Shifting

If an effect, such as Wild Shape or the Polymorph spell, lets you shape-shift, its description specifies what happens to you. Unless that description says otherwise, any ongoing effects on you—conditions, spells, curses, and the like—carry over from one form to the other. You revert to your true form if you die.

Short Rest

A Short Rest is a 1-hour period of downtime, during which a creature does nothing more strenuous than reading, talking, eating, or standing watch. To start a Short Rest, you must have at least 1 Hit Point.

Benefits of the Rest. When you finish the rest, you gain the following benefits:

Spend Hit Point Dice. You can spend one or more of your Hit Point Dice to regain Hit Points. For each Hit Point Die you spend in this way, roll the die and add your Constitution modifier to it. You regain Hit Points equal to the total (minimum of 1 Hit Point). You can decide to spend an additional Hit Point Die after each roll.

Special Feature. Some features are recharged by a Short Rest. If you have such a feature, it recharges in the way specified in its description.

Interrupting the Rest. A Short Rest is stopped by the following interruptions:

  • Rolling Initiative
  • Casting a spell other than a cantrip
  • Taking any damage

An interrupted Short Rest confers no benefits.

Simultaneous Effects

If two or more things happen at the same time on a turn, the person at the game table—player or DM—whose turn it is decides the order in which those things happen. For example, if two effects occur at the start of a player character’s turn, the player decides which of the effects happens first.

Size

A creature or an object belongs to a size category: Tiny, Small, Medium, Large, Huge, or Gargantuan. A creature’s size determines how much space the creature occupies in combat. An object’s size affects its Hit Points. See also Breaking Objects and Combat.

Skill

A skill is an area of specialization associated with an ability check. If you have proficiency in a skill, you can add your Proficiency Bonus when you make an ability check associated with that skill. See also Proficiency

Speed

A creature has a Speed, which is the distance in feet the creature can cover when it moves on its turn. See also Climbing, Crawling, Flying, Jumping, Swimming.

Special Speeds. Some creatures have special speeds, such as a Burrow Speed, Climb Speed, Fly Speed, or Swim Speed, each of which is defined in this glossary. If you have more than one speed, choose which one to use when you move; you can switch between the speeds during your move. Whenever you switch, subtract the distance already moved from the new speed. The result determines how much farther you can move. If the result is 0 or less, you can’t use the new speed during the current move. For example, if you have a Speed of 30 and a Fly Speed of 40, you could fly 10 feet, walk 10 feet, and leap into the air to fly 20 feet more.

Changes to Your Speeds. If an effect increases or decreases your Speed for a time, any special speed you have increases or decreases by an equal amount for the same duration. For example, if your Speed is reduced to 0 and you have a Climb Speed, your Climb Speed is also reduced to 0. Similarly, if your Speed is halved and you have a Fly Speed, your Fly Speed is also halved.

Spell

A spell is a magical effect that has the characteristics described in chapter 7.

Spell Attack

A spell attack is an attack roll made as part of a spell or another magical effect. See also Casting Spells.

Spellcasting Focus

A Spellcasting Focus is an object that certain creatures can use in place of a spell’s Material components if those materials aren’t consumed by the spell and don’t have a cost specified. Some classes allow its members to use certain types of Spellcasting Focuses. See also Casting Spells.

Stable

A creature is Stable if it has 0 Hit Points but isn’t required to make Death Saving Throws. See also Damage and Healing.

Stat Block

A stat block contains the game statistics of a monster. Each stat block includes the following information presented after the monster’s name.

Size. A monster is Tiny, Small, Medium, Large, Huge, or Gargantuan.

Creature Type. This entry notes the family of beings a monster belongs to, along with any descriptive tags.

Alignment. An alignment is suggested for the monster, with the DM determining its actual alignment.

AC, Initiative, and HP. These entries give the monster’s Armor Class, Initiative, and Hit Points, which are detailed in chapter 1. In parentheses after the Hit Points, the monster’s Hit Point Dice are provided, along with the contribution of its Constitution, if any, to its Hit Points. Following the Initiative modifier is an Initiative score. Some creatures that are created by magic lack Hit Dice and Initiative information.

Speed. Here the monster’s Speed is provided, along with any special speeds.

Ability Scores. A table provides the monster’s ability scores, modifiers, and saving throw modifiers, all of which are detailed in chapter 1.

Skills. This entry lists the monster’s skill proficiencies, if any. See also Proficiency.

Resistances and Vulnerabilities. These entries list the monster’s Resistances and Vulnerabilities, if any. See also Resistance and Vulnerability.

Immunities. This section lists the monster’s damage and condition Immunities, if any. See also Immunity.

Gear. If the monster has any equipment that can be given away or retrieved, it’s listed in this entry.

Senses. This entry lists the monster’s special senses, such as Darkvision, and its Passive Perception. See also Passive Perception.

Languages. This entry lists any languages the monster knows.

CR. Challenge Rating summarizes the threat a monster poses and is detailed in the Monster Manual. The Experience Points characters receive for defeating a monster and its Proficiency Bonus follow. Some creatures that are created by magic have no CR. See also Challenge Rating and Experience Points.

Traits. The monster’s traits, if any, are features that are active at all times or in certain situations.

Actions. The monster can take these actions in addition to those detailed in this glossary. See also Actions.

Bonus Actions. If the monster has Bonus Action options, they are listed in this section.

Reactions. If the monster can take special Reactions, those are listed in this section.

Attack Notation. The entry for a monster’s attack starts by identifying whether the attack is a melee or a ranged attack and then provides the attack roll’s bonus, its reach or range, and what happens on a hit. An attack is against one target unless its entry says otherwise.

Saving Throw Effect Notation. If an effect forces a saving throw, the effect’s entry starts by identifying the kind of saving throw required and then provides the save’s DC, a description of which creatures must make the save, and what happens on a failed or a successful save.

Damage Notation. A stat block usually provides both a static number and a die expression for each instance of damage. For example, an attack might deal 4 (1d4 + 2) damage on a hit. The DM determines whether you use the static number or the die expression in parentheses; you don’t use both.

Surprise

See also chapter 1 (Combat).

Swim Speed

A Swim Speed can be used to swim without expending the extra movement normally associated with swimming. See also Swimming and Speed.

Swimming

While you’re swimming, each foot of movement costs 1 extra foot (2 extra feet in Difficult Terrain). You ignore this extra cost if you have a Swim Speed and use it to swim. At the DM’s option, moving any distance in rough water might require a successful Dc=15 check check.

Target

A target is the creature or object targeted by an attack roll, forced to make a saving throw by an effect, or selected to receive the effects of a spell or another phenomenon.

Telepathy

Teleportation

Teleportation is a special kind of magical transportation. If you teleport, you disappear and reappear elsewhere instantly, without moving through the intervening space. This transportation doesn’t expend movement unless a rule tells you otherwise, and teleportation never provokes Opportunity Attacks.

When you teleport, all the equipment you’re wearing and carrying teleports with you. If you’re touching another creature when you teleport, that creature doesn’t teleport with you unless the teleportation effect says otherwise.

If the destination space of your teleportation is occupied by another creature or blocked by a solid obstacle, you instead appear in the nearest unoccupied space of your choice.

The description of a teleportation effect tells you if you must see the teleportation’s destination.

Temporary Hit Points

Temporary Hit Points are granted by certain effects and act as a buffer against losing real Hit Points. See also Damage and Healing.

Tremorsense

Truesight

If you have Truesight, your vision is enhanced within a specified range. Within that range, your vision pierces through the following:

Darkness. You can see in normal and magical Darkness.

Invisibility. You see creatures and objects that have the Invisible condition.

Visual Illusions. Visual illusions appear transparent to you, and you automatically succeed on saving throws against them.

Transformations. You discern the true form of any creature or object you see that has been transformed by magic.

Ethereal Plane. You see into the Ethereal Plane. See also Transitive Planes.

Unarmed Strike

Instead of using a weapon to make a melee attack, you can use a punch, kick, head-butt, or similar forceful blow. In game terms, this is an Unarmed Strike—a melee attack that involves you using your body to damage, grapple, or shove a target within 5 feet of you.

Whenever you use your Unarmed Strike, choose one of the following options for its effect.

Damage. You make an attack roll against the target. Your bonus to the roll equals your Strength modifier plus your Proficiency Bonus. On a hit, the target takes Bludgeoning damage equal to 1 plus your Strength modifier.

Grapple. The target must succeed on a Strength or Dexterity saving throw (it chooses which), or it has the Grappled condition. The DC for the saving throw and any escape attempts equals 8 plus your Strength modifier and Proficiency Bonus. This grapple is possible only if the target is no more than one size larger than you and if you have a hand free to grab it. See also Grappling.

Shove. The target must succeed on a Strength or Dexterity saving throw (it chooses which), or you either push it 5 feet away or cause it to have the Prone condition. The DC for the saving throw equals 8 plus your Strength modifier and Proficiency Bonus. This shove is possible only if the target is no more than one size larger than you.

Unoccupied Space

A space is unoccupied if no creatures are in it and it isn’t completely filled by objects.

Vulnerability

If you have Vulnerability to a damage type, damage of that type is doubled against you. Vulnerability is applied only once to an instance of damage. See also Damage and Healing.

Weapon

A weapon is an object that is in the Simple or Martial weapon category. See also Weapons.

Weapon Attack

A weapon attack is an attack roll made with a weapon. See also Weapon.

Appendix D: Rule References

Circle of the Land, Arid Spells

Circle of the Land, Polar Spells

Circle of the Land, Temperate Spells

Circle of the Land, Tropical Spells

Circle of the Moon Spells

Circle of the Sea Spells

Life Domain Spells

Light Domain Spells

Oath of Devotion Spells

Trickery Domain Spells

Oath of Glory Spells

Oath of the Ancients Spells

Oath of Vengeance Spells

Fey Wanderer Spells

Gloom Stalker Spells

Psionic Spells

Clockwork Spells

Draconic Spells

Archfey Spells

Celestial Spells

Fiend Spells

Great Old One Spells

Credits

Foundry Conversion Credits

The 2024 Player's Handbook for Foundry Virtual Tabletop was produced by a group of Foundry VTT staff and contractors hand-selected from the Dungeons & Dragons Fifth Edition community. The below lists are sorted alphabetically.

Core Software Development

The system and this sourcebook would never be able to exist without the dedicated work of the Foundry VTT core development team:

  • Andrew Clayton
  • Ludovic Dey
  • Eber Höpfner
  • Kim Mantas
  • Richard Simões

System Development

The Dungeons & Dragons Fifth Edition game system on Foundry VTT owes its existence to an extensive list of volunteer developers to whom we will always be thankful. The vast majority of the development effort as part of the 4.0.0 Official release were contributed by:

  • Jeff Hitchcock
  • Kim Mantas

System Art

The custom artwork used throughout the character sheet were contributed by:

  • Mikiko (Contains Some NSFW Artwork)

The token ring used for every creature throughout the adventure and available for use in the system was contributed by:

  • Caeora

The Dynamic Token Engine

The dynamic token engine system and shaders were contributed by:

  • Ludovic Dey

Sourcebook Conversion

The conversion of the adventure text, images, tables, macros, scenes, stat blocks, and more into Foundry VTT were contributed by:

  • Matthew Haentschke
  • Matt Ryan

Token Creation

The creation of the portraits, tokens, and isolated subject artwork for use in the Dynamic Token Engine were contributed by:

  • Shane Martland

Partners at Wizards of the Coast

The creation of this sourcebook wouldn't have been possible without the help and support from our two primary contacts at Wizards of the Coast who helped us procure art, pushed for us to be able to make this the best conversion we could, handled the review process, and answered hundreds of questions. We would like to specially thank:

  • Head of Category Licensing & Business Development: Ann Earp
  • Associate Producer: Andy Smith

License

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, the dragon ampersand, Forgotten Realms, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, all other Wizards of the Coast product names, their respective logos, and The World’s Greatest Roleplaying Game are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. The materials described in this statement are protected under the copyright laws of the United States of America and around the world under international intellectual property treaties. Any reproduction or unauthorized use of the materials contained herein or artwork contained herein is prohibited without the express written permission of Wizards of the Coast.

Wizards of the Coast Credits

Lead Designer: Jeremy Crawford

Designers: Christopher Perkins, Ben Petrisor, F. Wesley Schneider, Ray Winninger, James Wyatt

Rules Developers: Jeremy Crawford (lead), Makenzie De Armas, Ben Petrisor

Editors: Janica Carter (lead), Judy Bauer, Adrian Ng, F. Wesley Schneider

Playtest Analysts: Ron Lundeen (lead), Dan Dillon, Ben Petrisor, Patrick Renie

Art Directors: Emi Tanji (lead), Josh Herman

Graphic Designers: Matt Cole (lead), Trystan Falcone, Trish Yochum

Cover Illustrators: Wylie Beckert, Tyler Jacobson, Simen Meyer

Interior Illustrators: Rob Alexander, David Astruga, Helge C. Balzer, Luca Bancone, Eric Belisle, Olivier Bernard, Zoltan Boros, Michael Broussard, Ignatius Budi, Dmitry Burmak, Ekaterina Burmak, Pedro Cardoso, Kai Carpenter, Clint Cearley, Javier Charro, Jedd Chevrier, Billy Christian, Tuan Duong Chu, Conceptopolis, CoupleOfKooks, Justine Cruz, Daarken, Nikki Dawes, Jonas De Ro, Yuhong Ding, Aldo Dominguez, Olga Drebas, Tomas Duchek, Jesper Ejsing, Wayne England, Martina Fackova, Aurore Folny, Evyn Fong, Jessica Fong, Gaboleps, Caroline Gariba, Michele Giorgi, Igor Grechanyi, John Grello, Leesha Hannigan, Patrik Hell, Nathaniel Himawan, Alexandre Honoré, Ralph Horsley, Jane Katsubo, Jonathan Kuo, Katerina Ladon, Néstor Ossandón Leal, Linda Lithen, Titus Lunter, Erel Maatita, Randall Mackey, Erion Makuo, Antonio José Manzanedo, Andrew Mar, Raluca Marinescu, Marcela Medeiros, Julia Metzger, Alexander Mokhov, Caio Monteiro, Calder Moore, Riccardo Moscatello, Martin Mottet, Jodie Muir, David Auden Nash, Irina Nordsol, Hinchel Or, Hector Ortiz, Alejandro Pacheco, Mike Pape, Borja Pindado, Andrea Piparo, Polar Engine, April Prime, Noor Rahman, Chris Rallis, Joshua Raphael, Aaron J. Riley, Denman Rooke, Hocheol Ryu, Fabià Sans, Chris Seaman, Alditha Siregar, Bryan Sola, Craig J Spearing, Justin Sweet, Kamila Szutenberg, Wisnu Tan, Brian Valeza, Randy Vargas, Adam Vehige, Magali Villeneuve, Kenny Vo, Lauren Walsh, Joseph Weston, Campbell White, Richard Whitters, Daneen Wilkerson, Zuzanna Wuzyk, Lixin Yin

Concept Art Director: Josh Herman

Concept Artists: Even Amundsen, Carlo Arellano, Michael Broussard, John Grello, Tyler Jacobson, 9B Collective, Noor Rahman

Consultants: Sarah Benjamin, Basheer Ghouse, Kayleigh Jones, James Mendez, Brian Powers, Pam Punzalan, Jason Schklar

Additional Consultation: Kyle Brink, Aaron Forsythe, Mark Heggen, Jay Jani, Chris Mooney, James Rose, Carl Sibley, Kale Stutzman

Producers: Dan Tovar (lead), Bill Benham, Siera Bruggeman, Robert Hawkey

Print Operations Engineers: Basil Hale, Scott West Imaging Technicians: Daniel Corona, Meagan Kenreck, Kevin Yee Prepress Specialist: Jefferson Dunlap Includes revised content from Xanathar’s Guide to Everything (2017) and Tasha’s Cauldron of Everything (2020)

Based on the Player’s Handbook (2014) designed by

Jeremy Crawford (lead), Bruce R. Cordell, Tom LaPille, Peter Lee, Mike Mearls, Robert J. Schwalb, Rodney Thompson, James Wyatt

Building on the original game created by

Gary Gygax and Dave Arneson and then developed by many others over the past 50 years

Player's Handbook Changelog

1.0.0

Initial release.

1.1.2

Feature Enhancements

  • Added links to Class starting equipment on the Description and not just in the Details tab. [#738]
  • Added a damage activity to Foe Slayer for the increased damage. [#730]
  • Added damage to the Explosive Rune activity on Glyph of Warding. [#726]
  • Made the embedded table in the Reincarnate spell rollable. [#719]
  • Added Conjured Elemental actors for each element and linked them in their spell. [#711]
  • Removed a number of unnecessary enrichers across a few spells in favor of activities. [#706]
  • Added a color gradient for Spell folders for easier distinction. [#704]
  • Added lookup enrichers for a few scale values. [#700]
  • Added references for Weapon Masteries which will now appear when making an attack with an Item that has a Mastery. [#697]
  • Added an Unarmed Strike Item for Monks and Barbarians. [#691]
  • Embedded additional imagery throughout class and subclass pages.

Bug Fixes

  • Aasimar now includes an option for selecting between Small and Medium size. [#739]
  • Rage of the Gods now sets Hover on your character and the Active Effect includes an icon. [#737]
  • Fixed Bane's duration. [#736]
  • Cantrips are now all labeled as Always Prepared. [#735]
  • Fixed a few instances of advancements that granted proficiencies to multiclassed characters when they shouldn't. [#734]
  • Replaceable features should now all be correctly flagged. [#732]
  • Battlemaster now uses the correct formula for Combat Superiority. [#728]
  • Removed extraneous text from Commune. [#727]
  • Removed extraneous text in the Inflict Wounds spell. [#725]
  • Corrected the Slow spell's inline roll to correctly reflect a 25% chance. [#724]
  • Removed redundant spell information from Cordon of Arrows. [#723]
  • Removed extraneous text in Disguise Self. [#721]
  • Improved the functionality of the Dispel Evil and Good spell with additional activities. [#720]
  • Removed duplicated activity in Arcane Vigor. [#718]
  • The Monk class now displays the Focus Point column. [#717]
  • Integrated changes from the official errata. [#714]
  • Improved the functionality of the Healer feat and removed incorrect enrichers. [#713]
  • Resolved issue with Soulknife die scale and added a couple of Active Effect icons. [#712]
  • Removed references to optional Tasha's features in the example Bard Actor. [#709]
  • Corrected invalid formulas in some features. [#705]
  • Players now have access to the Equipment compendium pack. [#703]
  • Removed duplicate appearance of the Dragonborn image in the Equipment journal and some repeated text. [#702]
  • Corrected some Eldritch Invocation level requirements. [#699]
  • Fixed a typo in the Bardic Inspiration lookup enricher. [#698]
  • Added a scale value for the number of Weapon Masteries Known by Fighters. [#694]
  • Fixed a typo in the Paladin's Channel Divinity description. [#692]
  • Added Unarmed Strike with necessary modifications to Barbarian and Monk advancement. Other characters can utilize the Unarmed Strike weapon.
  • Removed unused Limited Use from Sneak Attack. [#689]
  • Corrected Rage's scaling value and recreated the example Barbarian. [#688]
  • Fixed the damage type in Eldritch Blast. [#687]
  • Added missing damage types to Dragonborn's Breath Weapon and Resistances choices. [#684]
  • Added link to Alchemist's Fire. [#683]
  • Corrected Deafened condition in the Overview page of the Conditions journal. [#682]
  • Removed broken reference. [#681]
  • Removed undesired shadow spot in Warrior of the Open Hand artwork. [#680]
  • Fixed issue with Pact of the Blade enchantment. [#679]
  • Corrected art handout for Tiefling Types to correctly identify the Infernal Tiefling. [#678]

Additional Fixes from Discord Reports:

  • Fixed an issue in the Dim Light explanation.
  • Fixed an issue where two names in the first social example were not highlighted correctly.
  • Fixed missing link to Alchemist's Fire in Alchemist's Supplies.
  • Tongues now targets 1 creature rather than 1 enemy.
  • Added a Metamagic Options page to the Sorcerer's journal.
  • Increased the visibility of the "Replacing Spellbooks" callout by placing it in the Wizard's journal page and not just the class Item.
  • Added damage type to the Vitriolic Sphere.
  • Removed unnecessary inline rolls.
  • Resolved some issues with multiclass characters being granted skill proficiencies.

1.2.0

Feature Enhancements

  • Added templates for Detect Magic, Detect Thoughts, Detect Poison and Disease, and Detect Evil and Good. They are configured to not prompt you to place the template on cast to reduce visual noise but the chat card will allow placing it. Their Active Effects have also been updated for more clarity. [#764]
  • Added an Unarmed Strike item as an advancement grant to the College of Dance subclass which can be used in place of the activity on the Dazzling Footwork feature. [#759]

Bug Fixes

  • Added Musket and Pistol as Base Weapon options. [#753]
  • The Net now includes a Save activity and an inline check for escaping the net. [#763]
  • Added spell progression formula for Eldritch Knight. [#761]
  • The Bard no longer grants the multiclass skill proficiency to the original class. [#760]
  • Added missing text to the Wizard's "Expanding and Replacing a Spellbook" callout. [#757]
  • Removed "Bludgeoning" from the Martial Arts' Monk Attack activity. [#755]
  • Corrected the amount of HP granted to the Primal Companion when they're summoned to ensure the Beast of the Sky gets the correct value. [#754]
  • Warlock subclass spells are all added as "Pact Magic" now. [#750]
  • The Druid class now adds Druidic as a language. [#747]
  • Fixed link issue with Alchemist's Fire. [#748]
  • The "Magician" Druid feature now modifies the correct scale value. [#746]
  • Added Darkvision to the Skeleton. [#745]
  • Corrected Stunning Strike to use Wisdom. [#744]
  • Eldritch Invocations are now all granted at the appropriate levels. [#743]
  • Fixed typo in the Agonizing Blast invocation. [#742]
  • Fixed a typo in the Rage feature's lookup value. [#769]
  • The Aasimar's Healing Hands feature now correctly consumes item uses instead of activity uses. [#770]
  • Divine Smite now allows critical damage. [#771]

Miscellaneous Unreported Issues/Feature Enhancements

  • [BUG] Rebuilt all example Actors with the latest version of their class.
  • [BUG] Added damage type to Monk's Unarmed Strike.
  • [ENHANCEMENT] Set the granted Misty Step with free uses from the Archfey Patron to be "At-Will" to distinguish it from the standard version which consumes spell slots.

1.3.0

Features

  • Updated Healing Light activity's Max Scaling formula to provide a better scaling experience. [#987]

Bug Fixes

  • Improved styling and scoping rules for better appearance and less spillover styling.
  • Added the correct art for Giant Wasp. [#910]
  • Added icons to the Active Effects in Nature's Ward. [#914]
  • Added Icon to Improved Critical activity; Corrected Typo in Tactical Master. [#915]
  • Updated "references.mjs" to point ability references to the correct compendium page in PHB. Also updated the compendium reference for reactioncasting. Note that the syntax for the reference to Conjuration magic is spellSchool=con (spellSchool=con) since "con" is also used to reference Constitution. [#920]
  • Updated Healer Feat, clarifying the title of the Battle Medic activities, and added Healing Reroll activities that will reroll a result of 1 in the background. [#932]
  • Added missing condition Active Effect to Save vs. Push activity in Thunderous Smite spell. With respect to the reporter's description in the issue, the spell describes two, mutually exclusive activities. One is a bonus action and the other is a free action that occurs after the bonus action. [#934]
  • The token subject image for the Druid example character to the correct path. [#937]
  • Set attack ability to DEX for Ghostly Spirit, Putrid Spirit, and Skeletal Spirit. [#941]
  • Corrected Conjure Fey summon activity Bonus Attack Damage formula. [#942]
  • Updated Sneak Attack feature to allow for Crit damage. [#944]
  • Added damage type to Heat Metal where it was missing in the activities. [#949]
  • Updated "references.mjs" to point the reference for Push weapons mastery. Note that the syntax for the reference is weaponMastery=push (weaponMastery=push) since the word "push" is used in other references. [#953]
  • Updated modifier for Empowered Evocation to use "@abilities.int.mod" rather than "@abilities.cha.mod". [#954]
  • Updated DC formula to "8 + @abilities.str.mod + @prof" in three instances (Barbarian, Bard, Monk) of Unarmed Strike's Grapple/Shove activity (corrects typo). [#955]
  • In advancement for the Forest Gnome Species, Minor Illusion and Speak with Animals are split into separate advancement items so a casting limit ("@prof") is applied to the spell and not the cantrip. [#956]
  • Updated Acolyte equipment and compendium links to reference PHB 2024 items (parchment, added holy symbol). [#959]
  • Updated Tavern Brawler Feat damage roll formula to "1d4r1 + @abilities.str.mod". [#964]
  • Standardized identifier in Prepared Spells advancement items to "max-prepared" for all spellcasting classes and subclasses. [#965]
  • Updated the Rally maneuver feature's healing formula to "@scale.battle-master.superiority.die + (floor(@classes.fighter.levels/2))". [#968]
  • Updated Alert feat to use the "flags.dnd5e.initiativeAlert" attribute. [#970]
  • Added a link to Dancing Lights in the Elven Lineages table in the Elf species description.
  • Added a link to Casting without Slots to the Ritual Adept feature.
  • Added Freedom of Movement to the Bard spell list.
  • Corrected typo in Warding Flare's description.
  • Added Bless to the Life Domain cleric's level 3 spells.
  • The Abjurer's Arcane Ward now correctly references the intelligence modifier.
  • Feign Death's Active Effect no longer automatically applies when the spell is added to your sheet.
  • Dancing Light (Tiny) now has the correct token scaling.
  • The Control Water and Ice Storm spells are now granted as "Always Prepared" for Circle of the Sea druids.
  • Elf, Drow's Darkness trait is now correctly granted a free use per Long Rest.
  • The Starting Equipment for Druids, Sorcerers, Warlocks, and Wizards now includes their specific focus rather than any focus of their given type.
  • Added an Active Effect for Blur to make it easier to track.

1.4.0

Get Updated Items From Your Class, Subclass, Species, and Backgrounds

If one or more of the items/features granted to you by your class, subclass, species, or background were updated and you'd like to get the new version follow these steps:

  1. Back up your Actor by making a copy of it in the World by right clicking on the Actor in the sidebar and selecting "Duplicate".
  2. Review the list of updated items in this changelog for items that are granted by your Class, Subclass, Species, or Background to determine what needs to be replaced.
  3. Right click on the Class/Subclass/Species/Background that granted you the item and select "Edit".
  4. Go to the item's "Advancement" tab.
  5. Find the level that granted the item in the Advancement list.
  6. Delete the old item from your character sheet.
  7. In the Advancement list click on the cog icon in the top right of the level that granted it to re-run the advancement which will grant you the updated feature.

Replace Your Entire Class, Subclass, Species, or Background

If there were changes to your Class, Subclass, Species, or Background (not just the items/features that they grant you as you level up) that you would like to have you can follow these steps:

  1. Back up your Actor by making a copy of it in the World by right clicking on the Actor in the sidebar and selecting "Duplicate".
  2. Right click on the Class, Subclass, Species, or Background item and delete it.
  3. In the window that pops up leave the "Remove advancement changes" box checked and press the "Delete" button. This will remove all of the items/features granted to you by that item.
  4. Add your Class, Subclass, Species, or Background back to your sheet. You can then re-level your character. Refer to your back up Actor if you would like to ensure the choices are all the same.

Feature Enhancements

  • Improved styling and scoping rules for better appearance and less spillover styling.
  • Updated Epic Boon Feats and General Feats to support ASIs. [#973, #716]
  • Consolidated activities in the Battle Master maneuvers: Disarming Attack, Trip Attack, Pushing Attack, Menacing Attack, and Goading Attack. [#922]
  • Re-ordered the Searing Smite spell's activities. [#888]
  • Updated the Constrictor Snake and Venomous Snake to use new artwork that became available in the 2024 Monster Manual. [#701]
  • Removed the second activity from the Slow spell as the inline roll in the description covers its use.

Bug Fixes

  • Added the correct art for Giant Wasp. [#910]
  • Added icons to the Active Effects in Nature's Ward. [#914]
  • Added Icon to Improved Critical activity; Corrected Typo in Tactical Master. [#915]
  • Updated "references.mjs" to point ability references to the correct compendium page in PHB. Also updated the compendium reference for reactioncasting. Note that the syntax for the reference to Conjuration magic is spellSchool=con (spellSchool=con) since "con" is also used to reference Constitution. [#920]
  • Updated Healer Feat, clarifying the title of the Battle Medic activities, and edited activities so they will reroll a result of 1 in the background. [#932, #923]
  • Added missing condition Active Effect to Save vs. Push activity in Thunderous Smite spell. With respect to the reporter's description in the issue, the spell describes two, mutually exclusive activities. One is a bonus action and the other is a free action that occurs after the bonus action. [#934]
  • The token subject image for the Druid example character to the correct path. [#937]
  • Set attack ability to DEX for Ghostly Spirit, Putrid Spirit, and Skeletal Spirit. [#941]
  • Corrected Conjure Fey summon activity Bonus Attack Damage formula. [#942]
  • Updated Sneak Attack feature to allow for Crit damage. [#944]
  • Added damage type to Heat Metal where it was missing in the activities. [#949]
  • Updated "references.mjs" to point the reference for Push weapons mastery. Note that the syntax for the reference is weaponMastery=push (weaponMastery=push) since the word "push" is used in other references. [#953]
  • Updated modifier for Empowered Evocation to use "@abilities.int.mod" rather than "@abilities.cha.mod". [#954]
  • Updated DC formula to "8 + @abilities.str.mod + @prof" in three instances (Barbarian, Bard, Monk) of Unarmed Strike's Grapple/Shove activity (corrects typo). [#955]
  • In advancement for the Forest Gnome Species, Minor Illusion and Speak with Animals are split into separate advancement items so a casting limit ("@prof") is applied to the spell and not the cantrip. [#956]
  • Updated Acolyte equipment and compendium links to reference PHB 2024 items (parchment, added holy symbol). [#959]
  • Updated Tavern Brawler Feat damage roll formula to "1d4r1 + @abilities.str.mod". [#964]
  • Standardized identifier in Prepared Spells advancement items to "max-prepared" for all spellcasting classes and subclasses. [#965]
  • Updated the Rally maneuver feature's healing formula to "@scale.battle-master.superiority.die + (floor(@classes.fighter.levels/2))". [#968]
  • Updated Alert feat to use the "flags.dnd5e.initiativeAlert" attribute. [#970]
  • Updated Healing Light activity's Max Scaling formula to "clamp(@abilities.cha.mod, 1, @item.uses.value)". [#987]
  • Updated all documents to utilize the new "spell.mod.dc" and "spell.mod" values. [#967]
  • Added a link to Dancing Lights in the Elven Lineages table in the Elf species description.
  • Added a link to Casting without Slots to the Ritual Adept feature.
  • Added Freedom of Movement to the Bard spell list.
  • Corrected typo in Warding Flare's description.
  • Added Bless to the Life Domain cleric's level 3 spells.
  • The Abjurer's Arcane Ward now uses the correct formulas.
  • Feign Death's Active Effect no longer automatically applies when the spell is added to your sheet.
  • Dancing Light (Tiny) now has the correct token scaling.
  • The Control Water and Ice Storm spells are now granted as "Always Prepared" for Circle of the Sea druids.
  • Elf, Drow's Darkness trait is now correctly granted a free use per Long Rest.
  • The Starting Equipment for Druids, Sorcerers, Warlocks, and Wizards now includes their specific focus rather than any focus of their given type.
  • Added an Active Effect for Blur to make it easier to track.
  • Removed some redundant condition references which prevented the apply condition button from appearing.
  • Standardized the naming of activities across a variety of spells.
  • Implemented the details of Alchemist's Fire.

2.0.0

Get Updated Items From Your Class, Subclass, Species, and Backgrounds

If one or more of the items/features granted to you by your class, subclass, species, or background were updated and you'd like to get the new version follow these steps:

  1. Back up your Actor by making a copy of it in the World by right clicking on the Actor in the sidebar and selecting "Duplicate".
  2. Review the list of updated items in this changelog for items that are granted by your Class, Subclass, Species, or Background to determine what needs to be replaced.
  3. Right click on the Class/Subclass/Species/Background that granted you the item and select "Edit".
  4. Go to the item's "Advancement" tab.
  5. Find the level that granted the item in the Advancement list.
  6. Delete the old item from your character sheet.
  7. In the Advancement list click on the cog icon in the top right of the level that granted it to re-run the advancement which will grant you the updated feature.

Replace Your Entire Class, Subclass, Species, or Background

If there were changes to your Class, Subclass, Species, or Background (not just the items/features that they grant you as you level up) that you would like to have you can follow these steps:

  1. Back up your Actor by making a copy of it in the World by right clicking on the Actor in the sidebar and selecting "Duplicate".
  2. Right click on the Class, Subclass, Species, or Background item and delete it.
  3. In the window that pops up leave the "Remove advancement changes" box checked and press the "Delete" button. This will remove all of the items/features granted to you by that item.
  4. Add your Class, Subclass, Species, or Background back to your sheet. You can then re-level your character. Refer to your back up Actor if you would like to ensure the choices are all the same.

Features and Enhancements

AppV2 Journals

  • Updates module journals to system v2 apps with light/dark mode support.
  • Moves module navigation flags to system versions.
  • ToC now shows the following entries: D20 tests, Social Interaction, Exploration, Combat, Damage and Healing, Conditions. #1142
  • ToC now hides the following pages: Weapon Properties, Mastery Properties.
  • Adds missing bidirectional nav link for "Crafting Equipment" to "Spells".
  • Re-orders and corrects ToC entries to match print ordering. #1107
  • Links subclass intros to subclass pages instead of subclass Item links. #1167

Spell lists for each subclass. #1258

  • Adds subclass specific spell lists (from always prepped spell subclass features) for: Cleric, Druid, Paladin, Ranger, Rogue, Sorcerer, and Warlock.

Monk class and subclass features. #1179, #1180, #1181, #1182, #1086

  • Martial Arts: Weapon enchantment changes.Adds finesse (to grab str or dex as needed).
  • Overrides the normal/one-hand damage to be a formula = monk.die + mod.
  • Removes "Monk Attack" rider activity (the above changes provide the functionality implicitly).

Elemental Attunement: Changed "Elemental Attunement" utility activity into a self-enchanting activity.

  • Correctly consumes "Focus Point" item uses on activation.
  • Activation set to "start of turn" to provide a combat prompt for its use.
  • Enchantment provides activities for both the modified damage types of an unarmed strike and the resulting push/pull save.
  • Enchantment also modifies its own activity name to "End Attunement" and removes activation and consumption costs. Unarmed Strike class item given description linking to "Martial Arts".Adds Wisdom modifier to Wholeness of Body. #1151.

Refactor of Cleric "Channel Divinity" class feature.

  • Changed Turn Undead activity to a Save. #1166.
  • Added scale value to track number of "Divine Spark" dice to roll and integrated into corresponding Heal and Save activities. #1100

Warlock's Eldritch Invocations

  • The following invocations have been marked 'repeatable': Agonizing blast, Eldritch spear, Lessons of the first ones, and Repelling blast. #1025.
  • The following invocations have been refactored to make use of Cast activities: Armor of Shadows, Ascendant Step, Gift of the Depths, Mask of Many Faces, Master of Myriad Forms, Misty Visions, One with Shadows, Otherworldly Leap, Visions of Distant Realms, and Whispers of the Grave. #1066
  • Updates "Lessons of the First Ones" to make use of Item Choice advancements for Origin Feat selection.
  • Updates "Agonizing Blast" to include the Charisma mod damage bonus to enchanted spells. #1024
  • Corrects "Pact of the Chain" activities to not consume spell slots. #1109

Improvised Weapons

  • Adds "Improvised Weapon" to Equipment compendium. #1052

Dragonborn Species Advancement

  • The damage resistance and single item grant Draconic Ancestry granted at "Any Level" (level 1) has been refactored into five separate Breath Weapons, each granting their specific damage resistance and damage scale value via Advancements. #1111

Illusion Spells and Study Activities. #821

  • Adds "Study" activities for Investigation checks related to illusions to the following spells: Disguise Self, Silent Image, Seeming, Project Image, Programmed Illusion, Phantasmal Force, Minor Illusion, Major Image, and Hallucinatory Terrain.

Primal Companion Upgrades and Corrections #1204.

  • Converts all Primal Companion "Beast's Strike" features to natural weapons.
  • Corrects Beast of the Sky's attack ability to use default modifier for natural weapons.
  • Removes Force damage option from all Beast's Strikes."Exceptional Training" now includes an enchantment intended to apply to the Strikes which adds "Force" as a damage option. Corrects "Primal Companion" feature to provide a heal for the current summon, rather than summoning a new one.Additionally, the "Summon Companion" activity is configured to occur at the end of a Long Rest to be shown as a reminder.

Class Advancements, Epic Boons, and Capstone Features #1280

  • Modifies all level 19 class advancements related to Epic Boons to take advantage of the system's specific handling at that level (via ASI advancement).
  • Corrects level 20 (capstone) features granting ability score increases to avoid erroneous "Epic Boon" entry in the class summary table.Affected classes: Barbarian and Monk

Fixes

Unarmed Strikes #1181.

  • Corrects normal Unarmed Strike save activity to use Strength as its DC.
  • Simplifies normal and Monk Unarmed Strike and gives condition icons to the AEs.
  • Corrects monk Unarmed Strike grapple/shove save to use either str or dex for its DC.
  • Differentiates various "Unarmed Strike" item variants with unique icons and clarified descriptions. #1178
  • Replaces Barbarian specific unarmed strike (granted via advancement) with the "general" unarmed strike.

Hex and Hunter's Mark

  • Both spell damage activities set to allow critical damage. #1192.
  • Adds bonus action activity (no slot consumption) for moving the mark/hex.
  • Adds ability check disadvantage changes to Hex AEs.
  • Removes erroneous "1 round" duration on Hex AEs. #1063
  • Corrects application of Hunter's Mark AEs from its activities. #1062

Parry (Maneuver) #1225.

  • Added max of str/dex to healing formula (per Issue).
  • Clarified that the healing activity retroactively restores (rather than "reduces") damage.

War Bond #1242.

  • Allow magical items for Enchantment activity.
  • Changes activation cost to 'End of Short Rest' with a note of "or 1hr"
  • Adds icon to enchantment.
  • Updates item details for better accuracy.

Inspiring Leader note clarification #958.

  • Indicates user should delete the activity associated with the unaffected score once the ASI is decided.
  • Changes activation cost to "short rest" as a reminder.

Arcane Ward and Projected Ward

  • Corrects Projected Ward's max scaling consumption formula. #1149
  • Simplifies usage and consumption formulas for Arcane Ward.
  • Arcane Ward is now initially granted with zero remaining uses (e.g. 0 HP) and resets to zero at the end of a Long Rest.

Clarifies "Slow" (Spell) inline cast success roll #1020.

Corrects Barbarian starting equipment grouping #1021.

  • Removes extraneous outer grouping.

Corrects "Focus (Varies)" item grant for Acolyte background #1023.

  • Changes "generic" focus item to "any focus item" choice.

Corrects and Upgrades Warrior of the Gods #1045.

  • Moves die pool scale value to feature item as scale value advancement.
  • Changes scale value to only represent die count as the die size is static.
  • Corrects usage scaling to a maximum of remaining uses (@item.uses.value).

Synaptic Static damage roll

  • Corrects damage roll denomination from d8 to d6.

Lightning Arrow damage type #1047.

  • Sets secondary damage activity to have lightning damage type.

Corrects Protection Fighting style effect #1262

  • Removes "apply to actor" setting for indicator AE.

Ammunition container capacity settings #1252

  • Quiver and Crossbow Bolt Case set to hold 20 "items".

Adds missing "Concentration" component to spells #1247

  • Affected spells: Hypnotic Pattern and Otiluke's Resilient Sphere.

Removes invalid spell UUID entries (hidden in UI) from certain spell lists #1134

  • Affected spell lists: Bard and Wizard.

Improvements to Shillelagh enchantments #1119

  • Damage die changes now also applied to the weapon's versatile damage for correct two-handed attack and damage rolls.

Class starting equipment corrections #1098

  • Druid class granted "Wooden Staff" as opposed to "Staff" (arcane focus).
  • Ranger class explicitly granted "Sprig of Mistletoe" as opposed to "Any Druidic Focus".

Bigby's Hand — Clenched Fist correction #1097

  • Corrects attack damage formula (offsets by -5 instead of -8).

Druid's Primal Order item choice active effects clarified #1088

  • Warden: Assigns missing icon and renamed active effect.
  • Magician: Renames active effect.

Clarifies intention of lineage/legacy species trait items #1067

  • Affects Elven Lineage, Gnomish Lineage, and Fiendish Legacy items only.
  • Given "book" icon and requirement's field indicating "For Reference Only".

Corrects AE name for "Tactical Master" #1058

  • From "Tactial Master" to "Tactical Master".

Corrects Wrath of the Sea (Druid) #1112

  • Adds AE to renamed "Manifest Ocean Spray" (formerly "Save") activity with 10-minute duration.
  • Defaults "Bonus Action Save" activity to not place a measured template.

Adjustments to spells with ongoing effects #1050

  • To help unify spell-usage patterns, the following spells have had their "initial cast" and "per turn save" type activities compressed into a single "Cast and Save" activity. When casting a spell that deals damage or otherwise affects creatures for an non-instantaneous duration, it is recommend to "pop out" the spell card when initially cast (right click the card -> Pop Out Message).Spirit Guardians, Incendiary Cloud, Cloudkill, Stinking Cloud, Call Lightning, Wall of Fire

Corrects "Phantasmal Killer" spell #1113

  • Properly sets the saving throw's challenge ability to Wisdom.
  • Upgrades "Fears Manifested" AE to include disadvantage on ability checks.Note: Attack roll disadvantage is not automated.

Corrects and upgrades Champion's "Survivor" feature

  • Adds Death Saving Throw advantage to renamed "Defy Death" AE. #1116
  • Properly adds Con modifier to healing formula of "Heroic Rally".

Corrects "Criminal" (Origin) ASI advancement hint #1144

  • Erroneously worded hint indicating a Charisma increase changed to Intelligence. No functional changes to this Advancement.

Corrects "Feign Death" (spell) active effect. #1156

  • Removes "apply to actor" as it can be cast on any willing creature.

"Halfling Nimbleness" (Halfling) grants associated special trait #1250

  • Adds Active Effect granting this special trait flag.

"Resourceful" (Origin feat) clarifications

  • Activity set to activate at the end of a Long Rest as a reminder.
  • Adds note to clarify that inspiration is not automatically granted to the Actor.

Spell and Feature targeting corrections #1251

  • The following items have been updated to target "Self" and/or had their self-applied effects marked as "Apply to Actor" for player self-application.Spells: Augury, Locate Object, Commune, Tree Stride, Magic Jar, Mislead, Goodberry, Disguise Self, Comprehend Languages, Divine Favor, Fount of Moonlight, Expeditious Retreat, False Life, Blur, Blink, Contact Other Plane, Fire Shield, Arcane Vigor, Mirror Image, Speak with Animals
  • Features: Evasive Footwork, Guarded Mind, Living Legend, Bastion of Law, Unbreakable Majesty, Rage of the Wilds

Journal Content and Styling Corrections

  • "Miniatures and Battle Grid" topic line in "What You Need" is now correctly bolded. #1103
  • Corrects "Pact Blade/Tome/Chain" invocation option titles to proper "X of the Y" form. #1090
  • "Deafened" condition link in "Conditions" journal (Overview) now correctly points to relevant condition instead of Exhaustion. #1083
  • Replaces overlapping PHB provided references with those found in SRD 5.2 (Modern Content). #1221
  • Corrects erroneous table styling applied to embedded statblock ability scores.

2.1.0

Get Updated Items From Your Class, Subclass, Species, and Backgrounds

If one or more of the items/features granted to you by your class, subclass, species, or background were updated and you'd like to get the new version follow these steps:

  1. Back up your Actor by making a copy of it in the World by right clicking on the Actor in the sidebar and selecting "Duplicate".
  2. Review the list of updated items in this changelog for items that are granted by your Class, Subclass, Species, or Background to determine what needs to be replaced.
  3. Right click on the Class/Subclass/Species/Background that granted you the item and select "Edit".
  4. Go to the item's "Advancement" tab.
  5. Find the level that granted the item in the Advancement list.
  6. Delete the old item from your character sheet.
  7. In the Advancement list click on the cog icon in the top right of the level that granted it to re-run the advancement which will grant you the updated feature.

Replace Your Entire Class, Subclass, Species, or Background

If there were changes to your Class, Subclass, Species, or Background (not just the items/features that they grant you as you level up) that you would like to have you can follow these steps:

  1. Back up your Actor by making a copy of it in the World by right clicking on the Actor in the sidebar and selecting "Duplicate".
  2. Right click on the Class, Subclass, Species, or Background item and delete it.
  3. In the window that pops up leave the "Remove advancement changes" box checked and press the "Delete" button. This will remove all of the items/features granted to you by that item.
  4. Add your Class, Subclass, Species, or Background back to your sheet. You can then re-level your character. Refer to your back up Actor if you would like to ensure the choices are all the same.

Feature Enhancements

We've been hard at work improving the D&D5E Game System (check out all of our recent Release Notes) and we have a huge batch of improvements to the Player's Handbook that takes Advantage of them (hint: there was a lot of work done on automating Advantage/Disadvantage).

  • The following spells now utilize Transform activities: Animal Shapes, Shapechange, True Polymorph, and Polymorph.
  • Wild Shape and Circle Forms include Transform activities for handling their effects and no longer include unnecessary Active Effects. [#1398, #1397]
  • All Fighting Style Feats now require character's to have a feature with the fighting-style identifier. [#1392]
  • Freedom of Movement's Active Effect utilizes the new Ignore Difficult Terrain attribute. [#1372]
  • Holy Water and Caltrops no longer do damage if the save is successful. [#1344]
  • Since the system includes Musket and Pistol types now they are no longer added by the module. [#1343]
  • The following spells have been updated to automate their granting of Advantage/Disadvantage for ability checks, saving throws, Death Saving Throws, and concentration checks:Ray of Enfeeblement [#1339]
  • Thaumaturgy [#1338].
  • Enhance Ability [#1337]
  • Enlarge/Reduce [#1336]
  • Beacon of Hope [#1334]
  • Gaseous Form [#1332]
  • Haste [#1331]
  • Holy Aura [#1330]
  • Foresight [#1329]
  • Zealous Presence [#1327]
  • Danger Sense [#1324]
  • Peerless Athlete [#1323]
  • Living Legend [#1322]
  • Large Form [#1321]
  • Rage
  • Gnomish Cunning [#1320]
  • Bestow Curse [#1335]

The Starry Form feature now automates the minimum rolls for the checks and saves. [#1326]

The Blessed Warrior and Druidic Warrior feats now include an Advancement which allows you to choose the cantrips. [#1316]

The Durable feat includes an Active Effect which automates the Advantage on Death Saving Throws. [#1314]

The Skulker feat includes an Active Effect for automating the Advantage on Stealth checks. It can be disabled outside of Combat. [#1313]

The Resilient feat includes an Advancement for selecting the Saving Throw Proficiency. [#1311]

The Observant and Keen Mind feats include an Advancement for selecting your proficiency. [#1310]

The Skill Expert feat includes an Advancement for selecting your proficiency and expertise. [#1309]

The Crafter feat includes an Advancement for selecting your proficiencies. Removed the now unneeded Advancement from the Artisan Backgrounds. [#1308]

The Skilled feat includes an Advancement for selecting your proficiencies. Removed the now unneeded Advancement from the Scribe, Noble, and Charlatan Backgrounds. [#1307]

The Musician feat includes an Advancement for selecting your proficiencies. Removed the now unneeded Advancement from the Entertainer background. [#1304]

The Weapon Master Feat includes an Advancement for selecting your Mastery. [#1303]

Added an activity for expending a focus point to the Monk's Focus feature which can be used when a magic item impacts your Unarmed Strike.

Bug Fixes

  • Added a rule reference for vulnerability and immunity. [#1396]
  • Spells from Warlock subclasses are granted as Always Prepared. [#1393]
  • The Noble, Wayfarer, Sailor, Hermit, Scribe, Guide, Soldier, Guard, Merchant, and Farmer no longer refer to SRD versions of their clothing or iron pot). [#1383]
  • The Bestial Air Spirit, Bestial Air Spirit, and Bestial Water Spirit now appear at the correct token scale. [#1363]
  • The Preserve Life, Invoke Duplicity, Sacred Weapon, Peerless Athlete, Inspiring Smite, Nature's Wrath, and Vow of Enmity features have their Feature Type's configured as Channel Divinity. [#1359]
  • The Barbarian's Rage scale value's type is now set to be Numeric and not Any. [#1357]
  • The Hex spell's Active Effect for Hexed Charisma includes the -1. [#1356]
  • War Bond's feature type is now Class Feature. [#1348]
  • The Tiger's and Panther's stat blocks have been corrected. [#1346]
  • The Caltrops and Holy Water no longer deal damage if the save is successful. [#1344]
  • The Agonizing Blast Foundry Note refers to the correct activity name. [#1301]
  • Resolved hanging ) in CSS. [#1297]
  • Corrected the healing formula in Dark One's Blessing.

Errata

  • The journal entry for the Goliath reflects the correct text for Powerful Build. The feature had already been updated to include these changes.
  • The Grappler feat notes that you don't have to spend extra movement.
  • Animal Shape's final paragraph matches the official errata.
  • Conjure Elemental applies 1d8 of extra damage per increased spell level rather than 2d8.
  • Conjure Fey applies 1d12 of extra damage per increased spell level rather than 2d12.
  • Conjure Minor Elementals applies 1d8 of extra damage per increased spell level rather than 2d8.
  • Shapechange's description of Temporary Hit Points has been updated to match the errata.
  • True Polymorph's description of Temporary Hit Points matches the errata.
  • Hide's description matches the errata.

Spells

Overview

This chapter gives rules for casting spells. It also includes descriptions of common spells in the worlds of Dungeons & Dragons. Those spells are used by many class features, magic items, and monsters.

Gaining Spells

Before you can cast a spell, you must have the spell prepared in your mind or have access to the spell from a magic item, such as a Spell Scroll. Your features specify which spells you have access to, if any; whether you always have certain spells prepared; and whether you can change the list of spells you have prepared.

Preparing Spells

If you have a list of level 1+ spells you prepare, your spellcasting feature specifies when you can change the list and the number of spells you can change, as summarized in the Spell Preparation by Class table.

Class Change When You … Number of Spells
Bard Gain a level One
Cleric Finish a Long Rest Any
Druid Finish a Long Rest Any
Paladin Finish a Long Rest One
Ranger Finish a Long Rest One
Sorcerer Gain a level One
Warlock Gain a level One
Wizard Finish a Long Rest Any

Most spellcasting monsters don’t change their lists of prepared spells, but the DM is free to alter them.

Always-Prepared Spells

Certain features might give you a spell that you always have prepared. If you also have a list of prepared spells that you can change, a spell that you always have prepared doesn’t count against the number of spells on that list.

Casting in Armor

You must have training with any armor you are wearing to cast spells while wearing it. You are otherwise too hampered by the armor for spellcasting.

Casting Spells

Each spell description has a series of entries that provide the details needed to cast the spell. The following sections explain each of those entries, which follow a spell’s name.

Spell Level

Every spell has a level from 0 to 9, which is indicated in a spell’s description. A spell’s level is an indicator of how powerful it is. Cantrips—simple spells that can be cast almost by rote—are level 0. The rules for each spellcasting class say when its members gain access to spells of certain levels.

Spell Slots

Spellcasting is taxing, so a spellcaster can cast only a limited number of level 1+ spells before resting. Spell slots are the main way a spellcaster’s magical potential is represented. Each spellcasting class gives its members a limited number of spell slots of certain spell levels. For example, a level 3 Wizard has four level 1 spell slots and two level 2 slots.

When you cast a spell, you expend a slot of that spell’s level or higher, effectively “filling” a slot with the spell. Imagine a spell slot is a groove of a certain size—small for a level 1 slot and larger for a higher-level spell. A level 1 spell fits into a slot of any size, but a level 2 spell fits only into a slot that’s at least level 2. So when a level 3 Wizard casts Magic Missile, a level 1 spell, that Wizard spends one of four level 1 slots and has three remaining.

Finishing a Long Rest restores any expended spell slots.

Casting without Slots

There are several ways to cast a spell without a spell slot:

Cantrips. A cantrip is cast without a spell slot.

Rituals. Certain spells have the Ritual tag in the Casting Time entry. Such a spell can be cast following the normal rules for spellcasting, or it can be cast as a Ritual. The Ritual version of a spell takes 10 minutes longer to cast than normal, but it doesn’t expend a spell slot. To cast a spell as a Ritual, a spellcaster must have it prepared.

Special Abilities. Some characters and monsters have special abilities that allow them to cast specific spells without a spell slot. This casting is usually limited in another way, such as being able to cast the spell a limited number of times per day.

Magic Items. Spell Scrolls and some other magic items contain spells that can be cast without a spell slot. The description of such an item specifies how many times a spell can be cast from it.

Using a Higher-Level Spell Slot

When a spellcaster casts a spell using a slot that is of a higher level than the spell, the spell takes on the higher level for that casting. For instance, if a Wizard casts Magic Missile using a level 2 slot, that Magic Missile is level 2. Effectively, the spell expands to fill the slot it is put into.

Some spells, such as Magic Missile and Cure Wounds, have more powerful effects when cast at a higher level, as detailed in a spell’s description.

School of Magic

Each spell belongs to a school of magic. The schools are listed in the Schools of Magic table. These categories help describe spells but have no rules of their own, although some other rules refer to them.

School Typical Effects
Abjuration Prevents or reverses harmful effects
Conjuration Transports creatures or objects
Divination Reveals information
Enchantment Influences minds
Evocation Channels energy to create effects that are often destructive
Illusion Deceives the mind or senses
Necromancy Manipulates life and death
Transmutation Transforms creatures or objects

Class Spell Lists

If a spell is on a class’s spell list, the class’s name appears in parentheses after the spell’s school of magic. Some features add a spell to a character’s spell list even if the character isn’t a member of a class in the parentheses.

  • Bard Spell List
  • Cleric Spell List
  • Druid Spell List
  • Paladin Spell List
  • Ranger Spell List
  • Sorcerer Spell List
  • Warlock Spell List
  • Wizard Spell List

Bard Spell List

Cleric Spell List

Druid Spell List

Paladin Spell List

Ranger Spell List

Sorcerer Spell List

Warlock Spell List

Wizard Spell List

Casting Time

Most spells require the Magic action to cast, but some spells require a Bonus Action, a Reaction, or 1 minute or more. A spell’s Casting Time entry specifies which of those is required.

One Spell with a Spell Slot per Turn

On a turn, you can expend only one spell slot to cast a spell. This rule means you can’t, for example, cast a spell with a spell slot using the Magic action and another one using a Bonus Action on the same turn.

Reaction and Bonus Action Triggers

A spell that has a casting time of a Reaction is cast in response to a trigger that is defined in the spell’s Casting Time entry. Some spells that have a casting time of a Bonus Action are also cast in response to a trigger defined in the spell.

Longer Casting Times

Certain spells—including a spell cast as a Ritual—require more time to cast: minutes or even hours. While you cast a spell with a casting time of 1 minute or more, you must take the Magic action on each of your turns, and you must maintain Concentration while you do so. If your Concentration is broken, the spell fails, but you don’t expend a spell slot. To cast the spell again, you must start over.

Range

A spell’s range indicates how far from the spellcaster the spell’s effect can originate, and the spell’s description specifies which part of the effect is limited by the range.

A range usually takes one of the following forms:

Distance. The range is expressed in feet.

Touch. The spell’s effect originates on something the spellcaster must touch, as defined in the spell.

Self. The spell is cast on the spellcaster or emanates from them, as specified in the spell.

If a spell has movable effects, they aren’t restricted by its range unless the spell’s description says otherwise.

Components

A spell’s components are physical requirements the spellcaster must meet to cast the spell. Each spell’s description indicates whether it requires Verbal (V), Somatic (S), or Material (M) components. If the spellcaster can’t provide one or more of a spell’s components, the spellcaster can’t cast the spell.

Verbal (V)

A Verbal component is the chanting of esoteric words that sound like nonsense to the uninitiated. The words must be uttered in a normal speaking voice. The words themselves aren’t the source of the spell’s power; rather, the particular combination of sounds, with specific pitch and resonance, sets the threads of magic in motion. Thus, a creature who is gagged or in an area of magical silence can’t cast a spell with a Verbal component.

Somatic (S)

A Somatic component is a forceful gesticulation or an intricate set of gestures. A spellcaster must use at least one of their hands to perform these movements.

Material (M)

A Material component is a particular material used in a spell’s casting, as specified in parentheses in the Components entry. These materials aren’t consumed by the spell unless the spell’s description states otherwise. The spellcaster must have a hand free to access them, but it can be the same hand used to perform Somatic components, if any.

If a spell doesn’t consume its materials and doesn’t specify a cost for them, a spellcaster can use a Component Pouch instead of providing the materials specified in the spell, or the spellcaster can substitute a Spellcasting Focus if the caster has a feature that allows that substitution. To use a Component Pouch, you must have a hand free to reach into it, and to use a Spellcasting Focus, you must hold it unless its description says otherwise (see chapter 6 for descriptions).

Creating Verbal Components

If you’d like to say a spell’s Verbal component, you may make up the words. However you make them, the goal is to create something that’s easy to say and that doesn’t mean anything in the real world. Consider this method: take the name of the spell, keep only one instance of each of its letters, and rearrange the remaining letters into words. For example, remove the second l from Fireball and rearrange the remaining letters to create Ber Fila or Fel Bira.

Duration

A spell’s duration is the length of time the spell persists after it is cast. A duration typically takes one of the following forms:

Concentration. A duration that requires Concentration follows the Concentration rules.

Instantaneous. An instantaneous duration means the spell’s magic appears only for a moment and then disappears.

Time Span. A duration that provides a time span specifies how long the spell lasts in rounds, minutes, hours, or the like. For example, a Duration entry might say “1 minute,” meaning the spell ends after 1 minute has passed. While a time-span spell that you cast is ongoing, you can dismiss it (no action required) if you don’t have the Incapacitated condition.

Effects

The effects of a spell are detailed after its duration entry. Those details present exactly what the spell does, which ignores mundane physical laws; any outcomes beyond those effects are under the DM’s purview. Whatever the effects, they typically deal with targets, saving throws, attack rolls, or all three, each of which is detailed below.

Targets

A typical spell requires the caster to pick one or more targets to be affected by the spell’s magic. A spell’s description says whether the spell targets creatures, objects, or something else.

A Clear Path to the Target. To target something with a spell, a caster must have a clear path to it, so it can’t be behind Total Cover.

Targeting Yourself. If a spell targets a creature of your choice, you can choose yourself unless the creature must be Hostile or specifically a creature other than you.

Areas of Effect. Some spells, such as Thunderwave, cover an area called an area of effect, which is defined in the rules glossary. The area determines what the spell targets. The description of a spell specifies whether it has an area of effect, which is typically one of these shapes: Cone, Cube, Cylinder, Emanation, Line, or Sphere.

Awareness of Being Targeted. Unless a spell has a perceptible effect, a creature doesn’t know it was targeted by the spell. An effect like lightning is obvious, but a more subtle effect, such as an attempt to read thoughts, goes unnoticed unless a spell’s says otherwise.

Invalid Targets. If you cast a spell on someone or something that can’t be affected by it, nothing happens to that target, but if you used a spell slot to cast the spell, the slot is still expended.

If the spell normally has no effect on a target that succeeds on a saving throw, the invalid target appears to have succeeded on its saving throw, even though it didn’t attempt one (giving no hint that the creature is an invalid target). Otherwise, you perceive that the spell did nothing to the target.

Saving Throws

Many spells specify that a target makes a saving throw to avoid some or all of a spell’s effects. The spell specifies the ability that the target uses for the save and what happens on a success or failure. Here’s how to calculate the DC for your spells:

Spell save DC = 8 + your spellcasting ability modifier + your Proficiency Bonus

Attack Rolls

Some spells require the caster to make an attack roll to determine whether the spell hits a target. Here’s how to calculate the attack modifier for your spells:

Spell attack modifier = your spellcasting ability + your Proficiency Bonus

Combining Spell Effects

The effects of different spells add together while their durations overlap. In contrast, the effects of the same spell cast multiple times don’t combine. Instead, the most potent effect—such as the highest bonus—from those castings applies while their durations overlap. The most recent effect applies if the castings are equally potent and their durations overlap. For example, if two Clerics cast Bless on the same target, that target gains the spell’s benefit only once; the target doesn’t receive two bonus dice. But if the durations of the spells overlap, the effect continues until the duration of the second Bless ends.

Identifying an Ongoing Spell

You can try to identify a non-instantaneous spell by its observable effects if its duration is ongoing. To identify it, you must take the Study action and succeed on a 15 check check.

Spell Descriptions


Character Classes

Classs

Barbarian

Hit Die: d12 Primary Ability: Str

A Fierce Warrior of Primal Rage

Core Barbarian Traits

Primary Ability Strength
Hit Point Die D12 per Barbarian level
Saving Throw Proficiencies Strength and Constitution
Skill Proficiencies Choose 2: Animal Handling, Athletics, Intimidation, Nature, Perception, or Survival
Weapon Proficiencies Simple and Martial weapons
Armor Training Light and Medium armor and Shields
Starting Equipment Choose A or B: (A) Greataxe, 4 Handaxes, Explorer’s Pack, and [[/award 15GP]]; or (B) [[/award 75GP]]

Barbarians are mighty warriors who are powered by primal forces of the multiverse that manifest as a Rage. More than a mere emotion—and not limited to anger—this Rage is an incarnation of a predator’s ferocity, a storm’s fury, and a sea’s turmoil.

Some Barbarians personify their Rage as a fierce spirit or revered forebear. Others see it as a connection to the pain and anguish of the world, as an impersonal tangle of wild magic, or as an expression of their own deepest self. For every Barbarian, their Rage is a power that fuels not just battle prowess, but also uncanny reflexes and heightened senses.

Barbarians often serve as protectors and leaders in their communities. They charge headlong into danger so those under their protection don’t have to. Their courage in the face of danger makes Barbarians perfectly suited for adventure.

Becoming a Barbarian …

As a Level 1 Character

  • Gain all the traits in the Core Barbarian Traits table.
  • Gain the Barbarian’s level 1 features, which are listed in the Barbarian Features table.

As a Multiclass Character

  • Gain the following traits from the Core Barbarian Traits table: Hit Point Die, proficiency with Martial weapons, and training with Shields.
  • Gain the Barbarian’s level 1 features, which are listed in the Barbarian Features table.

Bard

Hit Die: d8 Primary Ability: Cha

An Inspiring Performer of Music, Dance, and Magic

Core Bard Traits

Primary Ability Charisma
Hit Point Die D8 per Bard level
Saving Throw Proficiencies Dexterity and Charisma
Skill Proficiencies Choose any 3 skills
Weapon Proficiencies Simple weapons
Tool Proficiencies Choose 3 Musical Instruments
Armor Training Light armor
Starting Equipment Choose A or B: (A) Leather Armor, 2 Daggers, Musical Instrument of your choice, Entertainer's Pack, and [[/award 19gp]]; or (B) [[/award 90GP]]

Invoking magic through music, dance, and verse, Bards are expert at inspiring others, soothing hurts, disheartening foes, and creating illusions. Bards believe the multiverse was spoken into existence and that remnants of its Words of Creation still resound and glimmer on every plane of existence. Bardic magic attempts to harness those words, which transcend any language.

Anything can inspire a new song or tale, so Bards are fascinated by almost everything. They become masters of many things, including performing music, working magic, and making jests.

A Bard's life is spent traveling, gathering lore, telling stories, and living on the gratitude of audiences, much like any other entertainer. But Bards' depth of knowledge and mastery of magic sets them apart.

A Bard's Repertoire

Does your Bard beat a drum while chanting the deeds of ancient heroes? Strum a lute while crooning romantic tunes? Perform arias of stirring power? Recite dramatic monologues from classic tragedies? Use the rhythm of a folk dance to coordinate the movement of allies in battle? Compose naughty limericks?

When you play a Bard, consider the style of artistic performance you favor, the moods you might invoke, and the themes that inspire your own creations. Are your poems inspired by moments of natural beauty, or are they brooding reflections on loss? Do you prefer lofty hymns or rowdy tavern songs? Are you drawn to laments for the fallen or celebrations of joy? Do you dance merry jigs or perform elaborate interpretive choreography? Do you focus on one style of performance or strive to master them all?

Becoming a Bard …

As a Level 1 Character

  • Gain all the traits in the Core Bard Traits table.
  • Gain the Bard's level 1 features, which are listed in the Bard Features table.

As a Multiclass Character

  • Gain the following traits from the Core Bard Traits table: Hit Point Die, proficiency in one skill of your choice, proficiency with one Musical Instrument of your choice, and training with Light armor.
  • Gain the Bard's level 1 features, which are listed in the Bard Features table. See the multiclassing rules in chapter 2 to determine your available spell slots.

Cleric

Hit Die: d8 Primary Ability: Wis

A Miraculous Priest of Divine Power

Core Cleric Traits

Primary Ability Wisdom
Hit Point Die D8 per Cleric level
Saving Throw Proficiencies Wisdom and Charisma
Skill Proficiencies Choose 2: History, Insight, Medicine, Persuasion, or Religion
Weapon Proficiencies Simple weapons
Armor Training Light and Medium armor and Shields
Starting Equipment Choose A or B: (A) Chain Shirt, Shield, Mace, Holy Symbol, Priest's Pack, and [[/award 7GP]]; or (B) [[/award 110GP]]

Clerics draw power from the realms of the gods and harness it to work miracles. Blessed by a deity, a pantheon, or another immortal entity, a Cleric can reach out to the divine magic of the Outer Planes—where gods dwell—and channel it to bolster people and battle foes.

Because their power is a divine gift, Clerics typically associate themselves with temples dedicated to the deity or other immortal force that unlocked their magic. Harnessing divine magic doesn't rely on specific training, yet Clerics might learn prayers and rites that help them draw on power from the Outer Planes.

Not every member of a temple or shrine is a Cleric. Some priests are called to a simple life of temple service, carrying out their devotion through prayer and rituals, not through magic. Many mortals claim to speak for the gods, but few can marshal the power of those gods the way a Cleric can.

Becoming a Cleric …

As a Level 1 Character

  • Gain all the traits in the Core Cleric Traits table.
  • Gain the Cleric's level 1 features, which are listed in the Cleric Features table.

As a Multiclass Character

  • Gain the following traits from the Core Cleric Traits table: Hit Point Die and training with Light and Medium armor and Shields.
  • Gain the Cleric's level 1 features, which are listed in the Cleric Features table. See the multiclassing rules in chapter 2 to determine your available spell slots.

Druid

Hit Die: d8 Primary Ability: Wis

A Nature Priest of Primal Power

Core Druid Traits

Primary Ability Wisdom
Hit Point Die D8 per Druid level
Saving Throw Proficiencies Intelligence and Wisdom
Skill Proficiencies Choose 2: Animal Handling, Arcana, Insight, Medicine, Nature, Perception, Religion, or Survival
Weapon Proficiencies Simple weapons
Tool Proficiencies Herbalism Kit
Armor Training Light armor and Shields
Starting Equipment Choose A or B: (A) Leather Armor, Shield, Sickle, Druidic Focus (Quarterstaff), Explorer's Pack, Herbalism Kit, and [[/award 9GP]]; or (B) [[/award 50GP]]

Druids belong to ancient orders that call on the forces of nature. Harnessing the magic of animals, plants, and the four elements, Druids heal, transform into animals, and wield elemental destruction.

Revering nature above all, individual Druids gain their magic from nature, a nature deity, or both, and they typically unite with other Druids to perform rites that mark the passage of the seasons and other natural cycles.

Druids are concerned with the delicate ecological balance that sustains plant and animal life and with the need for people to live in harmony with nature. Druids often guard sacred sites or watch over regions of unspoiled nature, but when a significant danger arises, Druids take a more active role as adventurers who combat the threat.

Becoming a Druid …

As a Level 1 Character

  • Gain all the traits in the Core Druid Traits table.
  • Gain the Druid's level 1 features, which are listed in the Druid Features table.

As a Multiclass Character

  • Gain the following traits from the Core Druid Traits table: Hit Point Die and training with Light armor and Shields.
  • Gain the Druid's level 1 features, which are listed in the Druid Features table. See the multiclassing rules in chapter 2 to determine your available spell slots.

Fighter

Hit Die: d10 Primary Ability: Str, Dex

A Master of All Arms and Armor

Core Fighter Traits

Primary Ability Strength or Dexterity
Hit Point Die D10 per Fighter level
Saving Throw Proficiencies Strength and Constitution
Skill Proficiencies Choose 2: Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Persuasion, Perception, or Survival
Weapon Proficiencies Simple and Martial weapons
Armor Training Light, Medium, and Heavy armor and Shields
Starting Equipment Choose A, B, or C: (A) Chain Mail, Greatsword, Flail, 8 Javelins, Dungeoneer's Pack, and 4 GP; (B) Studded Leather Armor, Scimitar, Short­sword, Longbow, 20 Arrows, Quiver, Dungeoneer's Pack, and [[/award 11GP]]; or (C) [[/award 155GP]]

Fighters rule many battlefields. Questing knights, royal champions, elite soldiers, and hardened mercenaries—as Fighters, they all share an unparalleled prowess with weapons and armor. And they are well acquainted with death, both meting it out and defying it.

Fighters master various weapon techniques, and a well-equipped Fighter always has the right tool at hand for any combat situation. Likewise, a Fighter is adept with every form of armor. Beyond that basic degree of familiarity, each Fighter specializes in certain styles of combat. Some concentrate on archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic. This combination of broad ability and extensive specialization makes Fighters superior combatants.

Becoming a Fighter …

As a Level 1 Character

  • Gain all the traits in the Core Fighter Traits table.
  • Gain the Fighter's level 1 features, which are listed in the Fighter Features table.

As a Multiclass Character

  • Gain the following traits from the Core Fighter Traits table: Hit Point Die, proficiency with Martial weapons, and training with Light and Medium armor and Shields.
  • Gain the Fighter's level 1 features, which are listed in the Fighter Features table.

Monk

Hit Die: d8 Primary Ability: Dex, Wis

A Martial Artist of Supernatural Focus

Core Monk Traits

Primary Ability Dexterity and Wisdom
Hit Point Die D8 per Monk level
Saving Throw Proficiencies Strength and Dexterity
Skill Proficiencies Choose 2: Acrobatics, Athletics, History, Insight, Religion, or Stealth
Weapon Proficiencies Simple weapons and Martial weapons that have the Light property
Tool Proficiencies Choose one type of Artisan's Tools or Musical Instrument
Armor Training None
Starting Equipment Choose A or B: (A) Spear, 5 Daggers, Artisan's Tools or Musical Instrument chosen for the tool proficiency above, Explorer's Pack, and [[/award 11GP]]; or (B) [[/award 50GP]]

Monks use rigorous combat training and mental discipline to align themselves with the multiverse and focus their internal reservoirs of power. Different Monks conceptualize this power in various ways: as breath, energy, life force, essence, or self, for example. Whether channeled as a striking display of martial prowess or as a subtler manifestation of defense and speed, this power infuses all that a Monk does.

Monks focus their internal power to create extraordinary, even supernatural, effects. They channel uncanny speed and strength into their attacks, with or without the use of weapons. In a Monk's hands, even the most basic weapons can become sophisticated implements of combat mastery.

Many Monks find that a structured life of ascetic withdrawal helps them cultivate the physical and mental focus they need to harness their power. Other Monks believe that immersing themselves in the vibrant confusion of life helps to fuel their determination and discipline.

Monks generally view adventures as tests of their physical and mental development. They are driven by a desire to accomplish a greater mission than merely slaying monsters and plundering treasure; they strive to turn themselves into living weapons.

Becoming a Monk …

As a Level 1 Character

  • Gain all the traits in the Core Monk Traits table.
  • Gain the Monk's level 1 features, which are listed in the Monk Features table.

As a Multiclass Character

  • Gain the Hit Point Die trait from the Core Monk Traits table.
  • Gain the Monk's level 1 features, which are listed in the Monk Features table.

Paladin

Hit Die: d10 Primary Ability: Str, Cha

A Devout Warrior of Sacred Oaths

Core Paladin Traits

Primary Ability Strength and Charisma
Hit Point Die D10 per Paladin level
Saving Throw Proficiencies Wisdom and Charisma
Skill Proficiencies Choose 2: Athletics, Insight, Intimidation, Medicine, Persuasion, or Religion
Weapon Proficiencies Simple and Martial weapons
Armor Training Light, Medium, and Heavy armor and Shields
Starting Equipment Choose A or B: (A) Chain Mail, Shield, Longsword, 6 Javelins, Holy Symbol, Priest’s Pack, and [[/award 9GP]]; or (B) [[/award 150GP]]

Paladins are united by their oaths to stand against the forces of annihilation and corruption. Whether sworn before a god’s altar, in a sacred glade before nature spirits, or in a moment of desperation and grief with the dead as the only witnesses, a Paladin’s oath is a powerful bond. It is a source of power that turns a devout warrior into a blessed champion.

Paladins train to learn the skills of combat, mastering a variety of weapons and armor. Even so, their martial skills are secondary to the magical power they wield: power to heal the injured, smite their foes, and protect the helpless and those who fight at their side.

Almost by definition, the life of a Paladin is an adventuring life, for every Paladin lives on the front lines of the cosmic struggle against annihilation. Fighters are rare enough among the ranks of a world’s armies, but even fewer people can claim the calling of a Paladin. When they do receive the call, these blessed folk turn from their former occupations and take up arms and magic.

Becoming a Paladin …

As a Level 1 Character

  • Gain all the traits in the Core Paladin Traits table.
  • Gain the Paladin’s level 1 features, which are listed in the Paladin Features table.

As a Multiclass Character

  • Gain the following traits from the Core Paladin Traits table: Hit Point Die, proficiency with Martial weapons, and training with Light and Medium armor and Shields.
  • Gain the Paladin’s level 1 features, which are listed in the Paladin Features table. See the multiclassing rules in chapter 2 to determine your available spell slots.

Breaking Your Oath

A Paladin tries to hold to the highest standards of conduct, but even the most dedicated are fallible. Sometimes a Paladin transgresses their oath.

A Paladin who has broken a vow typically seeks absolution, spending an all-night vigil as a sign of penitence or undertaking a fast. After a rite of forgiveness, the Paladin starts fresh.

If your Paladin unrepentantly violates their oath, talk to your DM. Your Paladin should probably take a more appropriate subclass or even abandon the class and adopt another one.

Ranger

Hit Die: d10 Primary Ability: Dex, Wis

A Wandering Warrior Imbued with Primal Magic

Core Ranger Traits

Primary Ability Dexterity and Wisdom
Hit Point Die D10 per Ranger level
Saving Throw Proficiencies Strength and Dexterity
Skill Proficiencies Choose 3: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, or Survival
Weapon Proficiencies Simple and Martial weapons
Armor Training Light and Medium armor and Shields
Starting Equipment Choose A or B: (A) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Druidic Focus (sprig of mistletoe), Explorer’s Pack, and [[/award 7GP]]; or (B) [[/award 150GP]]

Far from bustling cities, amid the trees of trackless forests and across wide plains, Rangers keep their unending watch in the wilderness. Rangers learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble.

Thanks to their connection with nature, Rangers can also cast spells that harness primal powers of the wilderness. A Ranger’s talents and magic are honed with deadly focus to protect the world from the ravages of monsters and tyrants.

Becoming a Ranger …

As a Level 1 Character

  • Gain all the traits in the Core Ranger Traits table.
  • Gain the Ranger’s level 1 features, which are listed in the Ranger Features table.

As a Multiclass Character

  • Gain the following traits from the Core Ranger Traits table: Hit Point Die, proficiency with Martial weapons, proficiency in one skill of your choice from the Ranger’s skill list, and training with Light and Medium armor and Shields.
  • Gain the Ranger’s level 1 features, which are listed in the Ranger Features table. See the multiclassing rules in chapter 2 to determine your available spell slots.

Rogue

Hit Die: d8 Primary Ability: Dex

A Dexterous Expert in Stealth and Subterfuge

Core Rogue Traits

Primary Ability Dexterity
Hit Point Die D8 per Rogue level
Saving Throw Proficiencies Dexterity and Intelligence
Skill Proficiencies Choose 4: Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, or Stealth
Weapon Proficiencies Simple weapons and Martial weapons that have the Finesse or Light property
Tool Proficiencies Thieves’ Tools
Armor Training Light armor
Starting Equipment Choose A or B: (A) Leather Armor, 2 Daggers, Short­sword, Shortbow, 20 Arrows, Quiver, Thieves’ Tools, Burglar’s Pack, and [[/award 8GP]]; or (B) [[/award 100GP]]

Rogues rely on cunning, stealth, and their foes’ vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem. A few even learn magical tricks to supplement their other abilities. Many Rogues focus on stealth and deception, while others refine skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks.

In combat, Rogues prioritize subtle strikes over brute strength. They would rather make one precise strike than wear an opponent down with a barrage of blows.

Some Rogues began their careers as criminals, while others used their cunning to fight crime. Whatever a Rogue’s relation to the law, no common criminal or officer of the law can match the subtle brilliance of the greatest Rogues.

Becoming a Rogue …

As a Level 1 Character

  • Gain all the traits in the Core Rogue Traits table.
  • Gain the Rogue’s level 1 features, which are listed in the Rogue Features table.

As a Multiclass Character

  • Gain the following traits from the Core Rogue Traits table: Hit Point Die, proficiency in one skill of your choice from the Rogue’s skill list, proficiency with Thieves’ Tools, and training with Light armor.
  • Gain the Rogue’s level 1 features, which are listed in the Rogue Features table.

Sorcerer

Hit Die: d6 Primary Ability: Cha

A Dazzling Mage Filled with Innate Magic

Core Sorcerer Traits

Primary Ability Charisma
Hit Point Die D6 per Sorcerer level
Saving Throw Proficiencies Constitution and Charisma
Skill Proficiencies Choose 2: Arcana, Deception, Insight, Intimidation, Persuasion, or Religion
Weapon Proficiencies Simple weapons
Armor Training None
Starting Equipment Choose A or B: (A) Spear, 2 Daggers, Arcane Focus (crystal), Dungeoneer’s Pack, and [[/award 28GP]]; or (B) [[/award 50GP]]

Sorcerers wield innate magic that is stamped into their being. Some Sorcerers can’t name the origin of their power, while others trace it to strange events in their personal or family history. The blessing of a dragon or a dryad at a baby’s birth or the strike of lightning from a clear sky might spark a Sorcerer’s gift. So too might the gift of a deity, exposure to the strange magic of another plane of existence, or a glimpse into the inner workings of reality. Whatever the origin, the result is an indelible mark on the Sorcerer, a churning magic that can be passed down through generations.

Sorcerers don’t learn magic; the raw, roiling power of magic is part of them. The essential art of a Sorcerer is learning to harness and channel that innate magic, allowing the Sorcerer to discover new and staggering ways to unleash their power. As Sorcerers master their innate magic, they grow more attuned to its origin, developing distinct powers that reflect its source.

Sorcerers are rare. Some family lines produce exactly one Sorcerer in every generation, but most of the time, the talents of sorcery appear as a fluke. People who have this magical power soon discover that it doesn’t like to stay quiet. A Sorcerer’s magic wants to be wielded.

Becoming a Sorcerer …

As a Level 1 Character

  • Gain all the traits in the Core Sorcerer Traits table.
  • Gain the Sorcerer’s level 1 features, which are listed in the Sorcerer Features table.

As a Multiclass Character

  • Gain the Hit Point Die from the Core Sorcerer Traits table.
  • Gain the Sorcerer’s level 1 features, which are listed in the Sorcerer Features table. See the multiclassing rules to determine your available spell slots.

Warlock

Hit Die: d8 Primary Ability: Cha

An Occultist Empowered by Otherworldly Pacts

Core Warlock Traits

Primary Ability Charisma
Hit Point Die D8 per Warlock level
Saving Throw Proficiencies Wisdom and Charisma
Skill Proficiencies Choose 2: Arcana, Deception, History, Intimidation, Investigation, Nature, or Religion
Weapon Proficiencies Simple weapons
Armor Training Light armor
Starting Equipment Choose A or B: (A) Leather Armor, Sickle, 2 Daggers, Arcane Focus (orb), Book (occult lore), Scholar’s Pack, and [[/award 15GP]]; or (B) [[/award 100GP]]

Warlocks quest for knowledge that lies hidden in the fabric of the multiverse. They often begin their search for magical power by delving into tomes of forbidden lore, dabbling in invocations meant to attract the power of extraplanar beings, or seeking places of power where the influence of these beings can be felt. In no time, each Warlock is drawn into a binding pact with a powerful patron. Drawing on the ancient knowledge of beings such as angels, archfey, demons, devils, hags, and alien entities of the Far Realm, Warlocks piece together arcane secrets to bolster their own power.

Warlocks view their patrons as resources, as means to the end of achieving magical power. Some Warlocks respect, revere, or even love their patrons; some serve their patrons grudgingly; and some seek to undermine their patrons even as they wield the power their patrons have given them.

Once a pact is made, a Warlock’s thirst for knowledge and power can’t be slaked with mere study. Most Warlocks spend their days pursuing greater power and deeper knowledge, which typically means some kind of adventure.

Becoming a Warlock …

As a Level 1 Character

  • Gain all the traits in the Core Warlock Traits table.
  • Gain the Warlock’s level 1 features, which are listed in the Warlock Features table.

As a Multiclass Character

  • Gain the following traits from the Core Warlock Traits table: Hit Point Die and training with Light armor.
  • Gain the Warlock’s level 1 features, which are listed in the Warlock Features table. See the multiclassing rules to determine your available spell slots.

Wizard

Hit Die: d6 Primary Ability: Int

A Scholarly Magic-User of Arcane Power

Core Wizard Traits

Primary Ability Intelligence
Hit Point Die D6 per Wizard level
Saving Throw Proficiencies Intelligence and Wisdom
Skill Proficiencies Choose 2:Arcana, History, Insight, Investigation, Medicine, Nature, or Religion
Weapon Proficiencies Simple weapons
Armor Training None
Starting Equipment Choose A or B: (A) 2 Daggers, Arcane Focus (Quarterstaff), Robe, Spellbook, Scholar’s Pack, and [[/award 5GP]]; or (B) [[/award 55GP]]

Wizards are defined by their exhaustive study of magic’s inner workings. They cast spells of explosive fire, arcing lightning, subtle deception, and spectacular transformations. Their magic conjures monsters from other planes of existence, glimpses the future, or forms protective barriers. Their mightiest spells change one substance into another, call meteors from the sky, or open portals to other worlds.

Most Wizards share a scholarly approach to magic. They examine the theoretical underpinnings of magic, particularly the categorization of spells into schools of magic. Renowned Wizards such as Bigby, Tasha, Mordenkainen, and Yolande have built on their studies to invent iconic spells now used across the multiverse.

The closest a Wizard is likely to come to an ordinary life is working as a sage or lecturer. Other Wizards sell their services as advisers, serve in military forces, or pursue lives of crime or domination.

But the lure of knowledge calls even the most unadventurous Wizards from the safety of their libraries and laboratories and into crumbling ruins and lost cities. Most Wizards believe that their counterparts in ancient civilizations knew secrets of magic that have been lost to the ages, and discovering those secrets could unlock the path to a power greater than any magic available in the present age.

Becoming a Wizard …

As a Level 1 Character

  • Gain all the traits in the Core Wizard Traits table.
  • Gain the Wizard’s level 1 features, which are listed in the Wizard Features table.

As a Multiclass Character

  • Gain the Hit Point Die from the Core Wizard Traits table.
  • Gain the Wizard’s level 1 features, which are listed in the Wizard Features table. See the multiclassing rules to determine your available spell slots.

Expanding and Replacing a Spellbook

The spells you add to your spellbook as you gain levels reflect your ongoing magical research, but you might find other spells during your adventures that you can add to the book. You could discover a Wizard spell on a Spell Scroll, for example, and then copy it into your spellbook.

Copying a Spell into the Book. When you find a level 1+ Wizard spell, you can copy it into your spellbook if it’s of a level you can prepare and if you have time to copy it. For each level of the spell, the transcription takes 2 hours and costs 50 GP. Afterward you can prepare the spell like the other spells in your spellbook.

Copying the Book. You can copy a spell from your spellbook into another book. This is like copying a new spell into your spellbook but faster, since you already know how to cast the spell. You need spend only 1 hour and 10 GP for each level of the copied spell.

If you lose your spellbook, you can use the same procedure to transcribe the Wizard spells that you have prepared into a new spellbook. Filling out the remainder of the new book requires you to find new spells to do so. For this reason, many wizards keep a backup spellbook.

Subclasss

Aberrant Sorcery

Wield Unnatural Psionic Power

An alien influence has wrapped its tendrils around your mind, giving you psionic power. You can now touch other minds with that power and alter the world around you. Will this power shine from you as a hopeful beacon to others? Or will you be a terror to those who feel the stab of your mind?

Perhaps a psychic wind from the Astral Plane carried psionic energy to you, or you were exposed to the Far Realm’s warping influence. Alternatively, you were implanted with a mind flayer tadpole, but your transformation into a mind flayer never occurred; now the tadpole’s psionic power is yours. However you acquired this power, your mind is aflame with it.

Abjurer

Shield Companions and Banish Foes

Your study of magic is focused on spells that block, banish, or protect—ending harmful effects, banishing evil influences, and protecting the weak. Abjurers are sought when baleful spirits require exorcism, when locations must be guarded against magical spying, and when portals to other planes of existence must be closed. Adventuring parties value Abjurers for the protection they provide against a variety of hostile magic and other attacks.

Arcane Trickster

Enhance Stealth with Arcane Spells

Some Rogues enhance their fine-honed skills of stealth and agility with spells, learning magical tricks to aid them in their trade. Some Arcane Tricksters use their talents as pickpockets and burglars, while others are pranksters.

Archfey Patron

Bargain with Whimsical Fey

Your pact draws on the power of the Feywild. When you choose this subclass, you might make a deal with an archfey, such as the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; or an ancient hag. Or you might call on a spectrum of Fey, weaving a web of favors and debts. Whoever they are, your patron is often inscrutable and whimsical.

Assassin

Practice the Grim Art of Death

An Assassin’s training focuses on using stealth, poison, and disguise to eliminate foes with deadly efficiency. While some Rogues who follow this path are hired killers, spies, or bounty hunters, the capabilities of this subclass are equally useful for adventurers facing a variety of monstrous enemies.

Battle Master

Master Sophisticated Battle Maneuvers

Battle Masters are students of the art of battle, learning martial techniques passed down through generations. The most accomplished Battle Masters are well-rounded figures who combine their carefully honed combat skills with academic study in the fields of history, theory, and the arts.

Beast Master

Bond with a Primal Beast

A Beast Master forms a mystical bond with a special animal, drawing on primal magic and a deep connection to the natural world.

Celestial Patron

Call on the Power of the Heavens

Your pact draws on the Upper Planes, the realms of everlasting bliss. You might enter an agreement with an empyrean, a couatl, a sphinx, a unicorn, or another heavenly entity. Or you might call on numerous such beings as you pursue goals aligned with theirs. Your pact allows you to experience a hint of the holy light that illuminates the multiverse.

Champion

Pursue Physical Excellence in Combat

A Champion focuses on the development of martial prowess in a relentless pursuit of victory. Champions combine rigorous training with physical excellence to deal devastating blows, withstand peril, and garner glory. Whether in athletic contests or bloody battle, Champions strive for the crown of the victor.

Circle of the Land

Celebrate Connection to the Natural World

The Circle of the Land comprises mystics and sages who safeguard ancient knowledge and rites. These Druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle's wisest members preside as the chief priests of their communities.

Circle of the Moon

Adopt Animal Forms to Guard the Wilds

Druids of the Circle of the Moon draw on lunar magic to transform themselves. Their order gathers under the moon to share news and perform rituals.

Changeable as the moon, a Druid of this circle might prowl as a great cat one night, soar over the treetops as an eagle the next day, and then crash through undergrowth as a bear to drive off a trespassing monster. The wild is in the Druid's blood.

Circle of the Sea

Become One with Tides and Storms

Druids of the Circle of the Sea draw on the tempestuous forces of oceans and storms. Some view themselves as embodiments of nature's wrath, seeking vengeance against those who despoil nature. Others seek mystical unity with nature by attuning themselves to the ebb and flow of the tides, following the rush of currents and waves and listening to the inscrutable whispers and roars of the winds.

Circle of the Stars

Harness Secrets Hidden in Constellations

The Circle of the Stars has tracked heavenly patterns since time immemorial, discovering secrets hidden amid the constellations. By understanding these secrets, the Druids of this circle seek to harness the powers of the cosmos.

Clockwork Sorcery

Channel Cosmic Forces of Order

The cosmic force of order has suffused you with magic. That power arises from Mechanus or a realm like it—a plane of existence shaped entirely by clockwork efficiency. You or someone from your lineage might have become entangled in the machinations of modrons, the orderly beings who inhabit Mechanus. Perhaps your ancestor even took part in the Great Modron March. Whatever its origin within you, the power of order can seem strange to others, but for you, it’s part of a vast and glorious system.

College of Dance

Move in Harmony with the Cosmos

Bards of the College of Dance know that the Words of Creation can't be contained within speech or song; the words are uttered by the movements of celestial bodies and flow through the motions of the smallest creatures. These Bards practice a way of being in harmony with the whirling cosmos that emphasizes agility, speed, and grace.

College of Glamour

Weave Beguiling Fey Magic

The College of Glamour traces its origins to the beguiling magic of the Feywild. Bards who study this magic weave threads of beauty and terror into their songs and stories, and the mightiest among them can cloak themselves in otherworldly majesty. Their performances stir up wistful longing for forgotten innocence, evoke unconscious memories of long-held fears, and tug at the emotions of even the most hard-hearted listeners.

College of Lore

Plumb the Depths of Magical Knowledge

Bards of the College of Lore collect spells and secrets from diverse sources, such as scholarly tomes, mystical rites, and peasant tales. The college's members gather in libraries and universities to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority.

College of Valor

Sing the Deeds of Ancient Heroes

Bards of the College of Valor are daring storytellers whose tales preserve the memory of the great heroes of the past. These Bards sing the deeds of the mighty in vaulted halls or to crowds gathered around great bonfires. They travel to witness great events firsthand and to ensure that the memory of these events doesn't pass away. With their songs, they inspire new generations to reach the same heights of accomplishment as the heroes of old.

Diviner

Learn the Secrets of the Multiverse

The counsel of a Diviner is sought by those who want a clearer understanding of the past, present, and future. As a Diviner, you strive to part the veils of space, time, and consciousness. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight.

Draconic Sorcery

Breathe the Magic of Dragons

Your innate magic comes from the gift of a dragon. Perhaps an ancient dragon facing death bequeathed some of its magical power to you or your ancestor. You might have absorbed magic from a site infused with dragons’ power. Or perhaps you handled a treasure taken from a dragon’s hoard that was steeped in draconic power. Or you might have a dragon for an ancestor.

Eldritch Knight

Support Combat Skills with Arcane Magic

Eldritch Knights combine the martial mastery common to all Fighters with a careful study of magic. Their spells both complement and extend their combat skills, providing additional protection to shore up their armor and also allowing them to engage many foes at once with explosive magic.

Evoker

Create Explosive Elemental Effects

Your studies focus on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some Evokers find employment in military forces, serving as artillery to blast armies from afar. Others use their power to protect others, while some seek their own gain.

Fey Wanderer

Wield Fey Mirth and Fury

A fey mystique surrounds you, thanks to the boon of an archfey or a location in the Feywild that transformed you. However you gained fey magic, you are now a Fey Wanderer. Your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for great is the mirth of the fey and dreadful is their fury.

Fiend Patron

Make a Deal with the Lower Planes

Your pact draws on the Lower Planes, the realms of perdition. You might forge a bargain with a demon lord such as Demogorgon or Orcus; an archdevil such as Asmodeus; or a pit fiend, balor, yugoloth, or night hag that is especially mighty. That patron’s aims are evil—the corruption or destruction of all things, ultimately including you—and your path is defined by the extent to which you strive against those aims.

Gloom Stalker

Draw on Shadow Magic to Fight Your Foes

Gloom Stalkers are at home in the darkest places, wielding magic drawn from the Shadowfell to combat enemies that lurk in darkness.

Great Old One Patron

Unearth Forbidden Lore of Ineffable Beings

When you choose this subclass, you might bind yourself to an unspeakable being from the Far Realm or an elder god—a being such as Tharizdun, the Chained God; Zargon, the Returner; Hadar, the Dark Hunger; or Great Cthulhu. Or you might invoke several entities without yoking yourself to one. The motives of these beings are incomprehensible, and the Great Old One might be indifferent to your existence. But the secrets you’ve learned nevertheless allow you to draw strange magic from it.

Hunter

Protect Nature and People from Destruction

You stalk prey in the wilds and elsewhere, using your abilities as a Hunter to protect nature and people everywhere from forces that would destroy them.

Illusionist

Weave Subtle Spells of Deception

You specialize in magic that dazzles the senses and tricks the mind, and the illusions you craft make the impossible seem real.

Life Domain

Soothe the Hurts of the World

The Life Domain focuses on the positive energy that helps sustain all life in the multiverse. Clerics who tap into this domain are masters of healing, using that life force to cure many hurts.

Existence itself relies on the positive energy associated with this domain, so a Cleric of almost any religious tradition might choose it. This domain is particularly associated with agricultural deities, gods of healing or endurance, and gods of home and community. Religious orders of healing also seek the magic of this domain.

Light Domain

Bring Light to Banish Darkness

The Light Domain emphasizes the divine power to bring about blazing fire and revelation. Clerics who wield this power are enlightened souls infused with radiance and the power of their deities' discerning vision, charged with chasing away lies and burning away darkness.

The Light Domain is associated with gods of truth, vigilance, beauty, insight, and renewal. Some of these gods are identified with the sun or as charioteers who guide the sun across the sky. Others are sentinels who pierce deception. Some are deities of beauty and artistry who teach that art is a vehicle for the soul's improvement.

Oath of Devotion

Uphold the Ideals of Justice and Order

The Oath of Devotion binds Paladins to the ideals of justice and order. These Paladins meet the archetype of the knight in shining armor. They hold themselves to the highest standards of conduct, and some—for better or worse—hold the rest of the world to the same standards.

Many who swear this oath are devoted to gods of law and good and use their gods’ tenets as the measure of personal devotion. Others hold angels as their ideals and incorporate images of angelic wings into their helmets or coats of arms.

These paladins share the following tenets:

  • Let your word be your promise.
  • Protect the weak and never fear to act.
  • Let your honorable deeds be an example.

Oath of Glory

Strive for the Heights of Heroism

Paladins who take the Oath of Glory believe they and their companions are destined to achieve glory through deeds of heroism. They train diligently and encourage their companions, so they’re all ready when destiny calls.

These paladins share the following tenets:

  • Endeavor to be known by your deeds.
  • Face hardships with courage.
  • Inspire others to strive for glory.

Oath of Vengeance

Punish Evildoers at Any Cost

The Oath of Vengeance is a solemn commitment to punish those who have committed grievously evil acts. When evil armies slaughter helpless villagers, when a tyrant defies the will of the gods, when a thieves’ guild grows too violent, when a dragon rampages through the countryside—at times like these, paladins arise and swear an Oath of Vengeance to set right what has gone wrong.

These paladins share the following tenets:

  • Show the wicked no mercy.
  • Fight injustice and its causes.
  • Aid those harmed by injustice.

Oath of the Ancients

Preserve Life and Light in the World

The Oath of the Ancients is as old as the first elves. Paladins who swear this oath cherish the light; they love the beautiful and life-giving things of the world more than any principles of honor, courage, and justice. They often adorn their armor and clothing with images of growing things—leaves, antlers, or flowers—to reflect their commitment to preserving life and light.

These paladins share the following tenets:

  • Kindle the light of hope.
  • Shelter life.
  • Delight in art and laughter.

Path of the Berserker

Channel Rage into Violent Fury

Barbarians who walk the Path of the Berserker direct their Rage primarily toward violence. Their path is one of untrammeled fury, and they thrill in the chaos of battle as they allow their Rage to seize and empower them.

Path of the Wild Heart

Walk in Community with the Animal World

Barbarians who follow the Path of the Wild Heart view themselves as kin to animals. These Barbarians learn magical means to communicate with animals, and their Rage heightens their connection to animals as it fills them with supernatural might.

Path of the World Tree

Trace the Roots and Branches of the Multiverse

Barbarians who follow the Path of the World Tree connect with the cosmic tree Yggdrasil through their Rage. This tree grows among the Outer Planes, connecting them to each other and the Material Plane. These Barbarians draw on the tree's magic for vitality and as a means of dimensional travel.

Path of the Zealot

Rage in Ecstatic Union with a God

Barbarians who walk the Path of the Zealot receive boons from a god or pantheon. These Barbarians experience their Rage as an ecstatic episode of divine union that infuses them with power. They are often allies to the priests and other followers of their god or pantheon.

Psi Warrior

Augment Physical Might with Psionic Power

Psi Warriors awaken the power of their minds to augment their physical might. They harness this psionic power to infuse their weapon strikes, lash out with telekinetic energy, and create barriers of mental force.

Soulknife

Strike Foes with Psionic Blades

A Soulknife strikes with the mind, cutting through barriers both physical and psychic. These Rogues discover psionic power within themselves and channel it to do their roguish work. As a Soulknife, your psionic abilities might have haunted you since childhood, revealing their full potential only as you experienced the stress of adventure. Or you might have sought out an order of psychic adepts and spent years learning how to manifest your power.

Thief

Hunt for Treasure as a Classic Adventurer

A mix of burglar, treasure hunter, and explorer, you are the epitome of an adventurer. In addition to improving your agility and stealth, you gain abilities useful for delving into ruins and getting maximum benefit from the magic items you find there.

Trickery Domain

Make Mischief and Challenge Authority

The Trickery Domain offers magic of deception, illusion, and stealth. Clerics who wield this magic are a disruptive force in the world, puncturing pride, mocking tyrants, freeing captives, and flouting hollow traditions. They prefer subterfuge and pranks to direct confrontation.

Gods of trickery are mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods and mortals. They embody the forces of change and social upheaval, and they're patrons of thieves, scoundrels, gamblers, rebels, and liberators. Religious orders that operate in secret, especially those that seek to undermine oppressive governments or hierarchies, also draw on the power of the Trickery Domain.

War Domain

Inspire Valor and Smite Foes

War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. Clerics who tap into the magic of the War Domain excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers.

Gods of the War Domain watch over warriors and reward them for their great deeds. They include champions of honor and chivalry as well as gods of destruction and pillage. Other war gods take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance.

Warrior of Mercy

Manipulate Forces of Life and Death

Warriors of Mercy manipulate the life force of others. These Monks are wandering physicians, but they bring a swift end to their enemies. They often wear masks, presenting themselves as faceless bringers of life and death.

Warrior of Shadow

Harness Shadow Power for Stealth and Subterfuge

Warriors of Shadow practice stealth and subterfuge, harnessing the power of the Shadowfell. They are at home in darkness, able to draw gloom around themselves to hide, leap from shadow to shadow, and take on a wraithlike form.

Warrior of the Elements

Wield Strikes and Bursts of Elemental Power

Warriors of the Elements tap into the power of the Elemental Planes. Harnessing their supernatural focus, these Monks momentarily tame the energy of the Elemental Chaos to empower themselves in and out of battle.

Warrior of the Open Hand

Master Unarmed Combat Techniques

Warriors of the Open Hand are masters of unarmed combat. They learn techniques to push and trip their opponents and manipulate their own energy to protect themselves from harm.

Wild Magic Sorcery

Unleash Chaotic Magic

Your innate magic stems from the forces of chaos that underlie the order of creation. You or an ancestor might have endured exposure to raw magic, perhaps through a planar portal leading to Limbo or the Elemental Planes. Perhaps you were blessed by a fey being or marked by a demon. Or your magic could be a fluke with no apparent cause. Whatever its source, this magic churns within you, waiting for any outlet.

Weapons

Book of Shadows

Damage: Noned0 (versatile NonedNone) Properties: foc

Psychic Blade

Simplem

Damage: 1d6 psychic (versatile NonedNone) Properties: fin, thr

You have manifested shimmering blades of psychic energy. Whenever you take the Attack action or make an Opportunity Attack, you can manifest a Psychic Blade in your free hand and make the attack with that blade.

The blade vanishes immediately after it hits or misses its target, and it leaves no mark if it deals damage.

After you attack with the blade on your turn, you can make a melee or ranged attack with a second psychic blade as a Bonus Action on the same turn if your other hand is free to create it. The damage die of this bonus attack is 1d4 instead of 1d6.

Unarmed Strike

Natural

Damage: Noned0 bludgeoning (versatile NonedNone)

See: unarmedstrike

Unarmed Strike

Natural

Damage: Noned0 bludgeoning (versatile NonedNone) Properties: fin

See: Dazzling Footwork (Bard)

Unarmed Strike

Natural

Damage: Noned0 bludgeoning (versatile NonedNone) Properties: fin

See: Martial Arts (Monk)

Feats

Abjuration Savant

Class Feat

Choose two Wizard spells from the Abjuration school (change the Grouping mode for easier selection), each of which must be no higher than level 2, and add them to your spellbook for free.

In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Abjuration school to your spellbook for free. The chosen spell must be of a level for which you have spell slots.

Abjure Foes

Class Feat

As a Magic action, you can expend one use of this class’s Channel Divinity to overwhelm foes with awe. As you present your Holy Symbol or weapon, you can target a number of creatures equal to your Charisma modifier (minimum of one creature) that you can see within 60 feet of yourself. Each target must succeed on a Wisdom saving throw or have the Frightened condition for 1 minute or until it takes any damage. While Frightened in this way, a target can do only one of the following on its turns: move, take an action, or take a Bonus Action.

Foundry Note

This feature includes an Active Effect which applies the Frightened condition.

Acrobatic Movement

Class Feat

While you aren't wearing armor or wielding a Shield, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the movement.

Action Surge

Class Feat

You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the Magic action.

Once you use this feature, you can't do so again until you finish a Short or Long Rest. Starting at level 17, you can use it twice before a rest but only once on a turn.

Foundry Note

This feature includes a limited use that increases automatically at level 17.

Additional Fighting Style

Class Feat

You gain another Fighting Style feat of your choice.

Agonizing Blast

Class Feat

Prerequisite: Level 2+ Warlock, a Warlock Cantrip That Deals Damage

Choose one of your known Warlock cantrips that deals damage. You can add your Charisma modifier to that spell’s damage rolls.

Repeatable. You can gain this invocation more than once. Each time you do so, choose a different eligible cantrip.

Foundry Note

The Make Agonizing activity can be used to enchant a cantrip which adds ", Agonizing" to its name and includes the damage bonus.

Ambush

Class Feat

When you make a Dexterity (Stealth) check or an Initiative roll, you can expend one Superiority Die and add the die to the roll, unless you have the Incapacitated condition.

Animal Speaker

Class Feat

You can cast the Beast Sense and Speak with Animals spells but only as Rituals. Wisdom is your spellcasting ability for them.

Foundry Note

When you advance to level 3 these spells are added to your Spells tab as Rituals using your Wisdom modifier.

Aquatic Affinity

Class Feat

The size of the Emanation created by your Wrath of the Sea increases to 10 feet.

In addition, you gain a Swim Speed equal to your Speed.

Foundry Note

The size of the emanation increases automatically but this feature does not automatically add the Swim Speed.

Arcane Apotheosis

Class Feat

While your Innate Sorcery feature is active, you can use one Metamagic option on each of your turns without spending Sorcery Points on it.

Foundry Note

Uncheck the Consumption option when using the Metamagic option you would like to use for free.

Arcane Charge

Class Feat

When you use your Action Surge, you can teleport up to 30 feet to an unoccupied space you can see. You can teleport before or after the additional action.

Arcane Recovery

Class Feat

You can regain some of your magical energy by studying your spellbook. When you finish a Short Rest, you can choose expended spell slots to recover. The spell slots can have a combined level equal to no more than half your Wizard level (round up), and none of the slots can be level 6 or higher. For example, if you’re a level 4 Wizard, you can recover up to two levels’ worth of spell slots, regaining either one level 2 spell slot or two level 1 spell slots.

Once you use this feature, you can’t do so again until you finish a Long Rest.

Combined Level Available: [[(@classes.wizard.levels / 2)]]

Foundry Note

Since you can select the slots you will have to manually adjust your available slots. This feature can be used to track the one-time use though.

Arcane Ward

Class Feat

You can weave magic around yourself for protection. When you cast an Abjuration spell with a spell slot, you can simultaneously use a strand of the spell’s magic to create a magical ward on yourself that lasts until you finish a Long Rest. The ward has a Hit Point maximum equal to twice your Wizard level plus your Intelligence modifier. Whenever you take damage, the ward takes the damage instead, and if you have any Resistances or Vulnerabilities, apply them before reducing the ward’s Hit Points. If the damage reduces the ward to 0 Hit Points, you take any remaining damage. While the ward has 0 Hit Points, it can’t absorb damage, but its magic remains.

Whenever you cast an Abjuration spell with a spell slot, the ward regains a number of Hit Points equal to twice the level of the spell slot. Alternatively, as a Bonus Action, you can expend a spell slot, and the ward regains a number of Hit Points equal to twice the level of the spell slot expended.

Once you create the ward, you can’t create it again until you finish a Long Rest.

Foundry Note

Track the HP of the Ward with the number of uses on this item.

The Create Ward activity has 1 use per Long Rest and updates the Arcane Ward to have full uses ("HP").

The Damage Ward activity will reduce the Ward's uses ("HP") by the amount of damage given.

The Restore Ward HP After Casting Spell activity can be used after you use an Abjuration spell. Set the scale value to the spell slot level you used to restore the correct number of uses ("HP").

The Expend Spell Slot for Ward activity allows you to choose a spell slot level, expends it, and restores the correct number of uses ("HP").

Archdruid

Class Feat

The vitality of nature constantly blooms within you, granting you the following benefits.

Evergreen Wild Shape. Whenever you roll Initiative and have no uses of Wild Shape left, you regain one expended use of it.

Nature Magician. You can convert uses of Wild Shape into a spell slot (no action required). Choose a number of your unexpended uses of Wild Shape and convert them into a single spell slot, with each use contributing 2 spell levels. For example, if you convert two uses of Wild Shape, you produce a level 4 spell slot. Once you use this benefit, you can't do so again until you finish a Long Rest.

Longevity. The primal magic that you wield causes you to age more slowly. For every ten years that pass, your body ages only one year.

Foundry Note

This feature does not automate regaining a use of Wild Shape when rolling initiative but it does include an activity which will restore a use when activated.

The Nature Magician activity can be used to convert Wild Shape uses to spell slots.

Archfey Spells

Class Feat

The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Archfey Spells table, you thereafter always have the listed spells prepared.

Warlock Level Spells
3 Calm Emotions, Faerie Fire, Misty Step, Phantasmal Force, Sleep
5 Blink, Plant Growth
7 Dominate Beast, Greater Invisibility
9 Dominate Person, Seeming

Foundry Note

As you level up these spells will be granted to you automatically.

Armor of Shadows

Class Feat

You can cast Mage Armor on yourself without expending a spell slot.


Ascendant Step

Class Feat

Prerequisite: Level 5+ Warlock

You can cast Levitate on yourself without expending a spell slot.


Aspect of the Wilds

Class Feat

You gain one of the following options of your choice. Whenever you finish a Long Rest, you can change your choice.

Owl. You have Darkvision with a range of 60 feet. If you already have Darkvision, its range increases by 60 feet.

Panther. You have a Climb Speed equal to your Speed.

Salmon. You have a Swim Speed equal to your Speed.

Foundry Note

This feature includes an activity with an Active Effect which automates the Darkvision changes from the Owl option. The Speed changes are not automatically applied.

Assasinate

Class Feat

You’re adept at ambushing a target, granting you the following benefits.

Initiative. You have Advantage on Initiative rolls.

Surprising Strikes. During the first round of each combat, you have Advantage on attack rolls against any creature that hasn’t taken a turn. If your Sneak Attack hits any target during that round, the target takes extra damage of the weapon’s type equal to your Rogue level.

Foundry Note

This feature includes an Active Effect which automates the advantage on Initiative rolls.

The Damage activity can be used to apply extra damage equal to your level. You can choose the damage type in the roll's dialog box. Alternatively, you could add your level ([[lookup @classes.rogue.levels]]) as a situational bonus to your normal damage roll.

Assassin's Tools

Class Feat

You gain a Disguise Kit and a Poisoner’s Kit, and you have proficiency with them.

Foundry Note

The equipment and proficiencies are granted to you automatically as you level up.

Aura Expansion

Class Feat

Your Aura of Protection is now a 30-foot Emanation.

Foundry Note

The range of your auras update automatically as you level up.

Aura of Alacrity

Class Feat

Your Speed increases by 10 feet.

In addition, whenever an ally enters your Aura of Protection for the first time on a turn or starts their turn there, the ally’s Speed increases by 10 feet until the end of their next turn.

Foundry Note

This feature includes an Active Effect which increases your Speed by 10 feet. It does not automatically apply to creatures within your aura.

Aura of Courage

Class Feat

You and your allies have Immunity to the Frightened condition while in your Aura of Protection. If a Frightened ally enters the aura, that condition has no effect on that ally while there.

Foundry Note

This feature includes an Active Effect for tracking who is within your aura but it is not automatically added/removed nor does it remove the Frightened condition.

Aura of Devotion

Class Feat

You and your allies have Immunity to the Charmed condition while in your Aura of Protection. If a Charmed ally enters the aura, that condition has no effect on that ally while there.

Foundry Note

This feature includes an Active Effect for tracking characters impacted by your aura but does not automate the effects.

Aura of Protection

Class Feat

You radiate a protective, unseeable aura in a 10-foot Emanation that originates from you. The aura is inactive while you have the Incapacitated apply=false condition.

You and your allies in the aura gain a bonus to saving throws equal to your Charisma modifier (minimum bonus of +1, currently [[lookup @abilities.cha.mod]]).

If another Paladin is present, a creature can benefit from only one Aura of Protection at a time; the creature chooses which aura while in them.

Foundry Note

This feature includes an Active Effect which automatically improves your Saving Throws but it should not be used for other impacted characters because it will add their Charisma modifier and not the Paladin's. They should add your modifier manually.

Aura of Warding

Class Feat

Ancient magic lies so heavily upon you that it forms an eldritch ward, blunting energy from beyond the Material Plane; you and your allies have Resistance to Necrotic, Psychic, and Radiant damage while in your Phbpdnprotection.

Foundry Note

This feature includes an Active Effect that applies the Resistances but it is not automatically granted when a character enters/exits your aura.

Avatar of Battle

Class Feat

You gain Resistance to Bludgeoning, Piercing, and Slashing damage.

Foundry Note

This feature includes an Active Effect which automates the damage resistance.

Avenging Angel

Class Feat

As a Bonus Action, you gain the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).

Flight. You sprout spectral wings on your back, have a Fly Speed of 60 feet, and can hover.

Frightful Aura. Whenever an enemy starts its turn in your Aura of Protection, that creature must succeed on a Wisdom saving throw or have the Frightened condition for 1 minute or until it takes any damage. Attack rolls against the Frightened creature have Advantage.

Foundry Note

The Avenging Angel activity will consume a use of this feature and includes an Active Effect that grants you the Fly Speed and hover ability.

The Frightful Aura activity includes the saving throw and an Active Effect that applies the Frightened condition.

The Restore Use activity consumes a 5th level spell slot and restores a use of this feature.

Awakened Mind

Class Feat

You can form a telepathic connection between your mind and the mind of another. As a Bonus Action, choose one creature you can see within 30 feet of yourself. You and the chosen creature can communicate telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile, currently [[lookup @abilities.cha.mod]]). To understand each other, you each must mentally use a language the other knows.

The telepathic connection lasts for a number of minutes equal to your Warlock level. It ends early if you use this feature to connect with a different creature.

Bait and Switch

Class Feat

When you're within 5 feet of a creature on your turn, you can expend one Superiority Die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and doesn't have the Incapacitated condition. This movement doesn't provoke Opportunity Attacks.

Roll the Superiority Die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.

Foundry Note

This feature includes a Active Effects for each possible Superiority Die value, which grants the indicated AC bonus.

Bardic Inspiration

Class Feat

You can supernaturally inspire others through words, music, or dance. This inspiration is represented by your Bardic Inspiration die, which starts as a d6 (currently, [[lookup @scale.bard.inspiration.die]]).

Using Bardic Inspiration. As a Bonus Action, you can inspire another creature within 60 feet of yourself who can see or hear you. That creature gains one of your Bardic Inspiration dice. A creature can have only one Bardic Inspiration die at a time.

Once within the next hour when the creature fails a D20 Test, the creature can roll the Bardic Inspiration die and add the number rolled to the d20, potentially turning the failure into a success. A Bardic Inspiration die is expended when it's rolled.

Number of Uses. You can confer a Bardic Inspiration die a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

At Higher Levels. Your Bardic Inspiration die changes when you reach certain Bard levels, as shown in the Bardic Die column of the Bard Features table. The die becomes a d8 at level 5, a d10 at level 10, and a d12 at level 15.

Foundry Note

This feature includes an Active Effect for tracking when a character has Bardic Inspiration to use.

Recovery is set to long rest (for levels before Font of Inspiration is gained). Please manually adjust as required.

Bastion of Law

Class Feat

You can tap into the grand equation of existence to imbue a creature with a shimmering shield of order. As a Magic action, you can expend 1 to 5 Sorcery Points to create a magical ward around yourself or another creature you can see within 30 feet of yourself. The ward is represented by a number of d8s equal to the number of Sorcery Points spent to create it. When the warded creature takes damage, it can expend a number of those dice, roll them, and reduce the damage taken by the total rolled on those dice.

The ward lasts until you finish a Long Rest or until you use this feature again.

Foundry Note

The Expend Sorcery Points activity allows you to expend the desired number of Sorcery Points. It includes an Active Effect which can be used for tracking the warded creature. It also includes a "Ward Die" roll which rolls 1d8. You will have to manually track the number of dice available.

Battering Roots

Class Feat

During your turn, your reach is 10 feet greater with any Melee weapon that has the Heavy or Versatile property, as tendrils of the World Tree extend from you. When you hit with such a weapon on your turn, you can activate the Push or Topple mastery property in addition to a different mastery property you're using with that weapon.

Foundry Note

This feature includes an Active Effect which grants you the Push and Topple mastery property.

Battle Magic

Class Feat

After you cast a spell that has a casting time of an action, you can make one attack with a weapon as a Bonus Action.

Beast Spells

Class Feat

While using Wild Shape, you can cast spells in Beast form, except for any spell that has a Material component with a cost specified or that consumes its Material component.

Beguiling Defenses

Class Feat

Your patron teaches you how to guard your mind and body. You are immune to the Charmed condition.

In addition, immediately after a creature you can see hits you with an attack roll, you can take a Reaction to reduce the damage you take by half (round down), and you can force the attacker to make a Wisdom saving throw against your spell save DC. On a failed save, the attacker takes Psychic damage equal to the damage you take. Once you use this Reaction, you can’t use it again until you finish a Long Rest unless you expend a Pact Magic spell slot (no action required) to restore your use of it.

Foundry Note

The Beguiling Reaction activity includes the saving throw.

With your token selected you can either right click on the damage roll's chat card and select * Apply Half Damage or click the "1/2" button and then the * Apply button.

Beguiling Magic

Class Feat

You always have the Charm Person and Mirror Image spells prepared.

In addition, immediately after you cast an Enchantment or Illusion spell using a spell slot, you can cause a creature you can see within 60 feet of yourself to make a Wisdom saving throw against your spell save DC. On a failed save, the target has the Charmed or Frightened condition (your choice) for 1 minute. The target repeats the save at the end of each of its turns, ending the effect on itself on a success.

Once you use this benefit, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending one use of your Bardic Inspiration (no action required).

Foundry Note

The Save activity includes an Active Effect for both the Charmed and Frightened status.

The Recharge with Inspiration activity restores a use of this feature.

The spells are automatically added to your sheet as Always Prepared.

Beguiling Twist

Class Feat

The magic of the Feywild guards your mind. You have Advantage on saving throws to avoid or end the Charmed or Frightened condition.

In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw to avoid or end the Charmed or Frightened condition, you can take a Reaction to force a different creature you can see within 120 feet of yourself to make a Wisdom save against your spell save DC. On a failed save, the target is Charmed or Frightened (your choice) for 1 minute. The target repeats the save at the end of each of its turns, ending the effect on itself on a success.

Bend Luck

Class Feat

You have the ability to twist fate using your wild magic. Immediately after another creature you can see rolls the d20 for a D20 Test, you can take a Reaction and spend 1 Sorcery Point to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the d20 roll.

Bestial Fury

Class Feat

When you command your Primal Companion beast to take the Beast’s Strike action, the beast can use it twice.

In addition, the first time each turn it hits a creature under the effect of your Hunter’s Mark spell, the beast deals extra Force damage equal to the bonus damage of that spell.

Foundry Note

The Damage activity includes the additional damage roll.

Bewitching Magic

Class Feat

Your patron grants you the ability to weave your magic with teleportation. Immediately after you cast an Enchantment or Illusion spell using an action and a spell slot, you can cast Misty Step as part of the same action and without expending a spell slot.

Blessed Healer

Class Feat

The healing spells you cast on others heal you as well. Immediately after you cast a spell with a spell slot that restores Hit Points to one or more creatures other than yourself, you regain Hit Points equal to 2 plus the spell slot's level.

Foundry Note

This feature includes a healing activity. Set the scale to the spell slot level you cast and it will provide a healing roll for you.

Blessed Strikes

Class Feat

Divine power infuses you in battle. You gain one of the following options of your choice (if you get either option from a Cleric subclass in an older book, use only the option you choose for this feature).

Divine Strike. Once on each of your turns when you hit a creature with an attack roll using a weapon, you can cause the target to take an extra 1d8 Necrotic or Radiant damage (your choice).

Potent Spellcasting. Add your Wisdom modifier to the damage you deal with any Cleric cantrip.

Foundry Note

During advancement you will be able to choose which option you prefer.

Blessed Strikes: Divine Strike

Class Feat

Once on each of your turns when you hit a creature with an attack roll using a weapon, you can cause the target to take an extra 1d8 Necrotic or Radiant damage (your choice).

Foundry Note

This feature's damage will automatically increase when you gain Improved Blessed Strikes.

Blessed Strikes: Potent Spellcasting

Class Feat

Add your Wisdom modifier to the damage you deal with any Cleric cantrip.

Foundry Note

This bonus damage is not automatically included in your cantrips.

You can add [[lookup @abilities.wis.mod]] to the Situational Bonus field of your cantrip's damage rolls or you can permanently add it to your cantrips by adding "@abilities.wis.mod" (minus the quotes) in the Bonus field.

Alternatively, the Damage activity on this feature includes your Wisdom modifier and allows you to choose the damage type in the roll's dialog box.

Blessing of the Trickster

Class Feat

As a Magic action, you can choose yourself or a willing creature within 30 feet of yourself to have Advantage on Dexterity (Stealth) checks. This blessing lasts until you finish a Long Rest or you use this feature again.

Foundry Note

This feature includes an Active Effect for tracking the blessing but it does not automate the advantage on Stealth checks or automatically end when you use this feature again.

Body and Mind

Class Feat

You have developed your body and mind to new heights. Your Dexterity and Wisdom scores increase by 4, to a maximum of 25.

Bonus Proficiencies

Class Feat

You gain proficiency with three skills of your choice.

Branches of the Tree

Class Feat

Whenever a creature you can see starts its turn within 30 feet of you while your Rage is active, you can take a Reaction to summon spectral branches of the World Tree around it. The target must succeed on a Strength saving throw (DC 8 plus your Strength modifier and Proficiency Bonus) or be teleported to an unoccupied space you can see within 5 feet of yourself or in the nearest unoccupied space you can see. After the target teleports, you can reduce its Speed to 0 until the end of the current turn.

Foundry Note

This feature includes an Active Effect which can be applied to the target and will reduce their Speed.

Brutal Strike

Class Feat

If you use [[/item Reckless Attack]], you can forgo any Advantage on one Strength-based attack roll of your choice on your turn. The chosen attack roll mustn't have Disadvantage. If the chosen attack roll hits, the target takes an extra [[lookup @scale.barbarian.brutal-strike]] damage of the same type dealt by the weapon or Unarmed Strike, and you can cause one Brutal Strike effect of your choice. You have the following effect options.

Forceful Blow. The target is pushed 15 feet straight away from you. You can then move up to half your Speed straight toward the target without provoking Opportunity Attacks.

Hamstring Blow. The target's Speed is reduced by 15 feet until the start of your next turn. A target can be affected by only one Hamstring Blow at a time - the most recent one.

Foundry Note

This feature includes an Active Effect for the Hamstring Blow which can be applied to a target.

The damage activity automatically scales when you gain Improved Brutal Strike (2).

Bulwark of Force

Class Feat

You can shield yourself and others with telekinetic force. As a Bonus Action, you can choose creatures, including yourself, within 30 feet of yourself, up to a number of creatures equal to your Intelligence modifier (minimum of one creature). Each of the chosen creatures has Half Cover for 1 minute or until you have the Incapacitated condition.

Once you use this feature, you can't do so again until you finish a Long Rest unless you expend a Psionic Energy Die (no action required) to restore your use of it.

Foundry Note

This feature includes an Active Effect which applies the Half Cover status but it does not automatically end.

The Recharge with Psionic Energy activity will consume a use of your Psionic Energy Die and grant another use of this feature automatically.

Careful Spell

Class Feat

Cost: 1 Sorcery Point

When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, spend 1 Sorcery Point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell, and it takes no damage if it would normally take half damage on a successful save.

Creatures You Can Protect: [[lookup @abilities.cha.mod]]

Celestial Resilience

Class Feat

You gain Temporary Hit Points whenever you use your Magical Cunning feature or finish a Short or Long Rest. These Temporary Hit Points equal your Warlock level plus your Charisma modifier. Additionally, choose up to five creatures you can see when you gain the points. Those creatures each gain Temporary Hit Points equal to half your Warlock level plus your Charisma modifier.

Foundry Note

The Your Temporary Hit Points and the Chosen Creatures Hit Points activities both include the correct number of Temporary Hit Points for their respective targets.

Celestial Spells

Class Feat

The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Celestial Spells table, you thereafter always have the listed spells prepared.

Warlock Level Spells
3 Aid, Cure Wounds, Guiding Bolt, Lesser Restoration, Light, Sacred Flame
5 Daylight, Revivify
7 Guardian of Faith, Wall of Fire
9 Greater Restoration, Summon Celestial

Foundry Note

As you level up these spells will be granted to you automatically.

Channel Divinity

Class Feat

You can channel divine energy directly from the Outer Planes to fuel magical effects. You start with two such effects: Divine Spark and Turn Undead, each of which is described below. Each time you use this class's Channel Divinity, choose which Channel Divinity effect from this class to create. You gain additional effect options at higher Cleric levels.

You can use this class's Channel Divinity twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain additional uses when you reach certain Cleric levels, as shown in the Channel Divinity column of the Cleric Features table.

If a Channel Divinity effect requires a saving throw, the DC equals the spell save DC from this class's Spellcasting feature.

Divine Spark. As a Magic action, you point your Holy Symbol at another creature you can see within 30 feet of yourself and focus divine energy at it. Roll 1d8 and add your Wisdom modifier. You either restore Hit Points to the creature equal to that total or force the creature to make a Constitution saving throw. On a failed save, the creature takes Necrotic or Radiant damage (your choice) equal to that total. On a successful save, the creature takes half as much damage (round down).

You roll an additional d8 when you reach Cleric levels 7 (2d8), 13 (3d8), and 18 (4d8).

Turn Undead. As a Magic action, you present your Holy Symbol and censure Undead creatures. Each Undead of your choice within 30 feet of you must make a Wisdom saving throw. If the creature fails its save, it has the Frightened and Incapacitated conditions for 1 minute. For that duration, it tries to move as far from you as it can on its turns. This effect ends early on the creature if it takes any damage, if you have the Incapacitated condition, or if you die.

Foundry Note

This feature will automatically restore 1 use on a Short Rest and all on a Long Rest. The uses scale automatically as you level up.

The Divine Spark: Heal activity includes the healing effect.

The Divine Spark: Save activity includes the saving throw.

The Turn Undead activity includes an Active Effect that applies the Frightened and Incapacitated conditions.

Channel Divinity

Class Feat

You can channel divine energy directly from the Outer Planes, using it to fuel magical effects. You start with one such effect: Divine Sense, which is described below. Other Paladin features give additional Channel Divinity effect options. Each time you use this class’s Channel Divinity, you choose which effect from this class to create.

You can use this class’s Channel Divinity twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain an additional use when you reach Paladin level 11.

If a Channel Divinity effect requires a saving throw, the DC equals the spell save DC from this class’s Spellcasting feature.

Divine Sense. As a Bonus Action, you can open your awareness to detect Celestials, Fiends, and Undead. For the next 10 minutes or until you have the Incapacitated condition, you know the location of any creature of those types within 60 feet of yourself, and you know its creature type. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.

Foundry Note

The uses of your Channel Divinity increase automatically as you level up. It automatically regains the correct uses after Short and Long Rests.

The Divine Sense activity includes an Active Effect but it does not automatically reveal the given creatures.

Circle Forms

Class Feat

You can channel lunar magic when you assume a Wild Shape form, granting you the benefits below.

Challenge Rating. The maximum Challenge Rating for the form equals your Druid level divided by 3 (round down, currently [[(floor(@classes.druid.levels / 3))]]).

Armor Class. Until you leave the form, your AC equals 13 plus your Wisdom modifier if that total is higher than the Beast's AC.

Temporary Hit Points. You gain a number of Temporary Hit Points equal to three times your Druid level.

Foundry Note

This feature can be used instead of Wild Shape and includes the expanded options and AC/Temporary Hit Point changes.

Circle of the Land Spells

Class Feat

Whenever you finish a Long Rest, choose one type of land: arid, polar, temperate, or tropical. Consult the table below that corresponds to the chosen type; you have the spells listed for your Druid level and lower prepared.

Druid Level Circle Spells
3 Blur, Burning Hands, Fire Bolt
5 Fireball
7 Blight
9 Wall of Stone
Druid Level Circle Spells
3 Fog Cloud, Hold Person, Ray of Frost
5 Sleet Storm
7 Ice Storm
9 Cone of Cold
Druid Level Circle Spells
3 Misty Step, Shocking Grasp, Sleep
5 Lightning Bolt
7 Freedom of Movement
9 Tree Stride
Druid Level Circle Spells
3 Acid Splash, Ray of Sickness, Web
5 Stinking Cloud
7 Polymorph
9 Insect Plague

Foundry Note

This feature does not automate swapping between prepared spell options.

Circle of the Moon Spells

Class Feat

When you reach a Druid level specified in the Circle of the Moon Spells table, you thereafter always have the listed spells prepared.

In addition, you can cast the spells from this feature while you're in a Wild Shape form.

Druid Level Prepared Spells
3 Cure Wounds, Moonbeam, Starry Wisp
5 Conjure Animals
7 Fount of Moonlight
9 Mass Cure Wounds

Circle of the Sea Spells

Class Feat

When you reach a Druid level specified in the Circle of the Sea Spells table, you thereafter always have the listed spells prepared.

Druid Level Prepared Spells
3 Fog Cloud, Gust of Wind, Ray of Frost, Shatter, Thunderwave
5 Lightning Bolt, Water Breathing
7 Control Water, Ice Storm
9 Conjure Elemental, Hold Monster

Clairvoyant Combatant

Class Feat

When you form a telepathic bond with a creature using your Awakened Mind, you can force that creature to make a Wisdom saving throw against your spell save DC. On a failed save, the creature has Disadvantage on attack rolls against you, and you have Advantage on attack rolls against that creature for the duration of the bond.

Once you use this feature, you can’t use it again until you finish a Short or Long Rest unless you expend a Pact Magic spell slot (no action required) to restore your use of it.

Foundry Note

The Save activity includes an Active Effect which can be used for tracking the Disadvantage but it does not automate the Advantage/Disadvantage.

The Regain Use activity will deduct a Pact Magic spell slot and restore a use of this feature.

Cloak of Shadows

Class Feat

As a Magic action while entirely within Dim Light or Darkness, you can expend 3 Focus Points to shroud yourself with shadows for 1 minute, until you have the Incapacitated condition, or until you end your turn in Bright Light. While shrouded by these shadows, you gain the following benefits.

Invisibility. You have the Invisible condition.

Partially Incorporeal. You can move through occupied spaces as if they were Difficult Terrain. If you end your turn in such a space, you are shunted to the last unoccupied space you were in.

Shadow Flurry. You can use your Flurry of Blows without expending any Focus Points.

Foundry Note

This feature includes an Active Effect which will apply the Invisible condition to you.

Clockwork Cavalcade

Class Feat

You momentarily summon spirits of order to expunge disorder around you. As a Magic action, you summon the spirits in a 30-foot Cube originating from you. The spirits look like modrons or other Constructs of your choice. The spirits are intangible and invulnerable, and they create the effects below within the Cube before vanishing. Once you use this action, you can’t use it again until you finish a Long Rest unless you spend 7 Sorcery Points (no action required) to restore your use of it.

Heal. The spirits restore up to 100 Hit Points, divided as you choose among any number of creatures of your choice in the Cube.

Repair. Any damaged objects entirely in the Cube are repaired instantly.

Dispel. Every spell of level 6 and lower ends on creatures and objects of your choice in the Cube.

Foundry Note

The Cavalcade (Free) activity includes a free use and the Cavalcade (Sorcery Points) activity expends the correct number of Sorcery Points. Both include a template for tracking the impacted area.

Clockwork Spells

Class Feat

When you reach a Sorcerer level specified in the Clockwork Spells table, you thereafter always have the listed spells prepared.

Sorcerer Level Spells
3 Aid, Alarm, Lesser Restoration, Protection from Evil and Good
5 Dispel Magic, Protection from Energy
7 Freedom of Movement, Summon Construct
9 Greater Restoration, Wall of Force

In addition, consult the Manifestations of Order table and choose or randomly determine a way your connection to order manifests while you are casting any of your Sorcerer spells.

Foundry Note

The spells will be automatically granted as you level up.

Combat Inspiration

Class Feat

You can use your wit to turn the tide of battle. A creature that has a Bardic Inspiration die from you can use it for one of the following effects.

Defense. When the creature is hit by an attack roll, that creature can use its Reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, potentially causing the attack to miss.

Offense. Immediately after the creature hits a target with an attack roll, the creature can roll the Bardic Inspiration die and add the number rolled to the attack's damage against the target.

Combat Superiority

Class Feat

Your experience on the battlefield has refined your fighting techniques. You learn maneuvers that are fueled by special dice called Superiority Dice.

Maneuvers. You learn three maneuvers of your choice from the Maneuver Options section. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.

You learn two additional maneuvers of your choice when you reach Fighter levels 7, 10, and 15. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Superiority Dice. You have four Superiority Dice, which are d8s. A Superiority Die is expended when you use it. You regain all expended Superiority Dice when you finish a Short or Long Rest.

You gain an additional Superiority Die when you reach Fighter levels 7 (five dice total) and 15 (six dice total).

Saving Throws. If a maneuver requires a saving throw, the DC equals 8 plus your Strength or Dexterity modifier (your choice) and Proficiency Bonus.

Foundry Note

Your Superiority Dice will automatically increase in count and die type as you level up.

Commander's Strike

Class Feat

When you take the Attack action on your turn, you can replace one of your attacks to direct one of your companions to strike. When you do so, choose a willing creature who can see or hear you and expend one Superiority Die. That creature can immediately use its Reaction to make one attack with a weapon or an Unarmed Strike, adding the Superiority Die to the attack's damage roll on a hit.

Foundry Note

The Directed Strike activity allows you to select the type of damage it should deal in the roll dialog.

Commanding Presence

Class Feat

When you make a Charisma (Intimidation, Performance, or Persuasion) check, you can expend one Superiority Die and add that die to the roll.

Contact Patron

Class Feat

In the past, you usually contacted your patron through intermediaries. Now you can communicate directly; you always have the Contact Other Plane spell prepared. With this feature, you can cast the spell without expending a spell slot to contact your patron, and you automatically succeed on the spell’s saving throw.

Once you cast the spell with this feature, you can’t do so in this way again until you finish a Long Rest.

Foundry Note

The spell is granted to you automatically at this level with a free use.

Controlled Chaos

Class Feat

You gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.

Corona of Light

Class Feat

As a Magic action, you cause yourself to emit an aura of sunlight that lasts for 1 minute or until you dismiss it (no action required). You emit Bright Light in a 60-foot radius and Dim Light for an additional 30 feet. Your enemies in the Bright Light have Disadvantage on saving throws against your Radiance of the Dawn and any spell that deals Fire or Radiant damage.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Foundry Note

This feature includes a target template of 60 feet for tracking the emitted Bright Light and an Active Effect for marking affected creatures but it does not automate the Disadvantage.

Cosmic Omen

Class Feat

Whenever you finish a Long Rest, you can consult your Star Map for omens and roll a die. Until you finish your next Long Rest, you gain access to a special Reaction based on whether you rolled an even or an odd number on the die:

Weal (Even). Whenever a creature you can see within 30 feet of you is about to make a D20 Test, you can take a Reaction to roll 1d6 and add the number rolled to the total.

Woe (Odd). Whenever a creature you can see within 30 feet of you is about to make a D20 Test, you can take a Reaction to roll 1d6 and subtract the number rolled from the total.

You can use this Reaction a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Foundry Note

The Weal and Woe activities will consume a use of this feature and provide an Add or Subtract roll.

Countercharm

Class Feat

You can use musical notes or words of power to disrupt mind-influencing effects. If you or a creature within 30 feet of you fails a saving throw against an effect that applies the Charmed or Frightened condition, you can take a Reaction to cause the save to be rerolled, and the new roll has Advantage.

Create Thrall

Class Feat

You can cast Summon Aberration, you can modify it so that it doesn’t require Concentration. If you do so, the spell’s duration becomes 1 minute for that casting, and when summoned, the Aberration has a number of Temporary Hit Points equal to your Warlock level plus your Charisma modifier.

In addition, the first time each turn the Aberration hits a creature under the effect of your Hex, the Aberration deals extra Psychic damage to the target equal to the bonus damage of that spell.

Foundry Note

The Hex activity includes the extra damage.

The Thrall Temporary HP activity includes the Temporary HP to apply to your Thrall when summoning without Concentration.

The spell is granted automatically as you level up.

Cunning Action

Class Feat

Your quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following actions as a Bonus Action: Dash, Disengage, or Hide.

Cunning Strike

Class Feat

You’ve developed cunning ways to use your Sneak Attack. When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack’s damage is dealt. For example, if you add the Poison effect, remove 1d6 from the Sneak Attack’s damage before rolling.

If a Cunning Strike effect requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus.

Poison (Cost: 1d6). You add a toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned target repeats the save, ending the effect on itself on a success.

To use this effect, you must have a Poisoner’s Kit on your person.

Trip (Cost: 1d6). If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition.

Withdraw (Cost: 1d6). Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks.

Foundry Note

After using Cunning Strike effects use the Cunning Sneak Attack activity on this feature. It will prompt you to select how many dice you expended on effects and deduct them from your Sneak Attack roll automatically.

You can select the damage type in the damage roll dialog.

The Poison activity includes an Active Effect that applies the Poisoned condition.

The Trip activity includes an Active Effect that applies the Prone condition or you can use the inline condition above.

Cutting Words

Class Feat

You learn to use your wit to supernaturally distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of yourself makes a damage roll or succeeds on an ability check or attack roll, you can take a Reaction to expend one use of your Bardic Inspiration; roll your Bardic Inspiration die, and subtract the number rolled from the creature's roll, reducing the damage or potentially turning the success into a failure.

Danger Sense

Class Feat

You gain an uncanny sense of when things aren’t as they should be, giving you an edge when you dodge perils. You have Advantage on Dexterity saving throws unless you have the Incapacitated condition.

Foundry Note

This feature automates the Advantage on Dexterity saving throws but is not automatically disabled when Incapacitated. It can be temporarily deactivated in the Effects tab.

Dark One's Blessing

Class Feat

When you reduce an enemy to 0 Hit Points, you gain Temporary Hit Points equal to your Charisma modifier plus your Warlock level (minimum of 1 Temporary Hit Point). You also gain this benefit if someone else reduces an enemy within 10 feet of you to 0 Hit Points.

Dark One's Own Luck

Class Feat

You can call on your fiendish patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add 1d10 to your roll. You can do so after seeing the roll but before any of the roll’s effects occur.

You can use this feature a number of times equal to your Charisma modifier (minimum of once), but you can use it no more than once per roll. You regain all expended uses when you finish a Long Rest.

Dazzling Footwork

Class Feat

While you aren't wearing armor or wielding a Shield, you gain the following benefits.

Dance Virtuoso. You have Advantage on any Charisma (Performance) check you make that involves you dancing.

Unarmored Defense. Your base Armor Class equals 10 plus your Dexterity and Charisma modifiers.

Agile Strikes. When you expend a use of your Bardic Inspiration as part of an action, a Bonus Action, or a Reaction, you can make one Unarmed Strike as part of that action, Bonus Action, or Reaction.

Bardic Damage. You can use Dexterity instead of Strength for the attack rolls of your Unarmed Strikes. When you deal damage with an Unarmed Strike, you can deal Bludgeoning damage equal to a roll of your Bardic Inspiration die plus your Dexterity modifier, instead of the strike's normal damage. This roll doesn't expend the die.

Foundry Note

This feature includes an Active Effect that sets up your Unarmored Defense which can be disabled if you would prefer to use armor.

The Unarmed Strike activity uses Dexterity and a Bardic Inspiration die for damage.

You are also granted an Unarmed Strike item which includes the changes.

Death Strike

Class Feat

When you hit with your Sneak Attack on the first round of a combat, the target must succeed on a Constitution saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus), or the attack’s damage is doubled against the target.

Foundry Note

The Death Strike activity includes the save and your normal Sneak Attack damage.

With the target selected you can either right click on the damage roll's chat card and select * Apply Double Damage or click the "2" button and then the * Apply button.

Defensive Tactics

Class Feat

You gain one of the following feature options of your choice. Whenever you finish a Short or Long Rest, you can replace the chosen option with the other one.

Escape the Horde. Opportunity Attacks have Disadvantage against you.

Multiattack Defense. When a creature hits you with an attack roll, that creature has Disadvantage on all other attack rolls against you this turn.

Foundry Note

This feature includes a Multiattack Defense activity with an Active Effect which can be used to track a creature that has Disadvantage against you but it does not automate the effect.

Deflect Attacks

Class Feat

When an attack roll hits you and its damage includes Bludgeoning, Piercing, or Slashing damage, you can take a Reaction to reduce the attack's total damage against you. The reduction equals 1d10 plus your Dexterity modifier and Monk level.

If you reduce the damage to 0, you can expend 1 Focus Point to redirect some of the attack's force. If you do so, choose a creature you can see within 5 feet of yourself if the attack was a melee attack or a creature you can see within 60 feet of yourself that isn't behind Total Cover if the attack was a ranged attack. That creature must succeed on a Dexterity saving throw or take damage equal to two rolls of your Martial Arts die plus your Dexterity modifier. The damage is the same type dealt by the attack.

Foundry Note

The Reduce activity can be used to heal yourself to reduce the total damage if it's not enough to reduce it to 0.

The Redirect activity can be used to roll damage and consume a use of your Focus Points if you can reduce it to 0. You can select the type of damage in the roll dialog. The dice increase automatically as you level up.

Deflect Energy

Class Feat

You can now use your Deflect Attacks feature against attacks that deal any damage type, not just Bludgeoning, Piercing, or Slashing.

The Reduce activity can be used to heal yourself to reduce the total damage if it's not enough to reduce it to 0.

The Redirect activity can be used to roll damage and consume a use of your Focus Points if you can reduce it to 0. You can select the type of damage in the roll dialog. The dice increase automatically as you level up.

Deft Explorer

Class Feat

Thanks to your travels, you gain the following benefits.

Expertise. Choose one of your skill proficiencies with which you lack Expertise. You gain Expertise in that skill.

Languages. You know two languages of your choice from the language tables in chapter 2.

Foundry Note

You will be prompted for choices when you add the Ranger class to your character sheet.

Devil's Sight

Class Feat

Prerequisite: Level 2+ Warlock

You can see normally in Dim Light and Darkness—both magical and nonmagical—within 120 feet of yourself.

Foundry Note

This feature includes an Active Effect that grants you darkvision to 120 feet.

Devious Strikes

Class Feat

You’ve practiced new ways to use your Sneak Attack deviously. The following effects are now among your Cunning Strike options.

Daze (Cost: 2d6). The target must succeed on a Constitution saving throw, or on its next turn, it can do only one of the following: move or take an action or a Bonus Action.

Knock Out (Cost: 6d6). The target must succeed on a Constitution saving throw, or it has the Unconscious condition for 1 minute or until it takes any damage. The Unconscious target repeats the save at the end of each of its turns, ending the effect on itself on a success.

Obscure (Cost: 3d6). The target must succeed on a Dexterity saving throw, or it has the Blinded condition until the end of its next turn.

Foundry Note

After using Cunning Strike effects use the [[/item Cunning Strike activity=Cunning Sneak Attack]]{Cunning Sneak Attack} activity. It will prompt you to select how many dice you expended on effects and deduct them from your Sneak Attack roll automatically.

You can control the damage type in the damage roll dialog box.

The Daze activity includes an Active Effect for tracking the dazed target but it does not automate the effect.

The Knock Out activity includes an Active Effect which applies the Unconscious condition.

The Obscure activity includes an Active Effect which applies the Blinded condition.

Devouring Blade

Class Feat

Prerequisite: Level 12+ Warlock, Thirsting Blade Invocation

The Extra Attack of your Thirsting Blade invocation confers two extra attacks rather than one.

Disarming Attack

Class Feat

When you hit a creature with an attack roll, you can expend one Superiority Die to attempt to disarm the target. Add the Superiority Die roll to the attack's damage roll. The target must succeed on a Strength saving throw or drop one object of your choice that it's holding, with the object landing in its space.

Foundry Note

This feature will automatically use the higher of your Strength/Dexterity for the save.

The Damage included in the save allows you to select the type of damage it should deal in the roll dialog. It will remember your choice going forwards.

Disciple of Life

Class Feat

When a spell you cast with a spell slot restores Hit Points to a creature, that creature regains additional Hit Points on the turn you cast the spell. The additional Hit Points equal 2 plus the spell slot's level.

Foundry Note

This feature includes a healing activity. Set the scale to the spell slot level you cast and it will provide a healing roll for you.

Disciplined Survivor

Class Feat

Your physical and mental discipline grant you proficiency in all saving throws.

Additionally, whenever you make a saving throw and fail, you can expend 1 Focus Point to reroll it, and you must use the new roll.

Foundry Note

You will automatically be granted the additional Saving Throw proficiencies as you level up.

Use this feature to expend 1 Focus Point.

Distant Spell

Class Feat

Cost: 1 Sorcery Point

When you cast a spell that has a range of at least 5 feet, you can spend 1 Sorcery Point to double the spell’s range. Or when you cast a spell that has a range of Touch, you can spend 1 Sorcery Point to make the spell’s range 30 feet.

Distracting Strike

Class Feat

When you hit a creature with an attack roll, you can expend one Superiority Die to distract the target. Add the Superiority Die roll to the attack's damage roll. The next attack roll against the target by an attacker other than you has Advantage if the attack is made before the start of your next turn.

Foundry Note

This feature includes an Active Effect which can be used for tracking the distracted target but does not automate the Advantage.

The Damage activity allows you to select the type of damage it should deal in the roll dialog.

Divination Savant

Class Feat

Choose two Wizard spells from the Divination school (change the Grouping mode to "School" for easier selection), each of which must be no higher than level 2, and add them to your spellbook for free.

In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Divination school to your spellbook for free. The chosen spell must be of a level for which you have spell slots.

Divine Fury

Class Feat

You can channel divine power into your strikes. On each of your turns while your Rage is active, the first creature you hit with a weapon or an Unarmed Strike takes extra damage equal to 1d6 plus half your Barbarian level (round down). The extra damage is Necrotic or Radiant; you choose the type each time you deal the damage.

Foundry Note

This feature includes an activity for each type of damage.

Divine Intervention

Class Feat

You can call on your deity or pantheon to intervene on your behalf. As a Magic action, choose any Cleric spell of level 5 or lower that doesn't require a Reaction to cast. As part of the same action, you cast that spell without expending a spell slot or needing Material components. You can't use this feature again until you finish a Long Rest.

Foundry Note

Uncheck the "Consumption" box when casting the spell for the free use. This feature can be used to track available uses.

Divine Order

Class Feat

You have dedicated yourself to one of the following sacred roles of your choice.

Protector. Trained for battle, you gain proficiency with Martial weapons and training with Heavy armor.

Thaumaturge. You know one extra cantrip from the Cleric spell list. In addition, your mystical connection to the divine gives you a bonus to your Intelligence (Arcana or Religion) checks. The bonus equals your Wisdom modifier (minimum of +1).

Foundry Note

During advancement you will be able to choose which option you prefer.

Divine Order: Protector

Class Feat

You have dedicated yourself to the following sacred role:

Protector. Trained for battle, you gain proficiency with Martial weapons and training with Heavy armor.

Foundry Note

This feature includes an Active Effect which grants the proficiency and training.

Divine Order: Thaumaturge

Class Feat

You have dedicated yourself to the following sacred role:

Thaumaturge. You know one extra cantrip from the Cleric spell list. In addition, your mystical connection to the divine gives you a bonus to your Intelligence (Arcana or Religion) checks. The bonus equals your Wisdom modifier (minimum of +1, currently [[lookup @abilities.wis.mod]]).

Foundry Note

This feature includes an Active Effect which increases the number of cantrips you can know and grants the bonus to your Intelligence (Arcana or Religion) checks.

Draconic Resilience

Class Feat

The magic in your body manifests physical traits of your draconic gift. Your Hit Point maximum increases by 3, and it increases by 1 whenever you gain another Sorcerer level.

Parts of you are also covered by dragon-like scales. While you aren’t wearing armor, your base Armor Class equals 10 plus your Dexterity and Charisma modifiers.

Foundry Note

This feature includes an Active Effect that automatically increases your Hit Point maximum and sets up your Unarmored Defense which can be disabled if you would prefer to use armor.

Draconic Spells

Class Feat

When you reach a Sorcerer level specified in the Draconic Spells table, you thereafter always have the listed spells prepared.

Sorcerer Level Spells
3 Alter Self, Chromatic Orb, Command, Dragon’s Breath
5 Fear, Fly
7 Arcane Eye, Charm Monster
9 Legend Lore, Summon Dragon

Foundry Note

The spells will be automatically granted as you level up.

Dragon Companion

Class Feat

You can cast Summon Dragon without a Material component. You can also cast it once without a spell slot, and you regain the ability to cast it in this way when you finish a Long Rest.

Whenever you start casting the spell, you can modify it so that it doesn’t require Concentration. If you do so, the spell’s duration becomes 1 minute for that casting.

Foundry Note

This feature can be used for tracking your free usage. When you cast the spell you can uncheck the "Consumption" box and, optionally, the "Concentration" box.

Dragon Wings

Class Feat

As a Bonus Action, you can cause draconic wings to appear on your back. The wings last for 1 hour or until you dismiss them (no action required). For the duration, you have a Fly Speed of 60 feet.

Once you use this feature, you can’t use it again until you finish a Long Rest unless you spend 3 Sorcery Points (no action required) to restore your use of it.

Foundry Note

The Dragon Wings activity includes an Active Effect that grants you a Fly Speed of 60 feet.

The Restore Use activity can be used to expend the Sorcery Points to restore a use of the Dragon Wings activity.

Dread Ambusher

Class Feat

You have mastered the art of creating fearsome ambushes, granting you the following benefits.

Ambusher’s Leap. At the start of your first turn of each combat, your Speed increases by 10 feet until the end of that turn.

Dreadful Strike. When you attack a creature and hit it with a weapon, you can deal an extra 2d6 Psychic damage. You can use this benefit only once per turn, you can use it a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Initiative Bonus. When you roll Initiative, you can add your Wisdom modifier to the roll.

Foundry Note

This feature includes an Active Effect which automatically adds your Wisdom modifier to your Initiative roll.

The Dreadful Strike activity includes the additional damage and tracks your limited number of uses. It's damage will automatically increase when you gain the Stalker's Flurry feature.

The Ambusher's Leap activity includes an Active Effect that can be used to increase your Speed by 10 feet.

Dreadful Strikes

Class Feat

You can augment your weapon strikes with mind-scarring magic drawn from the murky hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra 1d4 Psychic damage to the target, which can take this extra damage only once per turn. The extra damage increases to 1d6 when you reach Ranger level 11.

Foundry Note

The Damage activity includes the extra damage. It automatically scales as you level up.

Druidic

Class Feat

You know Druidic, the secret language of Druids. While learning this ancient tongue, you also unlocked the magic of communicating with animals; you always have the Speak with Animals spell prepared.

You can use Druidic to leave hidden messages. You and others who know Druidic automatically spot such a message. Others spot the message's presence with a successful Investigation check check but can't decipher it without magic.

Foundry Note

Druidic and Speak with Animals are automatically added during advancement.

Elder Champion

Class Feat

As a Bonus Action, you can imbue your Aura of Protection with primal power, granting the benefits below for 1 minute or until you end them (no action required). Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).

Diminish Defiance. Enemies in the aura have Disadvantage on saving throws against your spells and Channel Divinity options.

Regeneration. At the start of each of your turns, you regain 10 Hit Points.

Swift Spells. Whenever you cast a spell that has a casting time of an action, you can cast it using a Bonus Action instead.

Foundry Note

The Elder Champion activity will consume a use and includes an Active Effect which can be used for tracking creatures impacted by Diminished Defense.

The Regeneration activity includes the 10 Hit Points you can regain each turn.

The Restore Use activity will consume a 5th level spell slot and restore a use of this feature.

Eldritch Hex

Class Feat

Your alien patron grants you a powerful curse. You always have the Hex spell prepared. When you cast Hex and choose an ability, the target also has Disadvantage on saving throws of the chosen ability for the duration of the spell.

Foundry Note

The spell is automatically added to your sheet when you level up.

Eldritch Invocations

Class Feat

You have unearthed Eldritch Invocations, pieces of forbidden knowledge that imbue you with an abiding magical ability or other lessons. You gain one invocation of your choice, such as Pact of the Tome. Invocations are described in the Eldritch Invocation Options section.

Prerequisites. If an invocation has a prerequisite, you must meet it to learn that invocation. For example, if an invocation requires you to be a level 5+ Warlock, you can select the invocation once you reach Warlock level 5.

Replacing and Gaining Invocations. Whenever you gain a Warlock level, you can replace one of your invocations with another one for which you qualify. You can’t replace an invocation if it’s a prerequisite for another invocation that you have.

When you gain certain Warlock levels, you gain more invocations of your choice, as shown in the Invocations column of the Warlock Features table.

Current Max Eldritch Invocations: [[lookup @scale.warlock.invocations-known]]

You can’t pick the same invocation more than once unless its description says otherwise.

Foundry Note

You will be prompted for your choices as you level up. The advancement system does not prevent you from taking any invocations so be sure that you meet the requirements before selecting one.

Eldritch Master

Class Feat

When you use your Magical Cunning feature, you regain all your expended Pact Magic spell slots.

Foundry Note

Use this feature to restore all expended Pact Magic spell slots. It will consume the free use from your Magical Cunning feature.

Eldritch Mind

Class Feat

You have Advantage on Constitution saving throws that you make to maintain Concentration.

Eldritch Smite

Class Feat

Prerequisite: Level 5+ Warlock, Pact of the Blade Invocation

Once per turn when you hit a creature with your pact weapon, you can expend a Pact Magic spell slot to deal an extra 1d8 Force damage to the target, plus another 1d8 per level of the spell slot, and you can give the target the Prone condition if it is Huge or smaller.

Foundry Note

The Smite activity consumes a Pact Magic spell slot and increases the damage based on your pact spell level.

Eldritch Spear

Class Feat

Prerequisite: Level 2+ Warlock, a Warlock Cantrip That Deals Damage

Choose one of your known Warlock cantrips that deals damage and has a range of 10+ feet. When you cast that spell, its range increases by a number of feet equal to 30 times your Warlock level.

Repeatable. You can gain this invocation more than once. Each time you do so, choose a different eligible cantrip.

Foundry Note

Use the Increase Range enchantment activity and drag your chosen cantrip to the chat card to increase its range and append ", Eldritch Spear" for easier identification.

Eldritch Strike

Class Feat

You learn how to make your weapon strikes undercut a creature's ability to withstand your spells. When you hit a creature with an attack using a weapon, that creature has Disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.

Foundry Note

This feature includes an Active Effect which can be used for tracking but does not automate the Disadvantage.

Elemental Affinity

Class Feat

Your draconic magic has an affinity with a damage type associated with dragons. Choose one of those types: Acid, Cold, Fire, Lightning, or Poison.

You have Resistance to that damage type, and when you cast a spell that deals damage of that type, you can add your Charisma modifier to one damage roll of that spell.

Foundry Note

You will be prompted to choose the damage type as you level up. The additional damage is not automatically added but this feature includes an activity for each type of damage.

You can speed up use of this feature by moving your chosen damage type to the top and it will be used automatically when using this feature.

Elemental Attunement

Class Feat

At the start of your turn, you can expend 1 Focus Point to imbue yourself with elemental energy. The energy lasts for 10 minutes or until you have the Incapacitated condition. You gain the following benefits while this feature is active.

Reach. When you make an Unarmed Strike, your reach is 10 feet greater than normal, as elemental energy extends from you.

Elemental Strikes. Whenever you hit with your Unarmed Strike, you can cause it to deal your choice of Acid, Cold, Fire, Lightning, or Thunder damage rather than its normal damage type. When you deal one of these types with it, you can also force the target to make a [[/save]]{Strength saving throw.} On a failed save, you can move the target up to 10 feet toward or away from you, as elemental energy swirls around it.

Foundry Note

The Activate Attunement activity expends 1 Focus Point and self-enchants to provide the two activities mentioned below. Additionally, when activated, this activity will be renamed to "End Attunement" with no Focus Point cost and can be used to remove the attunement benefits once the duration ends.

The Elemental Strike activity can be used for your Unarmed Strike and will allow you to select the damage type in the roll dialog.

The Elemental Save activity includes the Strength saving throw.

Elemental Burst

Class Feat

As a Magic action, you can expend 2 Focus Points to cause elemental energy to burst in a 20-foot-radius Sphere centered on a point within 120 feet of yourself. Choose a damage type: Acid, Cold, Fire, Lightning, or Thunder.

Each creature in the Sphere must make a Dexterity saving throw. On a failed save, a creature takes damage of the chosen type equal to three rolls of your Martial Arts die. On a successful save, a creature takes half as much damage.

Foundry Note

The damage type can be selected in the roll dialog.

Elemental Epitome

Class Feat

While your Elemental Attunement is active, you also gain the following benefits.

Damage Resistance. You gain Resistance to one of the following damage types of your choice: Acid, Cold, Fire, Lightning, or Thunder. At the start of each of your turns, you can change this choice.

Destructive Stride. When you use your Step of the Wind, your Speed increases by 20 feet until the end of the turn. For that duration, any creature of your choice takes damage equal to one roll of your Martial Arts die when you enter a space within 5 feet of it. The damage type is your choice of Acid, Cold, Fire, Lightning, or Thunder. A creature can take this damage only once per turn.

Empowered Strikes. Once on each of your turns, you can deal extra damage to a target equal to one roll of your Martial Arts die when you hit it with an Unarmed Strike. The extra damage is the same type dealt by that strike.

Foundry Note

This Damage Resistance activity includes 5 Active Effects which you can toggle between to select your preferred Resistance.

The Destructive Stride activity includes an Active Effect which can increase your Movement Speed by 20 feet and allows you to choose the type of damage in the roll dialog.

The Empowered Strike activity allows you to choose the damage type in the roll dialog.

Elemental Fury

Class Feat

The might of the elements flows through you. You gain one of the following options of your choice.

Potent Spellcasting. Add your Wisdom modifier to the damage you deal with any Druid cantrip.

Primal Strike. Once on each of your turns when you hit a creature with an attack roll using a weapon or a Beast form's attack in Wild Shape, you can cause the target to take an extra 1d8 1d8 cold damage{cold}, 1d8 fire damage{fire}, 1d8 lightning damage{lightning}, or 1d8 thunder damage{thunder} damage (choose when you hit).

Foundry Note

You will be prompted to choose during advancement.

Elemental Fury: Potent Spellcasting

Class Feat

Add your Wisdom modifier to the damage you deal with any Druid cantrip (currently, [[lookup @abilities.wis.mod]]).

Foundry Note

This feature does not automate the addition of the Wisdom modifier to Druid cantrips.

Elemental Fury: Primal Strike

Class Feat

Once on each of your turns when you hit a creature with an attack roll using a weapon or a Beast form's attack in Wild Shape, you can cause the target to take an extra 1d8 1d8 cold damage{cold}, 1d8 fire damage{fire}, 1d8 lightning damage{lightning}, or 1d8 thunder damage{thunder} damage (choose when you hit).

Foundry Note

This feature's damage will automatically increase when you gain Improved Elemental Fury. If using the activity you will be able to select the damage type when rolling. It will default to your previously chosen damage type.

Elusive

Class Feat

You’re so evasive that attackers rarely gain the upper hand against you. No attack roll can have Advantage against you unless you have the Incapacitated condition.

Empowered Evocation

Class Feat

Whenever you cast a Wizard spell from the Evocation school, you can add your Intelligence modifier to one damage roll of that spell.

Foundry Note

You can add your Intelligence modifier to the spell's Situational Bonus in the damage dialog or use this feature's Damage activity which allows you to select the type in the damage dialog.

Empowered Spell

Class Feat

Cost: 1 Sorcery Point

When you roll damage for a spell, you can spend 1 Sorcery Point to reroll a number of the damage dice up to your Charisma modifier (minimum of one, currently [[lookup @abilities.cha.mod]]), and you must use the new rolls.

You can use Empowered Spell even if you’ve already used a different Metamagic option during the casting of the spell.

Empowered Strikes

Class Feat

Whenever you deal damage with your Unarmed Strike, it can deal your choice of Force damage or its normal damage type.

Foundry Note

The Empowered Strike activity on this feature can allows you to choose between Force and Bludgeoning damage in the roll dialog. It will remember your choice going forward.

It uses your Martial Arts Die (currently [[lookup @scale.monk.die]] for damage and will automatically update as you level up.

Envenom Weapons

Class Feat

When you use the [[/item Cunning Strike activity="Poison"]]{Poison} option of your Cunning Strike, the target also takes 2d6 damage damage whenever it fails the saving throw. This damage ignores Resistance to Poison damage.

Foundry Note

The Poison activity on this feature includes the save and poison damage.

Alternatively, you can use the inline roll above if you've already used the original activity.

Important: This damage does not automatically bypass resistances so ensure the correct damage is being applied.

Epic Boon

Class Feat

You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Irresistible Offense is recommended.

Epic Boon

Class Feat

You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Spell Recall is recommended.

Epic Boon

Class Feat

You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Fate is recommended.

Epic Boon

Class Feat

You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Dimensional Travel is recommended.

Epic Boon

Class Feat

You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Combat Prowess is recommended.

Epic Boon

Class Feat

You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Irresistible Offense is recommended.

Foundry Note

You will be prompted for a choice while leveling up.

Epic Boon

Class Feat

You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Truesight is recommended.

Foundry Note

You will be prompted for a choice while leveling up.

Epic Boon

Class Feat

You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of the Night Spirit is recommended.

Foundry Note

You will be prompted for a choice while leveling up.

Epic Boon

Class Feat

You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Dimensional Travel is recommended.

Foundry Note

You will be prompted for a choice while leveling up.

Epic Boon

Class Feat

You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Dimensional Travel is recommended.

Foundry Note

You will be prompted for a choice while leveling up.

Epic Boon

Class Feat

You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Fate is recommended.

Foundry Note

You will be prompted for a choice while leveling up.

Epic Boon

Class Feat

You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Spell Recall is recommended.

Foundry Note

You will be prompted for a choice while leveling up.

Evasion

Class Feat

When you're subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail.

You don't benefit from this feature if you have the Incapacitated condition.

Evasion

Class Feat

You can nimbly dodge out of the way of certain dangers. When you’re subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail. You can’t use this feature if you have the Incapacitated condition.

Foundry Note

With your token selected you can either right click on the damage roll's chat card and select * Apply Half Damage or click the "1/2" button and then the * Apply button.

Evasive Footwork

Class Feat

As a Bonus Action, you can expend one Superiority Die and take the Disengage action. You also roll the die and add the number rolled to your AC until the start of your next turn.

Evocation Savant

Class Feat

Choose two Wizard spells from the Evocation school (change the Grouping mode to "School" for easier selection), each of which must be no higher than level 2, and add them to your spellbook for free.

In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Evocation school to your spellbook for free. The chosen spell must be of a level for which you have spell slots.

Exceptional Training

Class Feat

When you take a Bonus Action to command your Primal Companion beast to take an action, you can also command it to take the Dash, Disengage, Dodge, or Help action using its Bonus Action.

In addition, whenever it hits with an attack roll and deals damage, it can deal your choice of Force damage or its normal damage type.

Foundry Note

The Train Companion enchantment activity is designed to be applied to your Companion's "Beast's Strike" item and adds the option of Force damage to that Action's damage roll configuration.

Expert Divination

Class Feat

Casting Divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a Divination spell using a level 2+ spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the slot you expended and can’t be higher than level 5.

Foundry Note

You can manually regain the expended spell slot or use the Regain Spell Slot activity which will prompt you for the slot to restore.

Expertise

Class Feat

You gain Expertise in two of your skill proficiencies of your choice. Performance and Persuasion are recommended if you have proficiency in them.

At Bard level 9, you gain Expertise in two more of your skill proficiencies of your choice.

Expertise

Class Feat

You gain Expertise in two of your skill proficiencies of your choice. Sleight of Hand and Stealth are recommended if you have proficiency in them.

At Rogue level 6, you gain Expertise in two more of your skill proficiencies of your choice.

Foundry Note

You will be prompted for your expertise choices as you level up.

Expertise

Class Feat

Choose two of your skill proficiencies with which you lack Expertise. You gain Expertise in those skills.

Foundry Note

You will be prompted with a choice when you reach this level.

Extended Spell

Class Feat

Cost: 1 Sorcery Point

When you cast a spell that has a duration of 1 minute or longer, you can spend 1 Sorcery Point to double its duration to a maximum duration of 24 hours.

If the affected spell requires Concentration, you have Advantage on any saving throw you make to maintain that Concentration.

Extra Attack

Class Feat

You can attack twice instead of once whenever you take the Attack action on your turn.

Extra Attack

Class Feat

You can attack twice instead of once whenever you take the Attack action on your turn.

In addition, you can cast one of your cantrips that has a casting time of an action in place of one of those attacks.

Extra Attack

Class Feat

You can attack twice instead of once whenever you take the Attack action on your turn.

Extra Attack

Class Feat

You can attack twice instead of once whenever you take the Attack action on your turn.

Extra Attack

Class Feat

You can attack twice instead of once whenever you take the Attack action on your turn.

Extra Attack

Class Feat

You can attack twice instead of once whenever you take the Attack action on your turn.

Faithful Steed

Class Feat

You can call on the aid of an otherworldly steed. You always have the Find Steed spell prepared.

You can also cast the spell once without expending a spell slot, and you regain the ability to do so when you finish a Long Rest.

Foundry Note

The Find Steed spell is added to your spell list as always prepared and with a free use per Long Rest when you reach this level.

Fanatical Focus

Class Feat

Once per active Rage, if you fail a saving throw, you can reroll it with a bonus equal to your Rage Damage bonus (currently @scale.barbarian.rage-damage), and you must use the new roll.

Fast Hands

Class Feat

As a Bonus Action, you can do one of the following.

Sleight of Hand. Make a Dexterity (Sleight of Hand) check to pick a lock or disarm a trap with Thieves’ Tools or to pick a pocket.

Use an Object. Take the Utilize action, or take the Magic action to use a magic item that requires that action.

Foundry Note

The Sleight of Hand and Thieves' Tools activities include the relevant checks.

The Use an Object activity can be used for tracking Bonus Action use.

Fast Movement

Class Feat

Your speed increases by 10 feet while you aren't wearing Heavy armor.

Foundry Note

This feature includes an Active Effect which will automatically increase your movement speed. Disable the Fast Movement Active Effect if you're wearing Heavy armor.

Favored Enemy

Class Feat

You always have the Hunter’s Mark spell prepared. You can cast it twice without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest.

The number of times you can cast the spell without a spell slot increases when you reach certain Ranger levels, as shown in the Favored Enemy column of the Ranger Features table.

Foundry Note

The spell is granted to you at this level and will increase the number of free uses available automatically as you level up.

Feinting Attack

Class Feat

As a Bonus Action, you can expend one Superiority Die to feint, choosing one creature within 5 feet of yourself as your target. You have Advantage on your next attack roll against that target this turn. If that attack hits, add the Superiority Die to the attack's damage roll.

Foundry Note

This feature includes an Active Effect for tracking the target but it does not automate the Advantage.

The Damage activity allows you to select the type of damage it should deal in the roll dialog.

Feral Instinct

Class Feat

Your instincts are so honed that you have Advantage on Initiative rolls.

Feral Senses

Class Feat

Your connection to the forces of nature grants you Blindsight with a range of 30 feet.

Foundry Note

This feature includes an Active Effect which upgrades your Blindsight to 30 feet if you do not already have it.

Fey Reinforcements

Class Feat

You can cast Summon Fey without a Material component. You can also cast it once without a spell slot, and you regain the ability to cast it in this way when you finish a Long Rest.

Whenever you start casting the spell, you can modify it so that it doesn’t require Concentration. If you do so, the spell’s duration becomes 1 minute for that casting.

Foundry Note

This feature can be used for tracking the free use. Then cast the spell and uncheck the "Consumption" box and optionally the "Concentration" option.

Fey Wanderer Spells

Class Feat

When you reach a Ranger level specified in the Fey Wanderer Spells table, you thereafter always have the listed spells prepared.

Ranger Level Spell
3 Charm Person
5 Misty Step
9 Summon Fey
13 Dimension Door
17 Mislead

You also possess a fey blessing. Choose it from the Feywild Gifts table or determine it randomly.

Foundry Note

The spells will be automatically granted as you level up.

Fiend Spells

Class Feat

The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Fiend Spells table, you thereafter always have the listed spells prepared.

Warlock Level Spells
3 Burning Hands, Command, Scorching Ray, Suggestion
5 Fireball, Stinking Cloud
7 Fire Shield, Wall of Fire
9 Geas, Insect Plague

Foundry Note

As you level up these spells will be granted to you automatically.

Fiendish Resilience

Class Feat

Choose one damage type, other than Force, whenever you finish a Short or Long Rest. You have Resistance to that damage type until you choose a different one with this feature.

Foundry Note

This feature includes an Active Effect for each type of damage which will grant you the correct Resistance. Apply and disable the effects as necessary when you change types.

Fiendish Vigor

Class Feat

Prerequisite: Level 2+ Warlock

You can cast False Life on yourself without expending a spell slot. When you cast the spell with this feature, you don’t roll the die for the Temporary Hit Points; you automatically get the highest number on the die.

Foundry Note

The False Life activity includes the maximum amount of healing.

Fighting Style

Class Feat

You have honed your martial prowess and gain a Fighting Style feat of your choice. Defense is recommended.

Whenever you gain a Fighter level, you can replace the feat you chose with a different Fighting Style feat.

Fighting Style

Class Feat

You gain a Fighting Style feat of your choice. Instead of choosing one of those feats, you can choose the option below.


Fighting Style

Class Feat

You gain a Fighting Style feat of your choice. Instead of choosing one of those feats, you can choose the option below.


Fleet Step

Class Feat

When you take a Bonus Action other than Step of the Wind, you can also use Step of the Wind immediately after that Bonus Action.

Flurry of Healing and Harm

Class Feat

When you use Flurry of Blows, you can replace each of the Unarmed Strikes with a use of Hand of Healing without expending Focus Points for the healing.

In addition, when you make an Unarmed Strike with Flurry of Blows and deal damage, you can use Hand of Harm with that strike without expending a Focus Point for Hand of Harm. You can still use Hand of Harm only once per turn.

You can use these benefits a total number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a Long Rest.

Foundry Note

This feature can be used for tracking your available uses.

Foe Slayer

Class Feat

Hunter’s Mark is a d10 rather than a d6.

Foundry Note

You may use this feature in place of the Bonus Mark Damage activity on the Hunter's Mark spell.

Font of Inspiration

Class Feat

You now regain all your expended uses of Bardic Inspiration when you finish a Short or Long Rest.

In addition, you can expend a spell slot (no action required) to regain one expended use of Bardic Inspiration.

Foundry Note

You must update the Bardic Inspiration feature on your sheet to refresh on Short Rest as it defaults to Long rest.

The Recharge with Spell Slot activity will expend a spell slot and grant another use of Bardic Inspiration.

Font of Magic

Class Feat

You can tap into the wellspring of magic within yourself. This wellspring is represented by Sorcery Points, which allow you to create a variety of magical effects.

You have 2 Sorcery Points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer Features table. You can’t have more Sorcery Points than the number shown in the table for your level. You regain all expended Sorcery Points when you finish a Long Rest.

You can use your Sorcery Points to fuel the options below, along with other features, such as Metamagic, that use those points.

Converting Spell Slots to Sorcery Points. You can expend a spell slot to gain a number of Sorcery Points equal to the slot’s level (no action required).

Creating Spell Slots. As a Bonus Action, you can transform unexpended Sorcery Points into one spell slot. The Creating Spell Slots table shows the cost of creating a spell slot of a given level, and it lists the minimum Sorcerer level you must be to create a slot. You can create a spell slot no higher than level 5.

Any spell slot you create with this feature vanishes when you finish a Long Rest.

Spell Slot Level Sorcery Point Cost Min. Sorcerer Level
1 2 2
2 3 3
3 5 5
4 6 7
5 7 9

Foundry Note

The Regain Spell Slot activity will convert your Sorcery Points into spell slots.

The Regain Sorcery Points activity will convert your chosen spell slot into Sorcery Points.

Frenzy

Class Feat

If you use Reckless Attack while your Rage is active, you deal extra damage to the first target you hit on your turn with a Strength-based attack. To determine the extra damage, roll a number of d6s equal to your Rage Damage bonus, and add them together. The damage has the same type as the weapon or Unarmed Strike used for the attack.

Foundry Note

The Damage activity scales automatically as you level up and allows you to select the type of damage to use in the damage roll's dialog box. It will then remember your choice going forward.

Full of Stars

Class Feat

While in your Starry Form, you become partially incorporeal, giving you Resistance to Bludgeoning, Piercing, and Slashing damage.

Foundry Note

This feature includes an Active Effect which automates the addition of the Resistances. It is not automatically applied when entering your Starry Form though. It can be activated by using this feature and applying it or by turning the Active Effect on in your character sheet's Effects tab.

Gaze of Two Minds

Class Feat

Prerequisite: Level 5+ Warlock

You can use a Bonus Action to touch a willing creature and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can take a Bonus Action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. The connection ends if you don’t maintain it in this way.

While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature, and you can cast spells as if you were in your space or the other creature’s space if the two of you are within 60 feet of each other.

Gift of the Depths

Class Feat

Prerequisite: Level 5+ Warlock

You can breathe underwater, and you gain a Swim Speed equal to your Speed.

You can also cast Water Breathing once without expending a spell slot. You regain the ability to cast it in this way again when you finish a Long Rest.


Gift of the Protectors

Class Feat

Prerequisite: Level 9+ Warlock, Pact of the Tome Invocation

A new page appears in your Book of Shadows when you conjure it. With your permission, a creature can take an action to write its name on that page, which can contain a number of names equal to your Charisma modifier (minimum of one name).

When any creature whose name is on the page is reduced to 0 Hit Points but not killed outright, the creature magically drops to 1 Hit Point instead. Once this magic is triggered, no creature can benefit from it until you finish a Long Rest.

As a Magic action, you can erase a name on the page by touching it.

Foundry Note

The Protect activity consumes a use of its activity which refreshes every Long Rest.

The Write Name activity consumes a use of the item which can be used for tracking how many names you've written down.

The Erase Name activity will restore a use of the item and allows you to add another name.

Gloom Stalker Spells

Class Feat

When you reach a Ranger level specified in the Gloom Stalker Spells table, you thereafter always have the listed spells prepared.

Ranger Level Spells
3 Disguise Self
5 Rope Trick
9 Fear
13 Greater Invisibility
17 Seeming

Foundry Note

The spells will be automatically granted as you level up.

Glorious Defense

Class Feat

You can turn defense into a sudden strike. When you or another creature you can see within 10 feet of you is hit by an attack roll, you can take a Reaction to grant a bonus to the target’s AC against that attack, potentially causing it to miss. The bonus equals your Charisma modifier (minimum of +1). If the attack misses, you can make one attack with a weapon against the attacker as part of this Reaction if the attacker is within your weapon’s range.

You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Goading Attack

Class Feat

When you hit a creature with an attack roll, you can expend one Superiority Die to attempt to goad the target into attacking you. Add the @scale.battle-master.superiority.die damage{Superiority Die} to the attack's damage roll. The target must succeed on a Wisdom saving throw or have Disadvantage on attack rolls against targets other than you until the end of your next turn.

Foundry Note

This feature includes activities for saving against your Strength or Dexterity. You can use the inline damage roll for the extra damage or the Damage activity.

The Damage activity allows you to select the type of damage it should deal in the roll dialog.

Great Old One Spells

Class Feat

The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Great Old One Spells table, you thereafter always have the listed spells prepared.

Warlock Level Spells
3 Detect Thoughts, Dissonant Whispers, Phantasmal Force, Tasha's Hideous Laughter
5 Clairvoyance, Hunger of Hadar
7 Confusion, Summon Aberration
9 Modify Memory, Telekinesis

Foundry Note

As you level up these spells will be granted to you automatically.

Greater Divine Intervention

Class Feat

You can call on even more powerful divine intervention. When you use your Divine Intervention feature, you can choose Wish when you select a spell. If you do so, you can't use Divine Intervention again until you finish 2d4 Long Rests.

Foundry Note

This feature will consume a use of your Divine Intervention but it can not automatically recharge the usage after the rolled number of Long Rests.

Greater Portent

Class Feat

The visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. Roll three d20s for your Portent feature rather than two.

Guarded Mind

Class Feat

You have Resistance to Psychic damage. Moreover, if you start your turn with the Charmed or Frightened condition, you can expend a Psionic Energy Die (no action required) and end every effect on yourself giving you those conditions.

Foundry Note

The Psychic Resistance is granted as you level up.

The End Effects activity can be used to consume a use of your Psionic Energy Die. It does not automatically end the effects though.

Guided Strike

Class Feat

When you or a creature within 30 feet of you misses with an attack roll, you can expend one use of your Channel Divinity and give that roll a +10 bonus, potentially causing it to hit. When you use this feature to benefit another creature's attack roll, you must take a Reaction to do so.

Foundry Note

The Guide Yourself activity doesn't consume a reaction.

The Guide Another Creature activity does.

Hand of Harm

Class Feat

Once per turn when you hit a creature with an Unarmed Strike and deal damage, you can expend 1 Focus Point to deal extra Necrotic damage equal to one roll of your Martial Arts die plus your Wisdom modifier.

Hand of Healing

Class Feat

As a Magic action, you can expend 1 Focus Point to touch a creature and restore a number of Hit Points equal to a roll of your Martial Arts die plus your Wisdom modifier.

When you use your Flurry of Blows, you can replace one of the Unarmed Strikes with a use of this feature without expending a Focus Point for the healing.

Foundry Note

For the free use when replacing an Unarmed Strike uncheck the Consume Item Use prompt.

Hand of Ultimate Mercy

Class Feat

Your mastery of life energy opens the door to the ultimate mercy. As a Magic action, you can touch the corpse of a creature that died within the past 24 hours and expend 5 Focus Points. The creature then returns to life with a number of Hit Points equal to 4d10 plus your Wisdom modifier. If the creature died with any of the following conditions, the creature revives with the conditions removed: Blinded, Deafened, Paralyzed, Poisoned, and Stunned.

Once you use this feature, you can't use it again until you finish a Long Rest.

Foundry Note

This feature includes a single use per Long Rest and a healing roll.

Healing Light

Class Feat

You gain the ability to channel celestial energy to heal wounds. You have a pool of d6s to fuel this healing. The number of dice in the pool equals 1 plus your Warlock level.

As a Bonus Action, you can heal yourself or one creature you can see within 60 feet of yourself, expending dice from the pool. The maximum number of dice you can expend at once equals your Charisma modifier (minimum of one die). Roll the dice you expend, and restore a number of Hit Points equal to the roll’s total. Your pool regains all expended dice when you finish a Long Rest.

Foundry Note

The Heal activity allows you to scale the number of dice expended from your pool and is automatically limited to your Charisma modifier.

Heightened Focus

Class Feat

Your Flurry of Blows, Patient Defense, and Step of the Wind gain the following benefits.

Flurry of Blows. You can expend 1 Focus Point to use Flurry of Blows and make three Unarmed Strikes with it instead of two.

Patient Defense. When you expend a Focus Point to use Patient Defense, you gain a number of Temporary Hit Points equal to two rolls of your Martial Arts die.

Step of the Wind. When you expend a Focus Point to use Step of the Wind, you can choose a willing creature within 5 feet of yourself that is Large or smaller. You move the creature with you until the end of your turn. The creature's movement doesn't provoke Opportunity Attacks.

Foundry Note

The Flurry of Blows activity will expend 1 Focus Point and you can then make three Unarmed Strikes.

The Patient Defense activity will roll the Temporary Hit Points for you.

Heightened Spell

Class Feat

Cost: 2 Sorcery Points

When you cast a spell that forces a creature to make a saving throw, you can spend 2 Sorcery Points to give one target of the spell Disadvantage on saves against the spell.

Heroic Warrior

Class Feat

The thrill of battle drives you toward victory. During combat, you can give yourself Heroic Inspiration whenever you start your turn without it.

Holy Nimbus

Class Feat

As a Bonus Action, you can imbue your Aura of Protection with holy power, granting the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).

Holy Ward. You have Advantage on any saving throw you are forced to make by a Fiend or an Undead.

Radiant Damage. Whenever an enemy starts its turn in the aura, that creature takes Radiant damage equal to your Charisma modifier plus your Proficiency Bonus.

Sunlight. The aura is filled with Bright Light that is sunlight.

Foundry Note

This feature includes an Active Effect for tracking your Holy Nimbus but it does not automate the Advantage on Saving Throws.

The Holy Nimbus activity includes a damage roll.

The Regain Use activity will consume a 5th level spell slot and restore a use of this feature.

Hunter's Lore

Class Feat

You can call on the forces of nature to reveal certain strengths and weaknesses of your prey. While a creature is marked by your Hunter’s Mark, you know whether that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has any, you know what they are.

Hunter's Prey

Class Feat

You gain one of the following feature options of your choice. Whenever you finish a Short or Long Rest, you can replace the chosen option with the other one.

Colossus Slayer. Your tenacity can wear down even the most resilient foes. When you hit a creature with a weapon, the weapon deals an extra 1d8 damage to the target if it’s missing any of its Hit Points. You can deal this extra damage only once per turn.

Horde Breaker. Once on each of your turns when you make an attack with a weapon, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target, that is within the weapon’s range, and that you haven’t attacked this turn.

Foundry Note

This feature includes a Colossus Slayer activity for the additional damage. You can select the correct damage type in the roll dialog.

For the Horde Breaker option simply make another attack.

Hurl Through Hell

Class Feat

Once per turn when you hit a creature with an attack roll, you can try to instantly transport the target through the Lower Planes. The target must succeed on a Charisma saving throw against your spell save DC, or the target disappears and hurtles through a nightmare landscape. The target takes 8d10 Psychic damage if it isn’t a Fiend, and it has the Incapacitated condition until the end of your next turn, when it returns to the space it previously occupied or the nearest unoccupied space.

Once you use this feature, you can’t use it again until you finish a Long Rest unless you expend a Pact Magic spell slot (no action required) to restore your use of it.

Foundry Note

This feature includes one limited use.

The Regain Use activity will expend a Pact Magic spell slot and restore a use of this feature.

Illusion Savant

Class Feat

Choose two Wizard spells from the Illusion school (change the Grouping mode to "School" for easier selection), each of which must be no higher than level 2, and add them to your spellbook for free.

In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Illusion school to your spellbook for free. The chosen spell must be of a level for which you have spell slots.

Illusory Reality

Class Feat

You have learned to weave shadow magic into your illusions to give them a semi-reality. When you cast an Illusion spell with a spell slot, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a Bonus Action while the spell is ongoing. The object remains real for 1 minute, during which it can’t deal damage or give any conditions. For example, you can create an illusion of a bridge over a chasm and then make it real and cross it.

Illusory Self

Class Feat

When a creature hits you with an attack roll, you can take a Reaction to interpose an illusory duplicate of yourself between the attacker and yourself. The attack automatically misses you, then the illusion dissipates.

Once you use this feature, you can’t use it again until you finish a Short or Long Rest. You can also restore your use of it by expending a level 2+ spell slot (no action required).

Implements of Mercy

Class Feat

You gain proficiency in the Insight and Medicine skills and proficiency with the Herbalism Kit.

Foundry Note

These proficiencies are granted automatically as you level up.

Improved Blessed Strikes

Class Feat

The option you chose for Blessed Strikes grows more powerful.

Divine Strike. The extra damage of your Divine Strike increases to 2d8.

Potent Spellcasting. When you cast a Cleric cantrip and deal damage to a creature with it, you can give vitality to yourself or another creature within 60 feet of yourself, granting a number of Temporary Hit Points equal to twice your Wisdom modifier.

Foundry Note

If you chose Divine Strike the damage is automatically increased. If you chose Potent Spellcasting you can use the Potent Spellcasting activity on this feature.

Improved Brutal Strike

Class Feat

You have honed new ways to attack furiously. The following effects are now among your Brutal Strike options.

Staggering Blow. The target has Disadvantage on the next saving throw it makes, and it can't make Opportunity Attacks until the start of your next turn.

Sundering Blow. Before the start of your next turn, the next attack roll made by another creature against the target gains a +5 bonus to the roll. An attack roll can gain only one Sundering Blow bonus.

Foundry Note

This feature includes an activity for each option which includes an Active Effect for tracking the Staggering and Sundering Blows but does not automate their effects.

Improved Brutal Strike (2)

Class Feat

The extra damage of your Brutal Strike increases to 2d10. In addition, you can use two different Brutal Strike effects whenever you use your Brutal Strike feature.

Foundry Note

The damage roll in Brutal Strike will automatically scale to use this new value.

Improved Circle Forms

Class Feat

While in a Wild Shape form, you gain the following benefits.

Lunar Radiance. Each of your attacks in a Wild Shape form can deal its normal damage type or Radiant damage. You make this choice each time you hit with those attacks.

Increased Toughness. You can add your Wisdom modifier to your Constitution saving throws.

Foundry Note

This feature includes an Active Effect which automates the bonus to Constitution saving throws.

Improved Combat Superiority

Class Feat

Your Superiority Die becomes a d10.

Improved Critical

Class Feat

Your attack rolls with weapons and Unarmed Strikes can score a Critical Hit on a roll of 19 or 20 on the d20.

Foundry Note

This feature automatically increases the Critical Hit threshold to 19.

Improved Cunning Strike

Class Feat

You can use up to two Cunning Strike effects when you deal Sneak Attack damage, paying the die cost for each effect.

Foundry Note

After using Cunning Strike effects use the [[/item Cunning Strike activity=Cunning Sneak Attack]]{Cunning Sneak Attack} activity. It will prompt you to select how many dice you expended on effects and deduct them from your Sneak Attack roll automatically.

You can control the damage type in the damage roll dialog box.

Improved Duplicity

Class Feat

The illusion of your Invoke Duplicity has grown more powerful in the following ways.

Shared Distraction. When you and your allies make attack rolls against a creature within 5 feet of the illusion, the attack rolls have Advantage.

Healing Illusion. When the illusion ends, you or a creature of your choice within 5 feet of it regains a number of Hit Points equal to your Cleric level.

Foundry Note

This feature includes an activity for the Healing Illusion but it does not automate the advantage against creatures within 5 feet of the illusion.

Improved Elemental Fury

Class Feat

The option you chose for Elemental Fury grows more powerful, as detailed below.

Potent Spellcasting. When you cast a Druid cantrip with a range of 10 feet or greater, the spell's range increases by 300 feet.

Primal Strike. The extra damage of your Primal Strike increases to 2d8.

Foundry Note

The damage for Primal Strike is automatically increased at this level. This feature does not automate the range changes.

Improved Illusions

Class Feat

You can cast Illusion spells without providing Verbal components, and if an Illusion spell you cast has a range of 10+ feet, the range increases by 60 feet.

You also know the Minor Illusion cantrip. If you already know it, you learn a different Wizard cantrip of your choice. The cantrip doesn’t count against your number of cantrips known. You can create both a sound and an image with a single casting of Minor Illusion, and you can cast it as a Bonus Action.

Foundry Note

The Minor Illusion cantrip is added to your sheet as you level up.

Improved Shadow Step

Class Feat

You can draw on your Shadowfell connection to empower your teleportation. When you use your Shadow Step, you can expend 1 Focus Point to remove the requirement that you must start and end in Dim Light or Darkness for that use of the feature. As part of this Bonus Action, you can make an Unarmed Strike immediately after you teleport.

Foundry Note

This feature includes an activity which will expend a Focus Point.

Improved War Magic

Class Feat

When you take the Attack action on your turn, you can replace two of the attacks with a casting of one of your level 1 or level 2 Wizard spells that has a casting time of an action.

Improved Warding Flare

Class Feat

You regain all expended uses of your Warding Flare when you finish a Short or Long Rest.

In addition, whenever you use Warding Flare, you can give the target of the triggering attack a number of Temporary Hit Points equal to 2d6 plus your Wisdom modifier.

Foundry Note

This feature does not automatically update Warding Flare to refresh on a Short Rest. You must edit the item and set the Recovery period to Short Rest.

The Heal activity includes the Temporary Hit Point healing.

Indomitable

Class Feat

If you fail a saving throw, you can reroll it with a bonus equal to your Fighter level (currently, [[lookup @classes.fighter.levels]]). You must use the new roll, and you can't use this feature again until you finish a Long Rest.

You can use this feature twice before a Long Rest starting at level 13 and three times before a Long Rest starting at level 17.

Foundry Note

This feature's maximum usages scale automatically as you level up.

Indomitable Might

Class Feat

If your total for a Strength check or Strength saving throw is less than your Strength score, you can use that score in place of the total.

Infiltration Expertise

Class Feat

You are expert at the following techniques that aid your infiltrations.

Masterful Mimicry. You can unerringly mimic another person’s speech, handwriting, or both if you have spent at least 1 hour studying them.

Roving Aim. Your Speed isn’t reduced to 0 by using Steady Aim.

Innate Sorcery

Class Feat

An event in your past left an indelible mark on you, infusing you with simmering magic. As a Bonus Action, you can unleash that magic for 1 minute, during which you gain the following benefits:

  • The spell save DC of your Sorcerer spells increases by 1.
  • You have Advantage on the attack rolls of Sorcerer spells you cast.

You can use this feature twice, and you regain all expended uses of it when you finish a Long Rest.

Foundry Note

This feature includes an Active Effect which will increase your spell save DC. The Advantage on attack rolls is not automated.

Inspiring Movement

Class Feat

When an enemy you can see ends its turn within 5 feet of you, you can take a Reaction and expend one use of your Bardic Inspiration to move up to half your Speed (currently [[lookup @attributes.movement.walk]]). Then one ally of your choice within 30 feet of you can also move up to half their Speed using their Reaction.

None of this feature's movement provokes Opportunity Attacks.

Inspiring Smite

Class Feat

Immediately after you cast Divine Smite, you can expend one use of your Channel Divinity and distribute Temporary Hit Points to creatures of your choice within 30 feet of yourself, which can include you. The total number of Temporary Hit Points equals 2d8 plus your Paladin level, divided among the chosen creatures however you like.

Instinctive Pounce

Class Feat

As part of the Bonus Action you take to enter your Rage, you can move up to half your Speed.

Intimidating Presence

Class Feat

As a Bonus Action, you can strike terror into others with your menacing presence and primal power. When you do so, each creature of your choice in a 30-foot Emanation originating from you must make a Wisdom saving throw (DC 8 plus your Strength modifier and Proficiency Bonus). On a failed save, a creature has the Frightened condition for 1 minute. At the end of each of the Frightened creature's turns, the creature repeats the save, ending the effect on itself on a success.

Once you use this feature, you can't use it again until you finish a Long Rest unless you expend a use of your Rage (no action required) to restore your use of it.

Foundry Note

The Save activity includes an Active Effect which adds the Frightened condition.

The Recharge activity consumes a use of Rage and recharges your use of Intimidating Presence.

Investment of the Chain Master

Class Feat

Prerequisite: Level 5+ Warlock, Pact of the Chain Invocation

When you cast Find Familiar, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits.

Aerial or Aquatic. The familiar gains either a Fly Speed or a Swim Speed (your choice) of 40 feet.

Quick Attack. As a Bonus Action, you can command the familiar to take the Attack action.

Necrotic or Radiant Damage. Whenever the familiar deals Bludgeoning, Piercing, or Slashing damage, you can make it deal Necrotic or Radiant damage instead.

Your Save DC. If the familiar forces a creature to make a saving throw, it uses your spell save DC.

Resistance. When the familiar takes damage, you can take a Reaction to grant it Resistance against that damage.

Foundry Note

The Find Familiar with Flight and with Swimming activities both allow you to summon a familiar with the relevant movement bonus. Both activities consume a Pact Magic spell slot.

The Invest with Resistance activity includes an Active Effect for resisting each type of damage which can be applied to get the relevant resistance. Be sure you disable/delete the previous Active Effect in the "Effects" tab of your sheet when you change Resistances.

The familiar automatically uses your Save DC.

Invoke Duplicity

Class Feat

As a Bonus Action, you can expend one use of your Channel Divinity to create a perfect visual illusion of yourself in an unoccupied space you can see within 30 feet of yourself. The illusion is intangible and doesn't occupy its space. It lasts for 1 minute, but it ends early if you dismiss it (no action required) or have the Incapacitated condition. The illusion is animated and mimics your expressions and gestures. While it persists, you gain the following benefits.

Cast Spells. You can cast spells as though you were in the illusion's space, but you must use your own senses.

Distract. When both you and your illusion are within 5 feet of a creature that can see the illusion, you have Advantage on attack rolls against that creature, given how distracting the illusion is to the target.

Move. As a Bonus Action, you can move the illusion up to 30 feet to an unoccupied space you can see that is within 120 feet of yourself.

Iron Mind

Class Feat

You have honed your ability to resist mind-altering powers. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

Foundry Note

When you gain this feature during advancement you will be prompted to choose your Saving Throw. You should select Wisdom unless you are already proficient in it.

Jack of All Trades

Class Feat

You can add half your Proficiency Bonus (round down) to any ability check you make that uses a skill proficiency you lack and that doesn't otherwise use your Proficiency Bonus.

For example, if you make a Strength (Athletics) check and lack Athletics proficiency, you can add half your Proficiency Bonus to the check.

Foundry Note

This feature includes an Active Effect which will automatically grant you half proficiency for all skills which you aren't currently proficient in.

Know Your Enemy

Class Feat

As a Bonus Action, you can discern certain strengths and weaknesses of a creature you can see within 30 feet of yourself; you know whether that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has any, you know what they are.

Once you use this feature, you can't do so again until you finish a Long Rest. You can also restore a use of the feature by expending one Superiority Die (no action required).

Foundry Note

This feature includes an activity for discerning the strengths and weaknesses and a recharge activity for restoring a use of this feature.

Land's Aid

Class Feat

As a Magic action, you can expend a use of your Wild Shape and choose a point within 60 feet of yourself. Vitality-giving flowers and life-draining thorns appear for a moment in a 10-foot-radius Sphere centered on that point. Each creature of your choice in the Sphere must make a Constitution saving throw against your spell save DC, taking 2d6 Necrotic damage on a failed save or half as much damage on a successful one. One creature of your choice in that area regains @scale.land.lands-aid healing{[[lookup @scale.land.lands-aid]] Hit Points}.

The damage and healing increase by 1d6 when you reach Druid levels 10 (3d6) and 14 (4d6).

Foundry Note

This feature includes an activity for the saving throw and the healing.

The healing/damage values automatically scale as you level up.

Lay on Hands

Class Feat

Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you finish a Long Rest. With that pool, you can restore a total number of Hit Points equal to five times your Paladin level.

As a Bonus Action, you can touch a creature (which could be yourself) and draw power from the pool of healing to restore a number of Hit Points to that creature, up to the maximum amount remaining in the pool.

You can also expend 5 Hit Points from the pool of healing power to remove the Poisoned condition from the creature; those points don’t also restore Hit Points to the creature.

Foundry Note

The Heal activity allows you to select the number of Hit Points you would like to restore and reduces your Lay on Hands pool by that amount.

The Remove Poison activity reduces your pool by 5 but does not automatically remove the Poisoned condition.

Leading Evasion

Class Feat

When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail. If any creatures within 5 feet of you are making the same Dexterity saving throw, you can share this benefit with them for that save.

You can't use this feature if you have the Incapacitated condition.

Lessons of the First Ones

Class Feat

Prerequisite: Level 2+ Warlock

You have received knowledge from an elder entity of the multiverse, allowing you to gain one Origin feat of your choice.

Repeatable. You can gain this invocation more than once. Each time you do so, choose a different Origin feat.

Life Domain Spells

Class Feat

Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Life Domain Spells table, you thereafter always have the listed spells prepared.

Cleric Level Prepared Spells
3 Aid, Bless, Cure Wounds,Lesser Restoration
5 Mass Healing Word, Revivify
7 Aura of Life, Death Ward
9 Greater Restoration, Mass Cure Wounds

Foundry Note

These spells are granted automatically as you advance.

Lifedrinker

Class Feat

Prerequisite: Level 9+ Warlock, Pact of the Blade Invocation

Once per turn when you hit a creature with your pact weapon, you can deal an extra 1d6 Necrotic, Psychic, or Radiant damage (your choice) to the creature, and you can expend one of your Hit Point Dice to roll it and regain a number of Hit Points equal to the roll plus your Constitution modifier (minimum of 1 Hit Point).

Foundry Note

The Damage activity allows you to choose the type of damage in the roll's dialog. It will remember your choice going forward.

The Heal (Largest Hit Die) and Smallest Hit Die activities expends the relevant Hit Die and provides a healing roll with your Constitution modifier included. Which you choose only matters if you are multi-classed with multiple hit die types.

Light Domain Spells

Class Feat

Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Light Domain Spells table, you thereafter always have the listed spells prepared.

Cleric Level Prepared Spells
3 Burning Hands, Faerie Fire, Scorching Ray, See Invisibility
5 Daylight, Fireball
7 Arcane Eye, Wall of Fire
9 Flame Strike, Scrying

Foundry Note

These spells are granted automatically as you advance.

Living Legend

Class Feat

You can empower yourself with the legends—whether true or exaggerated—of your great deeds. As a Bonus Action, you gain the benefits below for 10 minutes. Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).

Charismatic. You are blessed with an otherworldly presence and have Advantage on all Charisma checks.

Saving Throw Reroll. If you fail a saving throw, you can take a Reaction to reroll it. You must use this new roll.

Unerring Strike. Once on each of your turns when you make an attack roll with a weapon and miss, you can cause that attack to hit instead.

Foundry Note

This feature includes an Active Effect which automates the Advantage on all Charisma checks and can be used for tracking but the other benefits are not automated.

The Reroll Saving Throw activity is just for tracking Reaction use.

The Restore Use activity can be used to consume a 5th level slot and restore a use of this feature.

Lunar Form

Class Feat

The power of the moon suffuses you, granting you the following benefits.

Improved Lunar Radiance. Once per turn, you can deal an extra 2d10 Radiant damage to a target you hit with a Wild Shape form's attack.

Shared Moonlight. Whenever you use Moonlight Step, you can also teleport one willing creature. That creature must be within 10 feet of you, and you teleport it to an unoccupied space you can see within 10 feet of your destination space.

Foundry Note

This feature includes an activity for dealing the Radiant damage.

Lunging Attack

Class Feat

As a Bonus Action, you can expend one Superiority Die and take the Dash action. If you move at least 5 feet in a straight line immediately before hitting with a melee attack as part of the Attack action on this turn, you can add the Superiority Die to the attack's damage roll.

Foundry Note

The Damage activity allows you to select the type of damage it should deal in the roll dialog.

Mage Hand Legerdemain

Class Feat

When you cast Mage Hand, you can cast it as a Bonus Action, and you can make the spectral hand Invisible. You can control the hand as a Bonus Action, and through it, you can make [[/skill slt]] checks.

Magical Ambush

Class Feat

If you have the Invisible condition when you cast a spell on a creature, it has Disadvantage on any saving throw it makes against the spell on the same turn.

Magical Cunning

Class Feat

You can perform an esoteric rite for 1 minute. At the end of it, you regain expended Pact Magic spell slots but no more than a number equal to half your maximum (round up). Once you use this feature, you can’t do so again until you finish a Long Rest.

Foundry Note

This feature includes one free use and will restore the correct number of Pact Magic spell slots.

Magical Discoveries

Class Feat

You learn two spells of your choice. These spells can come from the Cleric, Druid, or Wizard spell list or any combination thereof. A spell you choose must be a cantrip or a spell for which you have spell slots, as shown in the Bard Features table.

You always have the chosen spells prepared, and whenever you gain a Bard level, you can replace one of the spells with another spell that meets these requirements.

Magical Secrets

Class Feat

You've learned secrets from various magical traditions. Whenever you reach a Bard level (including this level) and the Prepared Spells number in the Bard Features table increases, you can choose any of your new prepared spells from the Bard, Cleric, Druid, and Wizard spell lists, and the chosen spells count as Bard spells for you. In addition, whenever you replace a spell prepared for this class, you can replace it with a spell from those lists.

Maneuvering Attack

Class Feat

When you hit a creature with an attack roll, you can expend one Superiority Die to maneuver one of your comrades into another position. Add the Superiority Die roll to the attack's damage roll, and choose a willing creature who can see or hear you. That creature can use its Reaction to move up to half its Speed without provoking an Opportunity Attack from the target of your attack.

Manipulate Elements

Class Feat

You know the Elementalism spell. Wisdom is your spellcasting ability for it.

Foundry Note

When you reach this level the Elementalism spell will be added to your sheet with Wisdom as your spellcasting ability.

Mantle of Inspiration

Class Feat

You can weave fey magic into a song or dance to fill others with vigor. As a Bonus Action, you can expend a use of Bardic Inspiration, rolling a Bardic Inspiration die. When you do so, choose a number of other creatures within 60 feet of yourself, up to a number equal to your Charisma modifier (minimum of one creature, currently [[lookup @abilities.cha.mod]]). Each of those creatures gains a number of Temporary Hit Points equal to two times the number rolled on the Bardic Inspiration die, and then each can use its Reaction to move up to its Speed without provoking Opportunity Attacks.

Mantle of Majesty

Class Feat

You always have the Command spell prepared.

As a Bonus Action, you cast Command without expending a spell slot, and you take on an unearthly appearance for 1 minute or until your Concentration ends. During this time, you can cast Command as a Bonus Action without expending a spell slot.

Any creature Charmed by you automatically fails its saving throw against the Command you cast with this feature.

Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 3+ spell slot (no action required).

Foundry Note

The Restore with Spell Slot activity grants an additional use of this feature.

The spells are automatically added to your sheet as Always Prepared.

Martial Arts

Class Feat

Your practice of martial arts gives you mastery of combat styles that use your Unarmed Strike and Monk weapons, which are the following:

  • Simple Melee weapons
  • Martial Melee weapons that have the Light property

You gain the following benefits while you are unarmed or wielding only Monk weapons and you aren't wearing armor or wielding a Shield.

Bonus Unarmed Strike. You can make an Unarmed Strike as a Bonus Action.

Martial Arts Die. You can roll 1d6 in place of the normal damage of your Unarmed Strike or Monk weapons. This die changes as you gain Monk levels, as shown in the Martial Arts column of the Monk Features table.

Current Martial Arts Die: [[lookup @scale.monk.die]]

Dexterous Attacks.You can use your Dexterity modifier instead of your Strength modifier for the attack and damage rolls of your Unarmed Strikes and Monk weapons. In addition, when you use the Grapple or Shove option of your Unarmed Strike, you can use your Dexterity modifier instead of your Strength modifier to determine the save DC.

Foundry Note

This feature includes activities for enchanting a weapon which adds a Monk Attack activity to it that integrates the changes mentioned above.

Martial Training

Class Feat

You gain proficiency with Martial weapons and training with Medium armor and Shields.

In addition, you can use a Simple or Martial weapon as a Spellcasting Focus to cast spells from your Bard spell list.

Foundry Note

You are automatically granted proficiency with Martial weapons and training with Medium armor and shields during advancement.

Mask of Many Faces

Class Feat

Prerequisite: Level 2+ Warlock

You can cast Disguise Self without expending a spell slot.


Master of Myriad Forms

Class Feat

Prerequisite: Level 5+ Warlock

You can cast Alter Self without expending a spell slot.


Memorize Spell

Class Feat

Whenever you finish a Short Rest, you can study your spellbook and replace one of the level 1+ Wizard spells you have prepared for your Spellcasting feature with another level 1+ spell from the book.

Menacing Attack

Class Feat

When you hit a creature with an attack roll, you can expend one Superiority Die to attempt to frighten the target. Add the Superiority Die to the attack's damage roll. The target must succeed on a Wisdom saving throw or have the Frightened condition until the end of your next turn.

Foundry Note

This feature includes a Strength Save activity and a Dexterity Save activity which will consume a use of your Superiority Die.

The Damage activity allows you to select the type of damage it should deal in the roll dialog.

Metamagic

Class Feat

Because your magic flows from within, you can alter your spells to suit your needs; you gain two Metamagic options of your choice from “Metamagic Options”. You use the chosen options to temporarily modify spells you cast. To use an option, you must spend the number of Sorcery Points that it costs.

You can use only one Metamagic option on a spell when you cast it unless otherwise noted in one of those options.

Whenever you gain a Sorcerer level, you can replace one of your Metamagic options with one you don’t know. You gain two more options at Sorcerer level 10 and two more at Sorcerer level 17.

Foundry Note

You will be prompted to choose Metamagic options as you level up.

Mindless Rage

Class Feat

You have Immunity to the Charmed and Frightened conditions while your Rage is active. If you're Charmed or Frightened when you enter your Rage, the condition ends on you.

Foundry Note

This feature includes an Active Effect which grants the Charmed and Frightened condition immunity. It is not applied automatically when you begin your Rage though.

Misty Escape

Class Feat

You can cast Misty Step as a Reaction in response to taking damage.

In addition, the following effects are now among your Steps of the Fey options.

Disappearing Step. You have the Invisible condition until the start of your next turn or until immediately after you make an attack roll, deal damage, or cast a spell.

Dreadful Step. Creatures within 5 feet of the space you left or the space you appear in (your choice) must succeed on a Wisdom saving throw against your spell save DC or take 2d10 Psychic damage.

Foundry Note

The Disappearing Step activity includes an Active Effect which applies the Invisible condition.

Misty Visions

Class Feat

Prerequisite: Level 2+ Warlock

You can cast Silent Image without expending a spell slot.


Misty Wanderer

Class Feat

You can cast Misty Step without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

In addition, whenever you cast Misty Step, you can bring along one willing creature you can see within 5 feet of yourself. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space.

Foundry Note

This feature can be used for tracking your limited uses. Then you can cast the spell normally and uncheck the "Consumption" box.

Monk's Focus

Class Feat

Your focus and martial training allow you to harness a well of extraordinary energy within yourself. This energy is represented by Focus Points. Your Monk level determines the number of points you have, as shown in the Focus Points column of the Monk Features table.

You can expend these points to enhance or fuel certain Monk features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind, each of which is detailed below.

When you expend a Focus Point, it is unavailable until you finish a Short or Long Rest, at the end of which you regain all your expended points.

Some features that use Focus Points require your target to make a saving throw. The save DC equals 8 plus your Wisdom modifier and Proficiency Bonus.

Flurry of Blows. You can expend 1 Focus Point to make two Unarmed Strikes as a Bonus Action.

Patient Defense. You can take the Disengage action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and the Dodge actions as a Bonus Action.

Step of the Wind. You can take the Dash action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and Dash actions as a Bonus Action, and your jump distance is doubled for the turn.

Foundry Note

The Flurry of Blows activity is a Bonus Action which expends a Focus Point and includes the Attack Roll and Damage for an Unarmored Strike using your Martial Arts Die which automatically scales as you level up. If your [[/item Unarmed Strike]] is impacted by other magic items, you can use the Expend Focus Point activity and then use your Unarmed Strike as usual.

The Patient Defense Bonus Action activity includes an Active Effect for tracking that you're Disengaged. The Patient Defense (Focus Point) activity expends a Focus Point and includes an Active Effect that adds the Dodging status.

The Step of the Wind Bonus Action activity expends 1 Focus Point and includes an Active Effect for tracking that you're Disengaged.

Moonlight Step

Class Feat

You magically transport yourself, reappearing amid a burst of moonlight. As a Bonus Action, you teleport up to 30 feet to an unoccupied space you can see, and you have Advantage on the next attack roll you make before the end of this turn.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest. You can also regain uses by expending a level 2+ spell slot for each use you want to restore (no action required).

Foundry Note

This feature includes an activity with an Active Effect for tracking when you have Advantage but it does not automate the Advantage.

It also includes a Recharge with Spell Slot activity which can be used to convert spell slots into uses of this feature. You can select higher level slots by increasing the scale.

Mystic Arcanum

Class Feat

Your patron grants you a magical secret called an arcanum. Choose one level 6 Warlock spell as this arcanum.

You can cast your arcanum spell once without expending a spell slot, and you must finish a Long Rest before you can cast it in this way again.

You gain another Warlock spell of your choice that can be cast in this way when you reach Warlock levels 13 (level 7 spell), 15 (level 8 spell), and 17 (level 9 spell). You regain all uses of your Mystic Arcanum when you finish a Long Rest.

Whenever you gain a Warlock level, you can replace one of your arcanum spells with another Warlock spell of the same level.

Natural Recovery

Class Feat

You can cast one of the level 1+ spells that you have prepared from your Circle Spells feature without expending a spell slot, and you must finish a Long Rest before you do so again.

In addition, when you finish a Short Rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your Druid level (round up, currently [[lookup @classes.druid.levels]]), and none of them can be level 6+. For example, if you're a level 6 Druid, you can recover up to three levels' worth of spell slots. You can recover a level 3 spell slot, a level 2 and a level 1 spell slot, or three level 1 spell slots. Once you recover spell slots with this feature, you can't do so again until you finish a Long Rest.

Foundry Note

The Cast Spell activity can be used to track its single free use.

The Recover Spell Slot activity does not automate the restoration of spell slots but can be used for tracking its own single use.

Nature Speaker

Class Feat

You can cast the Commune with Nature spell but only as a Ritual. Wisdom is your spellcasting ability for it.

Foundry Note

The spell is granted to you as ritual-only spell and is pre-configured with Wisdom as your spellcasting modifier.

Nature's Sanctuary

Class Feat

As a Magic action, you can expend a use of your Wild Shape and cause spectral trees and vines to appear in a 15-foot Cube on the ground within 120 feet of yourself. They last there for 1 minute or until you have the Incapacitated condition or die. You and your allies have Half Cover while in that area, and your allies gain the current Resistance of your Nature's Ward while there.

As a Bonus Action, you can move the Cube up to 60 feet to ground within 120 feet of yourself.

Foundry Note

This feature includes Active Effects for each Nature's Ward land type and adds the Half Cover status effect which automatically applies the relevant bonuses. Apply the relevant effect to your allies.

These Active Effects are not automatically added/removed to/from Actors in the designated area however.

It also includes an activity which can be used for tracking your Bonus Action usage when moving the spectral trees and vines.

Nature's Veil

Class Feat

You invoke spirits of nature to magically hide yourself. As a Bonus Action, you can give yourself the Invisible condition until the end of your next turn.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Foundry Note

This feature includes an Active Effect which applies the Invisible condition.

Nature's Ward

Class Feat

You are immune to the Poisoned condition, and you have Resistance to a damage type associated with your current land choice in the Circle Spells feature, as shown in the Nature's Ward table.

Land Type Resistance
Arid Fire
Polar Cold
Temperate Lightning
Tropical Poison

Foundry Note

This feature includes an Active Effect for the Poison condition immunity and an Active Effect for each land type. You can activate the Active Effect for your chosen land type.

Nature's Wrath

Class Feat

As a Magic action, you can expend one use of your Channel Divinity to conjure spectral vines around nearby creatures. Each creature of your choice that you can see within 15 feet of yourself must succeed on a Strength saving throw or have the Restrained condition for 1 minute. A Restrained creature repeats the save at the end of each of its turns, ending the effect on itself on a success.

Foundry Note

This feature includes an Active Effect which applies the Restrained condition.

Oath of Devotion Spells

Class Feat

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Devotion Spells table, you thereafter always have the listed spells prepared.

Paladin Level Spells
3 Protection from Evil and Good, Shield of Faith
5 Aid, Zone of Truth
9 Beacon of Hope, Dispel Magic
13 Freedom of Movement, Guardian of Faith
17 Commune, Flame Strike

Foundry Note

The spells will be automatically granted as you level up.

Oath of Glory Spells

Class Feat

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Glory Spells table, you thereafter always have the listed spells prepared.

Paladin Level Spells
3 Guiding Bolt, Heroism
5 Enhance Ability, Magic Weapon
9 Haste, Protection from Energy
13 Compulsion, Freedom of Movement
17 Legend Lore, Yolande’s Regal Presence

Foundry Note

The spells will be automatically granted as you level up.

Oath of Vengeance Spells

Class Feat

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Vengeance Spells table, you thereafter always have the listed spells prepared.

Paladin Level Spells
3 Bane, Hunter’s Mark
5 Hold Person, Misty Step
9 Haste, Protection from Energy
13 Banishment, Dimension Door
17 Hold Monster, Scrying

Foundry Note

The spells will be automatically granted as you level up.

Oath of the Ancients Spells

Class Feat

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of the Ancients Spells table, you thereafter always have the listed spells prepared.

Paladin Level Spells
3 Ensnaring Strike, Speak with Animals
5 Misty Step, Moonbeam
9 Plant Growth, Protection from Energy
13 Ice Storm, Stoneskin
17 Commune with Nature, Tree Stride

Foundry Note

The spells will be automatically granted as you level up.

Oceanic Gift

Class Feat

Instead of manifesting the Emanation of Wrath of the Sea around yourself, you can manifest it around one willing creature within 60 feet of yourself. That creature gains all the benefits of the Emanation and uses your spell save DC and Wisdom modifier for it.

In addition, you can manifest the Emanation around both the other creature and yourself if you expend two uses of your Wild Shape instead of one when manifesting it.

Foundry Note

You can use this feature in place of Wrath of the Sea and Stormborn. It includes an activity for a single emanation or a double manifestation. It also includes the Active Effect from Stormborn which can be applied to both characters when manifesting a second emanation.

One with Shadows

Class Feat

Prerequisite: Level 5+ Warlock

While you’re in an area of Dim Light or Darkness, you can cast Invisibility on yourself without expending a spell slot.


Open Hand Technique

Class Feat

Whenever you hit a creature with an attack granted by your Flurry of Blows, you can impose one of the following effects on that target.

Addle. The target can't make Opportunity Attacks until the start of its next turn.

Push. The target must succeed on a Strength saving throw or be pushed up to 15 feet away from you.

Topple. The target must succeed on a Dexterity saving throw or have the Prone condition.

Foundry Note

The Addle activity includes an Active Effect for tracking the addled target.

The Topple activity includes an Active Effect that applies the Prone status.

Otherworldly Glamour

Class Feat

Whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).

You also gain proficiency in one of these skills of your choice: Deception, Performance, or Persuasion.

Foundry Note

This feature includes an Active Effect which will automatically add the bonus to your Charisma checks.

You will be prompted to choose your proficiency as you level up.

Otherworldly Leap

Class Feat

Prerequisite: Level 2+ Warlock

You can cast Jump on yourself without expending a spell slot.


Overchannel

Class Feat

You can increase the power of your spells. When you cast a Wizard spell with a spell slot of levels 1–5 that deals damage, you can deal maximum damage with that spell on the turn you cast it.

The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a Long Rest, you take 2d12 Necrotic damage for each level of the spell slot immediately after you cast it. This damage ignores Resistance and Immunity.

Each time you use this feature again before finishing a Long Rest, the Necrotic damage per spell level increases by 1d12.

Foundry Note

This feature has Limited Uses to track how many times it has been used to automate the damage.

The First Use activity includes one free activity use and restores all uses of the feature.

The Second+ Use activity consumes a use and increases the damage automatically and should be used for all subsequent uses until you finish a Long Rest.

Pact Magic

Class Feat

Through occult ceremony, you have formed a pact with a mysterious entity to gain magical powers. The entity is a voice in the shadows—its identity unclear—but its boon to you is concrete: the ability to cast spells. See the rules on spellcasting. The information below details how you use those rules with Warlock spells, which appear in the Warlock spell list.

Cantrips. You know two Warlock cantrips of your choice. Eldritch Blast and Prestidigitation are recommended. Whenever you gain a Warlock level, you can replace one of your cantrips from this feature with another Warlock cantrip of your choice.

When you reach Warlock levels 4 and 10, you learn another Warlock cantrip of your choice, as shown in the Cantrips column of the Warlock Features table.

Current Max Cantrips Known: [[lookup @scale.warlock.cantrips-known]]

Spell Slots. The Warlock Features table shows how many spell slots you have to cast your Warlock spells of levels 1–5. The table also shows the level of those slots, all of which are the same level. You regain all expended Pact Magic spell slots when you finish a Short or Long Rest.

For example, when you’re a level 5 Warlock, you have two level 3 spell slots. To cast the level 1 spell Witch Bolt, you must spend one of those slots, and you cast it as a level 3 spell.

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Warlock spells. Charm Person and Hex are recommended.

Current Max Prepared Spells: [[lookup @scale.warlock.max-prepared]]

The number of spells on your list increases as you gain Warlock levels, as shown in the Prepared Spells column of the Warlock Features table. Whenever that number increases, choose additional Warlock spells until the number of spells on your list matches the number in the table. The chosen spells must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach level 6, for example, you learn a new Warlock spell, which can be of levels 1–3.

If another Warlock feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Warlock spells for you.

Changing Your Prepared Spells. Whenever you gain a Warlock level, you can replace one spell on your list with another Warlock spell of an eligible level.

Spellcasting Ability. Charisma is the spellcasting ability for your Warlock spells.

Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for your Warlock spells.

Pact of the Blade

Class Feat

As a Bonus Action, you can conjure a pact weapon in your hand—a Simple or Martial Melee weapon of your choice with which you bond—or create a bond with a magic weapon you touch; you can’t bond with a magic weapon if someone else is attuned to it or another Warlock is bonded with it. Until the bond ends, you have proficiency with the weapon, and you can use it as a Spellcasting Focus.

Whenever you attack with the bonded weapon, you can use your Charisma modifier for the attack and damage rolls instead of using Strength or Dexterity; and you can cause the weapon to deal Necrotic, Psychic, or Radiant damage or its normal damage type.

Your bond with the weapon ends if you use this feature’s Bonus Action again, if the weapon is more than 5 feet away from you for 1 minute or more, or if you die. A conjured weapon disappears when the bond ends.

Pact of the Chain

Class Feat

You learn the Find Familiar spell and can cast it as a Magic action without expending a spell slot.

When you cast the spell, you choose one of the normal forms for your familiar or one of the following special forms: Imp, Pseudodragon, Quasit, Skeleton, Slaad Tadpole, Sphinx of Wonder, Sprite, or Venomous Snake.

Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its Reaction.

Foundry Note

The Summon Familiar activity includes the normal summoning options and the Summon Familiar (Expanded Options) activity includes the additional options.

Pact of the Tome

Class Feat

Stitching together strands of shadow, you conjure forth a book in your hand at the end of a Short or Long Rest. This Book of Shadows (you determine its appearance) contains eldritch magic that only you can access, granting you the benefits below. The book disappears if you conjure another book with this feature or if you die.

Cantrips and Rituals. When the book appears, choose three cantrips, and choose two level 1 spells that have the Ritual tag. The spells can be from any class’s spell list, and they must be spells you don’t already have prepared. While the book is on your person, you have the chosen spells prepared, and they function as Warlock spells for you.

Spellcasting Focus. You can use the book as a Spellcasting Focus.

Paladin's Smite

Class Feat

You always have the Divine Smite spell prepared. In addition, you can cast it without expending a spell slot, but you must finish a Long Rest before you can cast it in this way again.

Foundry Note

When you reach this level the Divine Smite spell is added to your spells as Always Prepared and with a free use.

Parry

Class Feat

When another creature damages you with a melee attack roll, you can take a Reaction and expend one Superiority Die to reduce the damage by the number you roll on your Superiority Die plus your Strength or Dexterity modifier (your choice).

Foundry Note

This feature includes a Healing Reaction activity which can be used to retroactively recover the received damage.

Peerless Athlete

Class Feat

As a Bonus Action, you can expend one use of your Channel Divinity to augment your athleticism. For 1 hour, you have Advantage on Strength (Athletics) and Dexterity (Acrobatics) checks, and the distance of your Long and High Jumps increases by 10 feet (this extra distance costs movement as normal).

Peerless Skill

Class Feat

When you make an ability check or attack roll and fail, you can expend one use of Bardic Inspiration; roll the Bardic Inspiration die, and add the number rolled to the d20, potentially turning a failure into a success. On a failure, the Bardic Inspiration isn't expended.

Perfect Focus

Class Feat

When you roll Initiative and don't use Uncanny Metabolism, you regain expended Focus Points until you have 4 if you have 3 or fewer.

Foundry Note

This feature does not automatically regain the expended Focus Points.

Persistent Rage

Class Feat

When you roll Initiative, you can regain all expended uses of Rage. After you regain uses of Rage in this way, you can't do so again until you finish a Long Rest.

In addition, your Rage is so fierce that it now lasts for 10 minutes without you needing to do anything to extend it from round to round. Your Rage ends early if you have the Unconscious condition (not just the Incapacitated condition) or don Heavy armor.

Foundry Note

This feature includes an activity which can be used when you roll Initiative which will recharge all of your Rage uses.

Phantasmal Creatures

Class Feat

You always have the Summon Beast and Summon Fey spells prepared. Whenever you cast either spell, you can change its school to Illusion, which causes the summoned creature to appear spectral. You can cast the Illusion version of each spell without expending a spell slot, but casting it without a slot halves the creature’s Hit Points. Once you cast either spell without a spell slot, you must finish a Long Rest before you can cast the spell in that way again.

Foundry Note

The Summon Illusionary Beast and Fey activities can be used for a free cast at the spell's base level and automatically halves the summons HP.

Physician's Touch

Class Feat

Your Hand of Harm and Hand of Healing improve, as detailed below.

Hand of Harm. When you use Hand of Harm on a creature, you can also give that creature the Poisoned condition until the end of your next turn.

Hand of Healing. When you use Hand of Healing, you can also end one of the following conditions on the creature you heal: Blinded, Deafened, Paralyzed, Poisoned, or Stunned.

Foundry Note

You can use the Hand of Harm and Hand of Healing activities on this feature going forward. Hand of Harm includes an Active Effect which will apply the Poisoned status.

Portent

Class Feat

Glimpses of the future begin to press on your awareness. Whenever you finish a Long Rest, roll two d20 and record the numbers rolled. You can replace any D20 Test made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.

Each foretelling roll can be used only once. When you finish a Long Rest, you lose any unused foretelling rolls.

Current Portent Rolls: x, y

Foundry Note

When you roll both of the d20 you can edit this feature's description to track them or log it another way.

Potent Cantrip

Class Feat

Your damaging cantrips affect even creatures that avoid the brunt of the effect. When you cast a cantrip at a creature and you miss with the attack roll or the target succeeds on a saving throw against the cantrip, the target takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip.

Foundry Note

With their token selected you can either right click on the damage roll's chat card and select * Apply Half Damage or click the "1/2" button and then the * Apply button.

Power of the Wilds

Class Feat

Whenever you activate your Rage, you gain one of the following options of your choice.

Falcon. While your Rage is active, you have a Fly Speed equal to your Speed if you aren't wearing any armor.

Lion. While your Rage is active, any of your enemies within 5 feet of you have Disadvantage on attack rolls against targets other than you or another Barbarian who has this option active.

Ram. While your Rage is active, you can cause a Large or smaller creature to have the Prone condition when you hit it with a melee attack.

Foundry Note

The Ram activity includes an Active Effect which applies the Prone condition.

The Falcon and Lion options are not automated.

Precise Hunter

Class Feat

You have Advantage on attack rolls against the creature currently marked by your Hunter’s Mark.

Precision Attack

Class Feat

When you miss with an attack roll, you can expend one Superiority Die, roll that die, and add it to the attack roll, potentially causing the attack to hit.

Preserve Life

Class Feat

As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to evoke healing energy that can restore a number of Hit Points equal to five times your Cleric level. Choose Bloodied creatures within 30 feet of yourself (which can include you), and divide those Hit Points among them. This feature can restore a creature to no more than half its Hit Point maximum.

Foundry Note

The Heal activity does not automatically restrict the HP gained to 50% of the target's max.

Primal Champion

Class Feat

You embody primal power. Your Strength and Constitution scores increase by 4, to a maximum of 25.

Primal Companion

Class Feat

You magically summon a primal beast, which draws strength from your bond with nature. Choose its stat block: Beast of the Land, Beast of the Sea, or Beast of the Sky. You also determine the kind of animal it is, choosing a kind appropriate for the stat block. Whatever beast you choose, it bears primal markings indicating its supernatural origin.

The beast is Friendly to you and your allies and obeys your commands. It vanishes if you die.

The Beast in Combat. In combat, the beast acts during your turn. It can move and use its Reaction on its own, but the only action it takes is the Dodge action unless you take a Bonus Action to command it to take an action in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Beast’s Strike action. If you have the Incapacitated condition, the beast acts on its own and isn’t limited to the Dodge action.

Restoring or Replacing the Beast. If the beast has died within the last hour, you can take a Magic action to touch it and expend a spell slot. The beast returns to life after 1 minute with all its Hit Points restored.

Whenever you finish a Long Rest, you can summon a different primal beast, which appears in an unoccupied space within 5 feet of you. You choose its stat block and appearance. If you already have a beast from this feature, the old one vanishes when the new one appears.

In addition to the noted usage of your statistics in the companion's Traits and Actions, the following attributes are also affected.

AC 13 plus your Wisdom modifier
PB equals your Proficiency Bonus
HP 5 plus five times your Ranger level
HD [d8s] equal to your Ranger level
Speed 40 ft., Climb 40 ft.
Senses Darkvision 60 ft.
HP 4 plus four times your Ranger level
HD [d6s] equal to your Ranger level
Speed 10 ft., Fly 60 ft.
Senses Darkvision 60 ft.
HP 5 plus five times your Ranger level
HD [d8s] equal to your Ranger level
Speed 5 ft., Swim 60 ft.
Senses Darkvision 90 ft.

Foundry Note

The Restore Companion activity will allow you to fully heal the beast at the cost of any spell slot.

The Command activity only needs to be used if you're tracking your Bonus Action usage.

Primal Knowledge

Class Feat

You gain proficiency in another skill of your choice from the skill list available to Barbarians at level 1.

In addition, while your Rage is active, you can channel primal power when you attempt certain tasks; whenever you make an ability check using one of the following skills, you can make it as a Strength check even if it normally uses a different ability: Acrobatics, Intimidation, Perception, Stealth, or Survival. When you use this ability, your Strength represents primal power coursing through you, honing your agility, bearing, and senses.

Foundry Note

This feature includes an Active Effect which will cause those skills to automatically use your Strength modifier if it is higher than the normal Ability Score associated with the Skill.

Primal Order

Class Feat

You have dedicated yourself to one of the following sacred roles of your choice.

Magician. You know one extra cantrip from the Druid spell list. In addition, your mystical connection to nature gives you a bonus to your Intelligence (Arcana or Nature) checks. The bonus equals your Wisdom modifier (minimum bonus of +1).

Warden. Trained for battle, you gain proficiency with Martial weapons and training with Medium armor.

Foundry Note

You will be prompted to choose during advancement.

Primal Order: Magician

Class Feat

You know one extra cantrip from the Druid spell list. In addition, your mystical connection to nature gives you a bonus to your Intelligence (Arcana or Nature) checks. The bonus equals your Wisdom modifier (minimum bonus of +1, currently [[lookup @abilities.wis.mod]]).

Foundry Note

This feature includes an Active Effect which automates the increase to your known cantrips and the bonus to your Arcane and Nature checks.

Primal Order: Warden

Class Feat

Trained for battle, you gain proficiency with Martial weapons and training with Medium armor.

Foundry Note

This feature includes an Active Effect which automates the addition of your Martial weapons proficiency and Medium armor training.

Projected Ward

Class Feat

When a creature that you can see within 30 feet of yourself takes damage, you can take a Reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 Hit Points, the warded creature takes any remaining damage. If that creature has any Resistances or Vulnerabilities, apply them before reducing the ward’s Hit Points.

Foundry Note

The Project Ward activity uses your reaction and can be used to reduce the Ward's uses ("HP").

Psionic Power

Class Feat

You harbor a wellspring of psionic energy within yourself. It is represented by your Psionic Energy Dice, which fuel powers you have from this subclass. The Psi Warrior Energy Dice table shows the die size and number of these dice you have when you reach certain Fighter levels.

Fighter Level Die Size Number
3 D6 4
5 D8 6
9 D8 8
11 D10 8
13 D10 10
17 D12 12

Current Dice: [[lookup @scale.psi-warrior.die]]

Any features in this subclass that use a Psionic Energy Die use only the dice from this subclass. Some of your powers expend the Psionic Energy Die, as specified in a power's description, and you can't use a power if it requires you to use a die when all your Psionic Energy Dice are expended.

You regain one of your expended Psionic Energy Dice when you finish a Short Rest, and you regain all of them when you finish a Long Rest.

Protective Field. When you or another creature you can see within 30 feet of you takes damage, you can take a Reaction to expend one Psionic Energy Die, roll the die, and reduce the damage taken by the number rolled plus your Intelligence modifier (minimum reduction of 1), as you create a momentary shield of telekinetic force.

Psionic Strike. You can propel your weapons with psionic force. Once on each of your turns, immediately after you hit a target within 30 feet of yourself with an attack and deal damage to it with a weapon, you can expend one Psionic Energy Die, rolling it and dealing Force damage to the target equal to the number rolled plus your Intelligence modifier.

Telekinetic Movement. You can move an object or a creature with your mind. As a Magic action, choose one target you can see within 30 feet of yourself; the target must be a loose object that is Large or smaller or one willing creature other than you. You transport the target up to 30 feet to an unoccupied space you can see. Alternatively, if the target is a Tiny object, you can transport it to or from your hand.

Once you take this action, you can't do so again until you finish a Short or Long Rest unless you expend a Psionic Energy Die (no action required) to restore your use of it.

Foundry Note

Your Psionic Energy Die will automatically update as you level up.

The Protective Field activity will consume a use and provide a healing roll for reducing the damage.

The Psionic Strike activity will consume a use and provide a Force damage roll.

The Telekinetic Movement activity has a single use that does not consume a use of your Psionic Energy Die. You can use the Telekinetic Movement Using Psionic Energy activity to use it again by consuming a Psionic Energy Die.

Psionic Power

Class Feat

You harbor a wellspring of psionic energy within yourself. It is represented by your Psionic Energy Dice, which fuel certain powers you have from this subclass. The Soulknife Energy Dice table shows the number of these dice you have when you reach certain Rogue levels, and the table shows the die size.

Rogue Level Die Size Number
3 D6 4
5 D8 6
9 D8 8
11 D10 8
13 D10 10
17 D12 12

Any features in this subclass that use a Psionic Energy Die use only the dice from this subclass. Some of your powers expend a Psionic Energy Die, as specified in a power’s description, and you can’t use a power if it requires you to use a die when your Psionic Energy Dice are all expended.

You regain one of your expended Psionic Energy Dice when you finish a Short Rest, and you regain all of them when you finish a Long Rest.

Psi-Bolstered Knack. If you fail an ability check using a skill or tool with which you have proficiency, you can roll one Psionic Energy Die and add the number rolled to the check, potentially turning failure into success. The die is expended only if the roll then succeeds.

Psychic Whispers. You can establish telepathic communication between yourself and others. As a Magic action, choose one or more creatures you can see, up to a number of creatures equal to your Proficiency Bonus, and then roll one Psionic Energy Die. For a number of hours equal to the number rolled, the chosen creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message (no action required), you and the other creature must be within 1 mile of each other. A creature can end the telepathic connection at any time (no action required).

The first time you use this power after each Long Rest, you don’t expend the Psionic Energy Die. All other times you use the power, you expend the die.

Foundry Note

This feature automatically regains a use on a Short Rest and all on a Long Rest.

The Psi-Bolstered Knack activity expends a die and includes a bonus roll. If it still fails you can refund the expended die.

This feature includes a Psychic Whispers activity and a Psychic Whispers (Free) activity. They both include an Active Effect which can be used for tracking creatures you've included.

Psionic Sorcery

Class Feat

When you cast any level 1+ spell from your Psionic Spells feature, you can cast it by expending a spell slot as normal or by spending a number of Sorcery Points equal to the spell’s level. If you cast the spell using Sorcery Points, it requires no Verbal or Somatic components, and it requires no Material components unless they are consumed by the spell or have a cost specified in it.

Foundry Note

The Expend Sorcery Points activity will allow you to select how many Sorcery Points to expend. You can then cast the spell and uncheck the "Consume Spell Slot" option.

Psionic Spells

Class Feat

When you reach a Sorcerer level specified in the Psionic Spells table, you thereafter always have the listed spells prepared.

Sorcerer Level Spells
3 Arms of Hadar, Calm Emotions, Detect Thoughts, Dissonant Whispers, Mind Sliver
5 Hunger of Hadar, Sending
7 Evard's Black Tentacles, Summon Aberration
9 Rary's Telepathic Bond, Telekinesis

Foundry Note

The spells will be automatically granted as you level up.

Psychic Blades

Class Feat

You can manifest shimmering blades of psychic energy. Whenever you take the Attack action or make an Opportunity Attack, you can manifest a Psychic Blade in your free hand and make the attack with that blade. The magic blade has the following traits:

Weapon Category: Simple Melee

Damage on a Hit: 1d6 Psychic plus the ability modifier used for the attack roll

Properties: Finesse, Thrown (range 60/120 feet)

Mastery: Vex (you can use this property, and it doesn’t count against the number of properties you can use with Weapon Mastery)

The blade vanishes immediately after it hits or misses its target, and it leaves no mark if it deals damage.

After you attack with the blade on your turn, you can make a melee or ranged attack with a second psychic blade as a Bonus Action on the same turn if your other hand is free to create it. The damage die of this bonus attack is 1d4 instead of 1d6.

Foundry Note

When you gain this feature you are granted a [[/item Psychic Blade]] as an item that will appear in your inventory and includes the above features.

Psychic Defenses

Class Feat

You have Resistance to Psychic damage, and you have Advantage on saving throws to avoid or end the Charmed or Frightened condition.

Foundry Note

You will receive the Psychic damage resistance as you level up. The Advantage on saving throws is not automated.

Psychic Spells

Class Feat

When you cast a Warlock spell that deals damage, you can change its damage type to Psychic. In addition, when you cast a Warlock spell that is an Enchantment or Illusion, you can do so without Verbal or Somatic components.

Psychic Veil

Class Feat

You can weave a veil of psychic static to mask yourself. As a Magic action, you gain the Invisible condition for 1 hour or until you dismiss this effect (no action required). This invisibility ends early immediately after you deal damage to a creature or you force a creature to make a saving throw.

Once you use this feature, you can’t do so again until you finish a Long Rest unless you expend a Psionic Energy Die (no action required) to restore your use of it.

Foundry Note

The Psychic Veil (Free) activity contains a free use. The Psychic Veil activity consumes a Psionic Die. They both include an Active Effect that applies the Invisible condition.

Pushing Attack

Class Feat

When you hit a creature with an attack roll using a weapon or an Unarmed Strike, you can expend one Superiority Die to attempt to drive the target back. Add the Superiority Die to the attack's damage roll. If the target is Large or smaller, it must succeed on a Strength saving throw or be pushed up to 15 feet directly away from you.

Foundry Note

This feature includes a Strength Save activity and a Dexterity Save activity which will consume a use of your Superiority Die.

The Damage activity allows you to select the type of damage it should deal in the roll dialog.

Quickened Spell

Class Feat

Cost: 2 Sorcery Points

When you cast a spell that has a casting time of an action, you can spend 2 Sorcery Points to change the casting time to a Bonus Action for this casting. You can’t modify a spell in this way if you’ve already cast a level 1+ spell on the current turn, nor can you cast a level 1+ spell on this turn after modifying a spell in this way.

Quivering Palm

Class Feat

You gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an Unarmed Strike, you can expend 4 Focus Points to start these imperceptible vibrations, which last for a number of days equal to your Monk level. The vibrations are harmless unless you take an action to end them. Alternatively, when you take the Attack action on your turn, you can forgo one of the attacks to end the vibrations. To end them, you and the target must be on the same plane of existence. When you end them, the target must make a Constitution saving throw, taking 10d12 Force damage on a failed save or half as much damage on a successful one.

You can have only one creature under the effect of this feature at a time. You can end the vibrations harmlessly (no action required).

Foundry Note

The Instill Vibrations activity expends 4 Focus Points and includes an Active Effect which can be used to track the target you have set up lethal vibrations in.

The End Vibrations activity includes the Saving Throw and Damage rolls.

Radiance of the Dawn

Class Feat

As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to emit a flash of light in a 30-foot Emanation originating from yourself. Any magical Darkness—such as that created by the Darkness spell—in that area is dispelled. Additionally, each creature of your choice in that area must make a Constitution saving throw, taking Radiant damage equal to 2d10 plus your Cleric level on a failed save or half as much damage on a successful one.

Radiant Soul

Class Feat

Your link to your patron allows you to serve as a conduit for radiant energy. You have Resistance to Radiant damage. Once per turn, when a spell you cast deals Radiant or Fire damage, you can add your Charisma modifier to that spell’s damage against one of the spell’s targets.

Foundry Note

As you level up you will automatically be granted the Resistance to Radiant damage.

The Damage activity includes a damage roll that allows you to select the damage type in the roll's dialog. Alternatively, you can add your Charisma modifier in the Spell's Situational Bonus field when rolling damage.

Radiant Strikes

Class Feat

Your strikes now carry supernatural power. When you hit a target with an attack roll using a Melee weapon or an Unarmed Strike, the target takes an extra 1d8 Radiant damage.

Foundry Note

This feature includes an Active Effect which automatically adds the Radiant damage to all Damage Rolls made with your Melee Weapon Attacks and Unarmed Strikes.

Rage

Class Feat

You can imbue yourself with a primal power called Rage, a force that grants you extraordinary might and resilience. You can enter it as a Bonus Action if you aren’t wearing Heavy armor.

You can enter your Rage the number of times shown for your Barbarian level in the Rages column of the Barbarian Features table (currently [[lookup @scale.barbarian.rages]]). You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.

While active, your Rage follows the rules below.

Damage Resistance. You have Resistance to Bludgeoning, Piercing, and Slashing damage.

Rage Damage. When you make an attack using Strength—with either a weapon or an Unarmed Strike—and deal damage to the target, you gain a bonus to the damage that increases as you gain levels as a Barbarian, as shown in the Rage Damage column of the Barbarian Features table.

Strength Advantage. You have Advantage on Strength checks and Strength saving throws.

No Concentration or Spells. You can’t maintain Concentration, and you can’t cast spells.

Duration. The Rage lasts until the end of your next turn, and it ends early if you don Heavy armor or have the Incapacitated condition. If your Rage is still active on your next turn, you can extend the Rage for another round by doing one of the following:

  • Make an attack roll against an enemy.
  • Force an enemy to make a saving throw.
  • Take a Bonus Action to extend your Rage.

Each time the Rage is extended, it lasts until the end of your next turn. You can maintain a Rage for up to 10 minutes.

Foundry Note

This feature includes an Active Effect which automates the Resistance, additional damage, and Advantage on Strength Checks and Saves. This feature will also automatically recharge your Rage uses on a Short and Long Rest.

Rage of the Gods

Class Feat

When you activate your Rage, you can assume the form of a divine warrior. This form lasts for 1 minute or until you drop to 0 Hit Points. Once you use this feature, you can't do so again until you finish a Long Rest.

While in this form, you gain the benefits below.

Flight. You have a Fly Speed equal to your Speed and can hover.

Resistance. You have Resistance to Necrotic, Psychic, and Radiant damage.

Revivification. When a creature within 30 feet of you would drop to 0 Hit Points, you can take a Reaction to expend a use of your Rage to instead change the target's Hit Points to a number equal to your Barbarian level (currently [[lookup @classes.barbarian.levels]]).

Foundry Note

The Rage of the Gods activity includes an Active Effect for automatically adding the resistances and hover but does not provide the fly speed.

The Revivification activity includes a healing roll of your Barbarian level.

Rage of the Wilds

Class Feat

Your Rage taps into the primal power of animals. Whenever you activate your Rage, you gain one of the following options of your choice.

Bear. While your Rage is active, you have Resistance to every damage type except Force, Necrotic, Psychic, and Radiant.

Eagle. When you activate your Rage, you can take the Disengage and Dash actions as part of that Bonus Action. While your Rage is active, you can take a Bonus Action to take both of those actions.

Wolf. While your Rage is active, your allies have Advantage on attack rolls against any enemy of yours within 5 feet of you.

Foundry Note

The Bear activity includes an Active Effect which can automate the addition of the resistances.

The Eagle activity uses a Bonus Action for Disengage and Dash.

The Wolf activity includes a 5 foot target template for identifying impacted creatures.

Rally

Class Feat

As a Bonus Action, you can expend one Superiority Die to bolster the resolve of a companion. Choose an ally of yours within 30 feet of yourself who can see or hear you. That creature gains Temporary Hit Points equal to the Superiority Die roll plus half your Fighter level (round down).

Reckless Attack

Class Feat

You can throw aside all concern for defense to attack with increased ferocity. When you make your first attack roll on your turn, you can decide to attack recklessly. Doing so gives you Advantage on attack rolls using Strength until the start of your next turn, but attack rolls against you have Advantage during that time.

Foundry Note

This feature includes an Active Effect for tracking whether you are reckless or not but it does not automate Advantage on your attacks or attacks against you.

Relentless

Class Feat

Once per turn, when you use a maneuver, you can roll 1d8 and use the number rolled instead of expending a Superiority Die.

Relentless Avenger

Class Feat

Your supernatural focus helps you close off a foe’s retreat. When you hit a creature with an Opportunity Attack, you can reduce the creature’s Speed to 0 until the end of the current turn. You can then move up to half your Speed as part of the same Reaction. This movement doesn’t provoke Opportunity Attacks.

Foundry Note

This feature includes an Active Effect which will reduce the enemies Speed to 0.

Relentless Hunter

Class Feat

Taking damage can’t break your Concentration on Hunter’s Mark.

Relentless Rage

Class Feat

Your Rage can keep you fighting despite grievous wounds. If you drop to 0 Hit Points while your Rage is active and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, your Hit Points instead change to a number equal to twice your Barbarian level.

Each time you use this feature after the first, the DC increases by 5. When you finish a Short or Long Rest, the DC resets to 10.

Foundry Note

This feature will automatically increase the DC by 5 if you consume the resource when activating it. It will also automatically reset to 10 after a Short or Long Rest.

Reliable Talent

Class Feat

Whenever you make an ability check that uses one of your skill or tool proficiencies, you can treat a d20 roll of 9 or lower as a 10.

Foundry Note

This feature includes an Active Effect which automates the minimum roll of 10 on your skill and tool proficiencies.

Remarkable Athlete

Class Feat

Thanks to your athleticism, you have Advantage on Initiative rolls and Strength (Athletics) checks.

In addition, immediately after you score a Critical Hit, you can move up to half your Speed without provoking Opportunity Attacks.

Foundry Note

This feature automatically grants Advantage on Initiative rolls.

Rend Mind

Class Feat

You can sweep your Psychic Blades through a creature’s mind. When you use your Psychic Blades to deal Sneak Attack damage to a creature, you can force that target to make a Wisdom saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus). If the save fails, the target has the Stunned condition for 1 minute. The Stunned target repeats the save at the end of each of its turns, ending the effect on itself on a success.

Once you use this feature, you can’t do so again until you finish a Long Rest unless you expend three Psionic Energy Dice (no action required) to restore your use of it.

Foundry Note

The Rend Mind (Free) activity includes a free use of this feature. The Rend Mind activity will consume three Psionic Energy Dice. Both activities include the save and an Active Effect that applies the Stunned condition.

Repelling Blast

Class Feat

Prerequisite: Level 2+ Warlock, a Warlock Cantrip That Deals Damage via an Attack Roll

Choose one of your known Warlock cantrips that requires an attack roll. When you hit a Large or smaller creature with that cantrip, you can push the creature up to 10 feet straight away from you.

Repeatable. You can gain this invocation more than once. Each time you do so, choose a different eligible cantrip.

Foundry Note

The Make Repelling activity can be used to enchant a cantrip which adds ", Repelling" as a reminder.

Restore Balance

Class Feat

Your connection to the plane of absolute order allows you to equalize chaotic moments. When a creature you can see within 60 feet of yourself is about to roll a d20 with Advantage or Disadvantage, you can take a Reaction to prevent the roll from being affected by Advantage and Disadvantage.

You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Restoring Touch

Class Feat

When you use Lay On Hands on a creature, you can also remove one or more of the following conditions from the creature: Blinded, Charmed, Deafened, Frightened, Paralyzed, or Stunned. You must expend 5 Hit Points from the healing pool of Lay On Hands for each of these conditions you remove; those points don’t also restore Hit Points to the creature.

Foundry Note

This feature includes a Scale prompt for selecting how many conditions you would like to remove that will automatically consume the correct number from your Lay on Hands pool.

Retaliation

Class Feat

When you take damage from a creature that is within 5 feet of you, you can take a Reaction to make one melee attack against that creature, using a weapon or an Unarmed Strike.

Revelation in Flesh

Class Feat

You can unleash the aberrant truth hidden within yourself. As a Bonus Action, you can spend 1 Sorcery Point or more to magically alter your body for 10 minutes. For each Sorcery Point you spend, you gain one of the following benefits of your choice, the effects of which last until the alteration ends.

Aquatic Adaptation. You gain a Swim Speed equal to twice your Speed, and you can breathe underwater. Gills grow from your neck or flare behind your ears, and your fingers become webbed or you grow wriggling cilia.

Glistening Flight. You gain a Fly Speed equal to your Speed, and you can hover. As you fly, your skin glistens with mucus or otherworldly light.

See the Invisible. You can see any Invisible creature within 60 feet of yourself that isn’t behind Total Cover. Your eyes also turn black or become writhing sensory tendrils.

Wormlike Movement. Your body, along with any equipment you are wearing or carrying, becomes slimy and pliable. You can move through any space as narrow as 1 inch, and you can spend 5 feet of movement to escape from nonmagical restraints or the Grappled condition.

Foundry Note

The Expend Sorcery Points activity will let you select the number of Sorcery Points you would like to expend. It includes an Active Effect for each option which can be used for tracking but does not automate their changes.

Riposte

Class Feat

When a creature misses you with a melee attack roll, you can take a Reaction and expend one Superiority Die to make a melee attack roll with a weapon or an Unarmed Strike against the creature. If you hit, add the Superiority Die to the attack's damage.

Foundry Note

The Riposte Damage reaction activity allows you to select the type of damage it should deal in the roll dialog and will consume a use of your Superiority Die.

Ritual Adept

Class Feat

You can cast any spell as a Ritual if that spell has the Ritual tag and the spell is in your spellbook. You needn’t have the spell prepared, but you must read from the book to cast a spell in this way.

Roving

Class Feat

Your Speed increases by 10 feet while you aren’t wearing Heavy armor. You also have a Climb Speed and a Swim Speed equal to your Speed.

Foundry Note

This feature includes an Active Effect which increases your Speed by 10 feet. It does not automatically grant an equivalent Climb and Swim Speed though. It can be disabled if you choose to wear Heavy armor.

Sacred Weapon

Class Feat

When you take the Attack action, you can expend one use of your Channel Divinity to imbue one Melee weapon that you are holding with positive energy. For 10 minutes or until you use this feature again, you add your Charisma modifier to attack rolls you make with that weapon (minimum bonus of +1), and each time you hit with it, you cause it to deal its normal damage type or Radiant damage.

The weapon also emits Bright Light in a 20-foot radius and Dim Light 20 feet beyond that.

You can end this effect early (no action required). This effect also ends if you aren’t carrying the weapon.

Scholar

Class Feat

While studying magic, you also specialized in another field of study. Choose one of the following skills in which you have proficiency: Arcana, History, Investigation, Medicine, Nature, or Religion. You have Expertise in the chosen skill.

Sculpt Spells

Class Feat

You can create pockets of relative safety within the effects of your evocations. When you cast an Evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 plus the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.

Sear Undead

Class Feat

Whenever you use Turn Undead, you can roll a number of d8s equal to your Wisdom modifier (minimum of 1d8, currently [[lookup @abilities.wis.mod]]) and add the rolls together. Each Undead that fails its saving throw against that use of Turn Undead takes Radiant damage equal to the roll's total. This damage doesn't end the turn effect.

Foundry Note

This feature can be used in place of Turn Undead. It consumes a use of Channel Divinity, includes the Save, Active Effects for the conditions, and this feature's damage roll.

Searing Vengeance

Class Feat

When you or an ally within 60 feet of you is about to make a Death Saving Throw, you can unleash radiant energy to save the creature. The creature regains Hit Points equal to half its Hit Point maximum and can end the Prone condition on itself. Each creature of your choice that is within 30 feet of the creature takes Radiant damage equal to 2d8 plus your Charisma modifier, and each has the Blinded condition until the end of the current turn.

Once you use this feature, you can’t use it again until you finish a Long Rest.

Foundry Note

Healing up to half their Hit Point maximum is not automated but the Damage activity includes the relevant targeting template and damage roll. It also includes an Active Effect which applies the Blinded condition.

Second Wind

Class Feat

You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level.

You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.

When you reach certain Fighter levels, you gain more uses of this feature, as shown in the Second Wind column of the Fighter Features table.

Foundry Note

This feature automatically scales in usage and recovers the correct number of uses on a Short and Long Rest.

Second-Story Work

Class Feat

You’ve trained to get into especially hard-to-reach places, granting you these benefits.

Climber. You gain a Climb Speed equal to your Speed.

Jumper. You can determine your Jumping{jump} distance using your Dexterity rather than your Strength.

Foundry Note

This feature does not automatically add the Climb Speed and will have to be added manually.

Seeking Spell

Class Feat

Cost: 1 Sorcery Point

If you make an attack roll for a spell and miss, you can spend 1 Sorcery Point to reroll the d20, and you must use the new roll.

You can use Seeking Spell even if you’ve already used a different Metamagic option during the casting of the spell.

Self-Restoration

Class Feat

Through sheer force of will, you can remove one of the following conditions from yourself at the end of each of your turns: Charmed apply=false, Frightened apply=false, or Poisoned apply=false.

In addition, forgoing food and drink doesn't give you levels of Exhaustion apply=false.

Shadow Arts

Class Feat

You have learned to draw on the power of the Shadow­fell, gaining the following benefits.

Darkness. You can expend 1 Focus Point to cast the Darkness spell without spell components. You can see within the spell's area when you cast it with this feature. While the spell persists, you can move its area of Darkness to a space within 60 feet of yourself at the start of each of your turns.

Darkvision. You gain Darkvision with a range of 60 feet. If you already have Darkvision, its range increases by 60 feet.

Shadowy Figments. You know the Minor Illusion spell. Wisdom is your spellcasting ability for it.

Foundry Note

The Expend Focus Point activity expends a use and you can then use the [[/item Darkness]] spell which is granted to you at this level.

This feature includes an Active Effect that increases your Darkvision.

You are granted the Minor Illusion spell when you reach this level.

Shadow Step

Class Feat

While entirely within Dim Light or Darkness, you can use a Bonus Action to teleport up to 60 feet to an unoccupied space you can see that is also in Dim Light or Darkness. You then have Advantage on the next melee attack you make before the end of the current turn.

Shadowy Dodge

Class Feat

When a creature makes an attack roll against you, you can take a Reaction to impose Disadvantage on that roll. Whether the attack hits or misses, you can then teleport up to 30 feet to an unoccupied space you can see.

Share Spells

Class Feat

When you cast a spell targeting yourself, you can also affect your Primal Companion beast with the spell if the beast is within 30 feet of you.

Signature Spells

Class Feat

Choose two level 3 spells in your spellbook as your signature spells. You always have these spells prepared, and you can cast each of them once at level 3 without expending a spell slot. When you do so, you can’t cast them in this way again until you finish a Short or Long Rest. To cast either spell at a higher level, you must expend a spell slot.

Foundry Note

The Make Signature activity can be used to enchant two spells which marks them as "Always Prepared" and adds ", Signature" to their title for easy identification.

The Expend First Spell and Expend Second Spell activities can be used for tracking your free use of each spell and refresh on a Short and Long Rest.

Slippery Mind

Class Feat

Your cunning mind is exceptionally difficult to control. You gain proficiency in Wisdom and Charisma saving throws.

Foundry Note

These proficiencies are granted automatically as you level up.

Slow Fall

Class Feat

You can take a Reaction when you fall to reduce any damage you take from the fall by an amount equal to five times your Monk level.

Foundry Note

This feature includes a Reduce activity which can be used to restore lost Hit Points equal to five times your Monk level.

Smite of Protection

Class Feat

Your magical smite now radiates protective energy. Whenever you cast Divine Smite, you and your allies have Half Cover while in your Aura of Protection. The aura has this benefit until the start of your next turn.

Foundry Note

This feature includes an Active Effect which provides the Half Cover status but it is not automatically granted as creatures enter/exit your aura.

Sneak Attack

Class Feat

You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack roll if you have Advantage on the roll and the attack uses a Finesse or a Ranged weapon. The extra damage’s type is the same as the weapon’s type.

You don’t need Advantage on the attack roll if at least one of your allies is within 5 feet of the target, the ally doesn’t have the Incapacitated condition, and you don’t have Disadvantage on the attack roll.

The extra damage increases as you gain Rogue levels, as shown in the Sneak Attack column of the Rogue Features table.

Current Sneak Attack Damage: [[lookup @scale.rogue.sneak-attack]]

Foundry Note

Your sneak attack damage will automatically scale as you level up. You can select the damage type in the damage roll's dialog box.

Sorcerous Restoration

Class Feat

When you finish a Short Rest, you can regain expended Sorcery Points, but no more than a number equal to half your Sorcerer level (round down). Once you use this feature, you can’t do so again until you finish a Long Rest.

Foundry Note

This feature includes 1 free user per Long Rest. Use it to automatically regain the correct number of Sorcery Points.

Sorcery Incarnate

Class Feat

If you have no uses of Innate Sorcery left, you can use it if you spend 2 Sorcery Points when you take the Bonus Action to activate it.

In addition, while your Innate Sorcery feature is active, you can use up to two of your Metamagic options on each spell you cast.

Foundry Note

Use this feature to consume 2 Sorcery Points and restore a use of Innate Sorcery.

Soul Blades

Class Feat

You can now use the following powers with your Psychic Blades.

Homing Strikes. If you make an attack roll with your Psychic Blade and miss the target, you can roll one Psionic Energy Die and add the number rolled to the attack roll. If this causes the attack to hit, the die is expended.

Psychic Teleportation. As a Bonus Action, you manifest a Psychic Blade, expend one Psionic Energy Die and roll it, and throw the blade at an unoccupied space you can see up to a number of feet away equal to 10 times the number rolled. You then teleport to that space, and the blade vanishes.

Foundry Note

The Homing Strikes activity will expend a die and provides a roll. If the check still fails you can refund the die.

The Psychic Teleportation activity expends a die and provides a roll. You can then place a template within the rolled range to indicate where you would like to teleport to (though you are not automatically teleported).

Soul of Vengeance

Class Feat

Immediately after a creature under the effect of your Vow of Enmity hits or misses with an attack roll, you can take a Reaction to make a melee attack against that creature if it’s within range.

Spell Breaker

Class Feat

You always have the Counterspell and Dispel Magic spells prepared. In addition, you can cast Dispel Magic as a Bonus Action, and you can add your Proficiency Bonus to its ability check.

When you cast either spell with a spell slot, that slot isn’t expended if the spell fails to stop a spell.

Foundry Note

The spells are granted to you automatically as you level up.

Spell Mastery

Class Feat

You have achieved such mastery over certain spells that you can cast them at will. Choose a level 1 and a level 2 spell in your spellbook that have a casting time of an action. You always have those spells prepared, and you can cast them at their lowest level without expending a spell slot. To cast either spell at a higher level, you must expend a spell slot.

Whenever you finish a Long Rest, you can study your spellbook and replace one of those spells with an eligible spell of the same level from the book.

Foundry Note

The Master activity includes an enchantment that marks the spells as "Always Prepared" and adds ", Mastered" to their name for easy identification.

Uncheck the "Consumption" box when casting at the lowest level. You can drag multiple spells to the same chat card.

Spell Resistance

Class Feat

You have Advantage on saving throws against spells, and you have Resistance to the damage of spells.

Foundry Note

This feature does not automate the Advantage or Resistance.

With your token selected you can either right click on the damage roll's chat card and select * Apply Half Damage or click the "1/2" button and then the * Apply button.

Spell Thief

Class Feat

You gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster.

Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can take a Reaction to force the creature to make an Intelligence saving throw. The DC equals your spell save DC. On a failed save, you negate the spell’s effect against you, and you steal the knowledge of the spell if it is at least level 1 and of a level you can cast (it doesn’t need to be a Wizard spell). For the next 8 hours, you have the spell prepared. The creature can’t cast it until the 8 hours have passed.

Once you steal a spell with this feature, you can’t use this feature again until you finish a Long Rest.

Spellcasting

Class Feat

You have learned to cast spells through your bardic arts. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Bard spells, which appear in the Bard spell list.

Cantrips. You know two cantrips of your choice from the Bard spell list. Dancing Lights and Vicious Mockery are recommended.

Whenever you gain a Bard level, you can replace one of your cantrips with another cantrip of your choice from the Bard spell list.

When you reach Bard levels 4 and 10, you learn another cantrip of your choice from the Bard spell list, as shown in the Cantrips column of the Bard Features table.

Spell Slots. The Bard Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Bard spell list. Charm Person, Color Spray, Dissonant Whispers, and Healing Word are recommended.

The number of spells on your list increases as you gain Bard levels, as shown in the Prepared Spells column of the Bard Features table. Whenever that number increases, choose additional spells from the Bard spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Bard, your list of prepared spells can include six spells of levels 1 and 2 in any combination.

If another Bard feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Bard spells for you.

Changing Your Prepared Spells. Whenever you gain a Bard level, you can replace one spell on your list with another Bard spell for which you have spell slots.

Spellcasting Ability. Charisma is your spellcasting ability for your Bard spells.

Spellcasting Focus. You can use a Musical Instrument as a Spellcasting Focus for your Bard spells.

Spellcasting

Class Feat

You have learned to cast spells through prayer and meditation. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Cleric spells, which appear on the Cleric spell list.

Cantrips. You know three cantrips of your choice from the Cleric spell list. Guidance, Sacred Flame, and Thaumaturgy are recommended.

Whenever you gain a Cleric level, you can replace one of your cantrips with another cantrip of your choice from the Cleric spell list.

When you reach Cleric levels 4 and 10, you learn another cantrip of your choice from the Cleric spell list, as shown in the Cantrips column of the Cleric Features table.

Spell Slots. The Cleric Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Cleric spell list. Bless, Cure Wounds, Guiding Bolt, and Shield of Faith are recommended.

The number of spells on your list increases as you gain Cleric levels, as shown in the Prepared Spells column of the Cleric Features table. Whenever that number increases, choose additional spells from the Cleric spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Cleric, your list of prepared spells can include six spells of levels 1 and 2 in any combination.

If another Cleric feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Cleric spells for you.

Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with other Cleric spells for which you have spell slots.

Spellcasting Ability. Wisdom is your spellcasting ability for your Cleric spells.

Spellcasting Focus. You can use a Holy Symbol as a Spellcasting Focus for your Cleric spells.

Spellcasting

Class Feat

You have learned to cast spells through studying the mystical forces of nature. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Druid spells, which appear on the Druid spell list.

Cantrips. You know two cantrips of your choice from the Druid spell list. Druidcraft and Produce Flame are recommended.

Whenever you gain a Druid level, you can replace one of your cantrips with another cantrip of your choice from the Druid spell list.

When you reach Druid levels 4 and 10, you learn another cantrip of your choice from the Druid spell list, as shown in the Cantrips column of the Druid Features table.

Spell Slots. The Druid Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Druid spell list. Animal Friendship, Cure Wounds, Faerie Fire, and Thunderwave are recommended.

The number of spells on your list increases as you gain Druid levels, as shown in the Prepared Spells column of the Druid Features table. Whenever that number increases, choose additional spells from the Druid spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Druid, your list of prepared spells can include six spells of levels 1 and 2 in any combination.

If another Druid feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Druid spells for you.

Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells with other Druid spells for which you have spell slots.

Spellcasting Ability. Wisdom is your spellcasting ability for your Druid spells.

Spellcasting Focus. You can use a Druidic Focus as a Spellcasting Focus for your Druid spells.

Spellcasting

Class Feat

You have learned to cast spells. See for the rules on spellcasting. The information below details how you use those rules as an Eldritch Knight.

Cantrips. You know two cantrips of your choice from the Wizard spell list. Ray of Frost and Shocking Grasp are recommended. Whenever you gain a Fighter level, you can replace one of these cantrips with another cantrip of your choice from the Wizard spell list.

When you reach Fighter level 10, you learn another Wizard cantrip of your choice.

Spell Slots. The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 spells from the Wizard spell list. Burning Hands, Jump, and Shield are recommended.

The number of spells on your list increases as you gain Fighter levels, as shown in the Prepared Spells column of the Eldritch Knight Spellcasting table. Whenever that number increases, choose additional spells from the Wizard spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 7 Fighter, your list of prepared spells can include five Wizard spells of levels 1 and 2 in any combination.

Changing Your Prepared Spells. Whenever you gain a Fighter level, you can replace one spell on your list with another Wizard spell for which you have spell slots.

Spellcasting Ability. Intelligence is your spellcasting ability for your Wizard spells.

Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for your Wizard spells.

Spellcasting

Class Feat

You have learned to cast spells through prayer and meditation. See the rules on spellcasting. The information below details how you use those rules with Paladin spells, which appear in the Paladin spell list.

Spell Slots. The Paladin Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Paladin spells. Heroism and Searing Smite are recommended.

The number of spells on your list increases as you gain Paladin levels, as shown in the Prepared Spells column of the Paladin Features table. Whenever that number increases, choose additional Paladin spells until the number of spells on your list matches the number in the Paladin Features table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 5 Paladin, your list of prepared spells can include six Paladin spells of level 1 or 2 in any combination.

If another Paladin feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Paladin spells for you.

Changing Your Prepared Spells. Whenever you finish a Long Rest, you can replace one spell on your list with another Paladin spell for which you have spell slots.

Spellcasting Ability. Charisma is your spellcasting ability for your Paladin spells.

Spellcasting Focus. You can use a Holy Symbol as a Spellcasting Focus for your Paladin spells.

Spellcasting

Class Feat

You have learned to cast spells. See the rules on spellcasting. The information below details how you use those rules as an Arcane Trickster.

Cantrips. You know three cantrips: Mage Hand and two other cantrips of your choice from the Wizard spell list. Mind Sliver and Minor Illusion are recommended.

Whenever you gain a Rogue level, you can replace one of your cantrips, except Mage Hand, with another Wizard cantrip of your choice.

When you reach Rogue level 10, you learn another Wizard cantrip of your choice.

Spell Slots. The Arcane Trickster Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended spell slots when you finish a Long Rest.

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 Wizard spells. Charm Person, Disguise Self, and Fog Cloud are recommended.

The number of spells on your list increases as you gain Rogue levels, as shown in the Prepared Spells column of the Arcane Trickster Spellcasting table. Whenever that number increases, choose additional Wizard spells until the number of spells on your list matches the number in the Arcane Trickster Spellcasting table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 7 Rogue, your list of prepared spells can include five Wizard spells of level 1 or 2 in any combination.

Changing Your Prepared Spells. Whenever you gain a Rogue level, you can replace one spell on your list with another Wizard spell for which you have spell slots.

Spellcasting Ability. Intelligence is your spellcasting ability for your Wizard spells.

Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for your Wizard spells.

Spellcasting

Class Feat

You have learned to channel the magical essence of nature to cast spells. See the rules on spellcasting. The information below details how you use those rules with Ranger spells, which appear in the Ranger spell list.

Spell Slots. The Ranger Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Ranger spells. Cure Wounds and Ensnaring Strike are recommended.

The number of spells on your list increases as you gain Ranger levels, as shown in the Prepared Spells column of the Ranger Features table. Whenever that number increases, choose additional Ranger spells until the number of spells on your list matches the number in the Ranger Features table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 5 Ranger, your list of prepared spells can include six Ranger spells of level 1 or 2 in any combination.

If another Ranger feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Ranger spells for you.

Changing Your Prepared Spells. Whenever you finish a Long Rest, you can replace one spell on your list with another Ranger spell for which you have spell slots.

Spellcasting Ability. Wisdom is your spellcasting ability for your Ranger spells.

Spellcasting Focus. You can use a Druidic Focus as a Spellcasting Focus for your Ranger spells.

Spellcasting

Class Feat

Drawing from your innate magic, you can cast spells. See the rules on spellcasting. The information below details how you use those rules with Sorcerer spells, which appear in the Sorcerer spell list later in the class’s description.

Cantrips. You know four Sorcerer cantrips of your choice. Light, Prestidigitation, Shocking Grasp, and Sorcerous Burst are recommended. Whenever you gain a Sorcerer level, you can replace one of your cantrips from this feature with another Sorcerer cantrip of your choice.

When you reach Sorcerer levels 4 and 10, you learn another Sorcerer cantrip of your choice, as shown in the Cantrips column of the Sorcerer Features table.

Spell Slots. The Sorcerer Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Sorcerer spells. Burning Hands and Detect Magic are recommended.

The number of spells on your list increases as you gain Sorcerer levels, as shown in the Prepared Spells column of the Sorcerer Features table. Whenever that number increases, choose additional Sorcerer spells until the number of spells on your list matches the number in the Sorcerer Features table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 3 Sorcerer, your list of prepared spells can include six Sorcerer spells of level 1 or 2 in any combination.

If another Sorcerer feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Sorcerer spells for you.

Changing Your Prepared Spells. Whenever you gain a Sorcerer level, you can replace one spell on your list with another Sorcerer spell for which you have spell slots.

Spellcasting Ability. Charisma is your spellcasting ability for your Sorcerer spells.

Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for your Sorcerer spells.

Spellcasting

Class Feat

As a student of arcane magic, you have learned to cast spells. See the rules on spellcasting. The information below details how you use those rules with Wizard spells, which appear in the Wizard spell list.

Cantrips. You know three Wizard cantrips of your choice. Light, Mage Hand, and Ray of Frost are recommended. Whenever you finish a Long Rest, you can replace one of your cantrips from this feature with another Wizard cantrip of your choice.

When you reach Wizard levels 4 and 10, you learn another Wizard cantrip of your choice, as shown in the Cantrips column of the Wizard Features table.

Spellbook. Your wizardly apprenticeship culminated in the creation of a unique book: your spellbook. It is a Tiny object that weighs 3 pounds, contains 100 pages, and can be read only by you or someone casting Identify. You determine the book’s appearance and materials, such as a gilt-edged tome or a collection of vellum bound with twine.

The book contains the level 1+ spells you know. It starts with six level 1 Wizard spells of your choice. Detect Magic, Feather Fall, Mage Armor, Magic Missile, Sleep, and Thunderwave are recommended.

Whenever you gain a Wizard level after 1, add two Wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown in the Wizard Features table. The spells are the culmination of arcane research you do regularly.

Spell Slots. The Wizard Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To do so, choose four spells from your spellbook. The chosen spells must be of a level for which you have spell slots.

The number of spells on your list increases as you gain Wizard levels, as shown in the Prepared Spells column of the Wizard Features table. Whenever that number increases, choose additional Wizard spells until the number of spells on your list matches the number in the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 3 Wizard, your list of prepared spells can include six spells of levels 1 and 2 in any combination, chosen from your spellbook.

If another Wizard feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Wizard spells for you.

Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with spells from your spellbook.

Spellcasting Ability. Intelligence is your spellcasting ability for your Wizard spells.

Spellcasting Focus. You can use an Arcane Focus or your spellbook as a Spellcasting Focus for your Wizard spells.

Stalker's Flurry

Class Feat

The Psychic damage of your Dreadful Strike becomes 2d8. In addition, when you use the Dreadful Strike effect of your Dread Ambusher feature, you can cause one of the following additional effects.

Sudden Strike. You can make another attack with the same weapon against a different creature that is within 5 feet of the original target and that is within the weapon’s range.

Mass Fear. The target and each creature within 10 feet of it must make a Wisdom saving throw against your spell save DC. On a failed save, a creature has the Frightened condition until the start of your next turn.

Foundry Note

The damage of your Dreadful Strike activity will automatically scale as you level up.

To use the Sudden Strike effect simply make another attack.

The Mass Fear activity on this feature includes the save.

Star Map

Class Feat

You've created a star chart as part of your heavenly studies. It is a Tiny object, and you can use it as a Spellcasting Focus for your Druid spells. You determine its form by rolling on the Star Map table or by choosing one.

While holding the map, you have the Guidance and Guiding Bolt spells prepared, and you can cast Guiding Bolt without expending a spell slot. You can cast it in that way a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

If you lose the map, you can perform a 1-hour ceremony to magically create a replacement. This ceremony can be performed during a Short or Long Rest, and it destroys the previous map.

Foundry Note

The spells are granted to you automatically and Guiding Bolt includes the limited uses. They are not automatically removed if you do not have a Star Map however.

Starry Form

Class Feat

As a Bonus Action, you can expend a use of your Wild Shape feature to take on a starry form rather than shape-shifting.

While in your starry form, you retain your game statistics, but your body becomes luminous, your joints glimmer like stars, and glowing lines connect them as on a star chart. This form sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. The form lasts for 10 minutes. It ends early if you dismiss it (no action required), have the Incapacitated condition, or use this feature again.

Whenever you assume your starry form, choose which of the following constellations glimmers on your body; your choice gives you certain benefits while in the form.

Archer. A constellation of an archer appears on you. When you activate this form and as a Bonus Action on your subsequent turns while it lasts, you can make a ranged spell attack, hurling a luminous arrow that targets one creature within 60 feet of yourself. On a hit, the attack deals Radiant damage equal to 1d8 plus your Wisdom modifier.

Chalice. A constellation of a life-giving goblet appears on you. Whenever you cast a spell using a spell slot that restores Hit Points to a creature, you or another creature within 30 feet of you can regain Hit Points equal to 1d8 plus your Wisdom modifier.

Dragon. A constellation of a wise dragon appears on you. When you make an Intelligence or a Wisdom check or a Constitution saving throw to maintain Concentration, you can treat a roll of 9 or lower on the d20 as a 10.

Foundry Note

The Consume Wild Shape activity will consume your use of Wild Shape and provide an Active Effect for tracking your Starry Form. It also includes activities for the Archer, Chalice, and Dragon form.

This feature does not automate the light changes.

Steady Aim

Class Feat

As a Bonus Action, you give yourself Advantage on your next attack roll on the current turn. You can use this feature only if you haven’t moved during this turn, and after you use it, your Speed is 0 until the end of the current turn.

Steps of the Fey

Class Feat

Your patron grants you the ability to move between the boundaries of the planes. You can cast Misty Step without expending a spell slot a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

In addition, whenever you cast that spell, you can choose one of the following additional effects.

Refreshing Step. Immediately after you teleport, you or one creature you can see within 10 feet of yourself gains 1d10 Temporary Hit Points.

Taunting Step. Creatures within 5 feet of the space you left must succeed on a Wisdom saving throw against your spell save DC or have Disadvantage on attack rolls against creatures other than you until the start of your next turn.

Foundry Note

The Refreshing Step activity includes the Temporary Hit Points.

The Taunting Step activity includes the save and an Active Effect for tracking but it does not automate the effect.

You are granted the spell with free uses as you level up.

Stormborn

Class Feat

Your Wrath of the Sea confers two more benefits while active, as detailed below.

Flight. You gain a Fly Speed equal to your Speed.

Resistance. You have Resistance to Cold, Lightning, and Thunder damage.

Foundry Note

You can use this feature in place of Wrath of the Sea. It includes an Active Effect which will automate the addition of the Resistances. It does not add the Fly Speed though.

Stride of the Elements

Class Feat

While your Elemental Attunement is active, you also have a Fly Speed and a Swim Speed equal to your Speed.

Foundry Note

This feature does not automatically grant the Fly and Swim Speed.

Stroke of Luck

Class Feat

You have a marvelous knack for succeeding when you need to. If you fail a D20 Test, you can turn the roll into a 20.

Once you use this feature, you can’t use it again until you finish a Short or Long Rest.

Student of War

Class Feat

You gain proficiency with one type of Artisan's Tools of your choice, and you gain proficiency in one skill of your choice from the skills available to Fighters at level 1.

Foundry Note

You will be prompted for these choices while leveling up.

Studied Attacks

Class Feat

You study your opponents and learn from each attack you make. If you make an attack roll against a creature and miss, you have Advantage on your next attack roll against that creature before the end of your next turn.

Foundry Note

This feature does not automate the Advantage on your next attack roll.

Stunning Strike

Class Feat

Once per turn when you hit a creature with a Monk weapon or an Unarmed Strike, you can expend 1 Focus Point to attempt a stunning strike. The target must make a Constitution saving throw. On a failed save, the target has the Stunned condition until the start of your next turn. On a successful save, the target's Speed is halved until the start of your next turn, and the next attack roll made against the target before then has Advantage.

Foundry Note

This feature includes the Saving Throw and a Stunned Active Effect which applies the Stunned status if they fail and a Slowed Active Effect for tracking that their Speed is halved and that the next attack roll made against them has Advantage if they succeed.

Subtle Spell

Class Feat

Cost: 1 Sorcery Point

When you cast a spell, you can spend 1 Sorcery Point to cast it without any Verbal, Somatic, or Material components, except Material components that are consumed by the spell or that have a cost specified in the spell.

Superior Critical

Class Feat

Your attack rolls with weapons and Unarmed Strikes can now score a Critical Hit on a roll of 18–20 on the d20.

Foundry Note

This feature automatically increases the Critical Hit threshold to 18.

Superior Defense

Class Feat

At the start of your turn, you can expend 3 Focus Points to bolster yourself against harm for 1 minute or until you have the Incapacitated condition. During that time, you have Resistance to all damage except Force damage.

Foundry Note

This feature will expend 3 Focus Points and includes an Active Effect which will apply the relevant Resistances.

Superior Hunter's Defense

Class Feat

When you take damage, you can take a Reaction to give yourself Resistance to that damage and any other damage of the same type until the end of the current turn.

Foundry Note

This feature includes an Active Effect for resisting each type of damage which can be applied to get the relevant resistance. Be sure you disable/delete the previous Active Effect in the "Effects" tab of your sheet when you change Resistances.

Superior Hunter's Prey

Class Feat

Once per turn when you deal damage to a creature marked by your Hunter’s Mark, you can also deal that spell’s extra damage to a different creature that you can see within 30 feet of the first creature.

Foundry Note

You can apply the damage from Hunter's Mark or use the Damage activity on this feature.

Superior Inspiration

Class Feat

When you roll Initiative, you regain expended uses of Bardic Inspiration until you have two if you have fewer than that.

Supreme Healing

Class Feat

When you would normally roll one or more dice to restore Hit Points to a creature with a spell or Channel Divinity, don't roll those dice for the healing; instead use the highest number possible for each die. For example, instead of restoring 2d6 Hit Points to a creature with a spell, you restore 12.

Foundry Note

This feature does not automate the maximizing of all of your rolls.

Supreme Sneak

Class Feat

You gain the following Cunning Strike option.

Stealth Attack (Cost: 1d6). If you have the Hide action’s Invisible condition, this attack doesn’t end that condition on you if you end the turn behind Three-Quarters Cover or Total Cover.

Survivor

Class Feat

You attain the pinnacle of resilience in battle, giving you these benefits.

Defy Death. You have Advantage on Death Saving Throws. Moreover, when you roll 18–20 on a Death Saving Throw, you gain the benefit of rolling a 20 on it.

Heroic Rally. At the start of each of your turns, you regain Hit Points equal to 5 plus your Constitution modifier if you are Bloodied and have at least 1 Hit Point.

Foundry Note

This feature does not automate the Death Saving Throw changes to rolling an 18 or 19, but does include Advantage automation. It includes an activity for healing but does not automatically add it when you are Bloodied.

Sweeping Attack

Class Feat

When you hit a creature with a melee attack roll using a weapon or an Unarmed Strike, you can expend one Superiority Die to attempt to damage another creature. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your Superiority Die. The damage is of the same type dealt by the original attack.

Foundry Note

The Damage activity allows you to select the type of damage it should deal in the roll dialog and consumes a use of your Superiority Die.

Tactical Assessment

Class Feat

When you make an Intelligence (History or Investigation) check or a Wisdom (Insight) check, you can expend one Superiority Die and add that die to the ability check.

Tactical Master

Class Feat

When you attack with a weapon whose mastery property you can use, you can replace that property with the Push, Sap, or Slow property for that attack.

Tactical Mind

Class Feat

You have a mind for tactics on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn't expended.

Tactical Shift

Class Feat

Whenever you activate your Second Wind with a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.

Tamed Surge

Class Feat

Immediately after you cast a Sorcerer spell with a spell slot, you can create an effect of your choice from the Wild Magic Surge table instead of rolling on that table. You can choose any effect in the table except for the final row, and if the chosen effect involves a roll, you must make it.

Once you use this feature, you can’t do so again until you finish a Long Rest.

Tandem Footwork

Class Feat

When you roll Initiative, you can expend one use of your Bardic Inspiration if you don't have the Incapacitated condition. When you do so, roll your Bardic Inspiration die; you and each ally within 30 feet of you who can see or hear you gains a bonus to Initiative equal to the number rolled.

Foundry Note

Using this feature will consume a usage of your Bardic Inspiration.

Telekinetic Adept

Class Feat

You have mastered new ways to use your telekinetic abilities, detailed below.

Psi-Powered Leap. As a Bonus Action, you gain a Fly Speed equal to twice your Speed until the end of the current turn. Once you take this Bonus Action, you can't do so again until you finish a Short or Long Rest unless you expend a Psionic Energy Die (no action required) to restore your use of it.

Telekinetic Thrust. When you deal damage to a target with your Psionic Strike, you can force the target to make a Strength saving throw (DC 8 plus your Intelligence modifier and Proficiency Bonus). On a failed save, you can give the target the Prone condition or transport it up to 10 feet horizontally.

Foundry Note

The Psi-Powered Leap activity includes a free use and you can use the Psi-Powered Leap Using Psionic Energy activity to use it again with a Psionic Energy Die. It does not automate the addition of the Fly Speed.

The Telekinetic Thrust activity includes an Active Effect which will can apply the Prone condition.

Telekinetic Master

Class Feat

You always have the Telekinesis spell prepared. With this feature, you can cast it without a spell slot or components, and your spellcasting ability for it is Intelligence. On each of your turns while you maintain Concentration on it, including the turn when you cast it, you can make one attack with a weapon as a Bonus Action.

Once you cast the spell with this feature, you can't do so in this way again until you finish a Long Rest unless you expend a Psionic Energy Die (no action required) to restore your use of it.

Foundry Note

You are automatically granted the Telekinesis spell as you level up. It includes a free use and configures it to use Intelligence as your spellcasting modifier. You can manually consume a use of your Psionic Energy Die and give yourself another use of the spell.

Telepathic Speech

Class Feat

You can form a telepathic connection between your mind and the mind of another. As a Bonus Action, choose one creature you can see within 30 feet of yourself. You and the chosen creature can communicate telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile, currently: [[lookup @abilities.cha.mod]]). To understand each other, you each must mentally use a language the other knows.

The telepathic connection lasts for a number of minutes equal to your Sorcerer level. It ends early if you use this ability to form a connection with a different creature.

The Third Eye

Class Feat

You can increase your powers of perception. As a Bonus Action, choose one of the following benefits, which lasts until you start a Short or Long Rest. You can’t use this feature again until you finish a Short or Long Rest.

Darkvision. You gain Darkvision with a range of 120 feet.

Greater Comprehension. You can read any language.

See Invisibility. You can cast See Invisibility without expending a spell slot.

Foundry Note

The Darkvision activity includes an Active Effect which grants you Darkvision.

The Greater Comprehension activity includes an Active Effect for tracking.

The See Invisibility activity includes a limited use and an Active Effect for tracking.

Thief's Reflexes

Class Feat

You are adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal Initiative and your second turn at your Initiative minus 10.

Thieves' Cant

Class Feat

You picked up various languages in the communities where you plied your roguish talents. You know Thieves’ Cant and one other language of your choice, which you choose from the language tables in chapter 2.

Foundry Note

Thieves' Cant will be added to your sheet automatically and you will be prompted to choose the additional language.

Thirsting Blade

Class Feat

Prerequisite: Level 5+ Warlock, Pact of the Blade Invocation.

You gain the Extra Attack feature for your pact weapon only. With that feature, you can attack twice with the weapon instead of once when you take the Attack action on your turn.

Thought Shield

Class Feat

Your thoughts can’t be read by telepathy or other means unless you allow it. You also have Resistance to Psychic damage, and whenever a creature deals Psychic damage to you, that creature takes the same amount of damage that you take.

Three Extra Attacks

Class Feat

You can attack four times instead of once whenever you take the Attack action on your turn.

Tides of Chaos

Class Feat

You can manipulate chaos itself to give yourself Advantage on one D20 Test before you roll the d20. Once you do so, you must cast a Sorcerer spell with a spell slot or finish a Long Rest before you can use this feature again.

If you do cast a Sorcerer spell with a spell slot before you finish a Long Rest, you automatically roll on the Wild Magic Surge table.

Tireless

Class Feat

Primal forces now help fuel you on your journeys, granting you the following benefits.

Temporary Hit Points. As a Magic action, you can give yourself a number of Temporary Hit Points equal to 1d8 plus your Wisdom modifier (minimum of 1). You can use this action a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Decrease Exhaustion. Whenever you finish a Short Rest, your Exhaustion level, if any, decreases by 1.

Foundry Note

The Temporary Hit Points activity can apply the Temporary Hit Points to you.

The Decrease Exhaustion activity will decrease your Exhaustion.

Trance of Order

Class Feat

You gain the ability to align your consciousness with the endless calculations of Mechanus. As a Bonus Action, you can enter this state for 1 minute. For the duration, attack rolls against you can’t benefit from Advantage, and whenever you make a D20 Test, you can treat a roll of 9 or lower on the d20 as a 10.

Once you use this feature, you can’t use it again until you finish a Long Rest unless you spend 5 Sorcery Points (no action required) to restore your use of it.

Foundry Note

The Enter Trance (Free) activity includes a free use.

The Enter Trance (Sorcery Points) activity will expend five Sorcery Points.

The minimum roll is not automated.

Transmuted Spell

Class Feat

Cost: 1 Sorcery Point

When you cast a spell that deals a type of damage from the following list, you can spend 1 Sorcery Point to change that damage type to one of the other listed types: Acid, Cold, Fire, Lightning, Poison, Thunder.

Travel Along the Tree

Class Feat

When you activate your Rage and as a Bonus Action while your Rage is active, you can teleport up to 60 feet to an unoccupied space you can see.

In addition, once per Rage, you can increase the range of that teleport to 150 feet. When you do so, you can also bring up to six willing creatures who are within 10 feet of you. Each creature teleports to an unoccupied space of your choice within 10 feet of your destination space.

Trickery Domain Spells

Class Feat

Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Trickery Domain Spells table, you thereafter always have the listed spells prepared.

Cleric Level Prepared Spells
3 Charm Person, Disguise Self, Invisibility, Pass without Trace
5 Hypnotic Pattern, Nondetection
7 Confusion, Dimension Door
9 Dominate Person, Modify Memory

Foundry Note

These spells are granted automatically as you advance.

Trickster's Transposition

Class Feat

Whenever you take the Bonus Action to create or move the illusion of your Invoke Duplicity, you can teleport, swapping places with the illusion.

Foundry Note

This feature includes a Transpose activity for tracking the use of your Bonus Action but you will have to manually swap your Token and the Duplicate's position.

Trip Attack

Class Feat

When you hit a creature with an attack roll using a weapon or an Unarmed Strike, you can expend one Superiority Die and add the die to the attack's damage roll. If the target is Large or smaller, it must succeed on a Strength saving throw or have the Prone condition.

Foundry Note

This feature will automatically use the higher of your Strength/Dexterity for the save.

The Damage included in the save allows you to select the type of damage it should deal in the roll dialog. It will remember your choice going forwards.

Twinkling Constellations

Class Feat

The constellations of your Starry Form improve. The 1d8 of the Archer and the Chalice becomes 2d8, and while the Dragon is active, you have a Fly Speed of 20 feet and can hover.

Moreover, at the start of each of your turns while in your Starry Form, you can change which constellation glimmers on your body.

Foundry Note

The dice increase is handled automatically. This feature does not automatically add the Fly Speed.

Twinned Spell

Class Feat

Cost: 1 Sorcery Point

When you cast a spell, such as Charm Person, that can be cast with a higher-level spell slot to target an additional creature, you can spend 1 Sorcery Point to increase the spell’s effective level by 1.

Two Extra Attacks

Class Feat

You can attack three times instead of once whenever you take the Attack action on your turn.

Ultimate Combat Superiority

Class Feat

Your Superiority Die becomes a d12.

Umbral Sight

Class Feat

You gain Darkvision with a range of 60 feet. If you already have Darkvision when you gain this feature, its range increases by 60 feet.

You are also adept at evading creatures that rely on Darkvision. While entirely in Darkness, you have the Invisible condition to any creature that relies on Darkvision to see you in that Darkness.

Foundry Note

This feature includes an Active Effect which will automatically increase your Darkvision range.

Unarmored Defense

Class Feat

While you aren’t wearing any armor, your base Armor Class equals 10 plus your Dexterity and Constitution modifiers. You can use a Shield and still gain this benefit.

Unarmored Defense

Class Feat

While you aren't wearing armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers.

Foundry Note

This feature includes an Active Effect which updates your Armor Class.

Unarmored Movement

Class Feat

Your speed increases by 10 feet while you aren't wearing armor or wielding a Shield. This bonus increases when you reach certain Monk levels, as shown on the Monk Features table.

Current Increase: [[lookup @scale.monk.unarmored-movement]]

Foundry Note

This feature includes an Unarmored Movement Active Effect which adds 10 feet to your Movement. It can not automatically update as you level up though. You can edit the value to match your current increase.

Unbreakable Majesty

Class Feat

As a Bonus Action, you can assume a magically majestic presence for 1 minute or until you have the Incapacitated condition. For the duration, whenever any creature hits you with an attack roll for the first time on a turn, the attacker must succeed on a [[/save]]{Charisma saving throw} against your spell save DC, or the attack misses instead, as the creature recoils from your majesty.

Once you assume this majestic presence, you can't do so again until you finish a Short or Long Rest.

Foundry Note

The Assume Majestic Presence activity includes an Active Effect for tracking your presence.

The Recoil Save activity includes the saving throw for the attacking creature.

Uncanny Dodge

Class Feat

When an attacker that you can see hits you with an attack roll, you can take a Reaction to halve the attack’s damage against you (round down).

Foundry Note

With your token selected you can either right click on the damage roll's chat card and select * Apply Half Damage or click the "1/2" button and then the * Apply button.

Uncanny Metabolism

Class Feat

When you roll Initiative, you can regain all expended Focus Points. When you do so, roll your Martial Arts die, and regain a number of Hit Points equal to your Monk level plus the number rolled.

Once you use this feature, you can't use it again until you finish a Long Rest.

Foundry Note

Using this feature will restore all expended Focus Points and offers a Healing roll for restoring your Hit Points. It includes a single free use per Long Rest.

Undying Sentinel

Class Feat

When you are reduced to 0 Hit Points and not killed outright, you can drop to 1 Hit Point instead, and you regain a number of Hit Points equal to three times your Paladin level. Once you use this feature, you can’t do so again until you finish a Long Rest.

Additionally, you can’t be aged magically, and you cease visibly aging.

Use Magic Device

Class Feat

You’ve learned how to maximize use of magic items, granting you the following benefits.

Attunement. You can attune to up to four magic items at once.

Charges. Whenever you use a magic item property that expends charges, roll 1d6. On a roll of 6, you use the property without expending the charges.

Scrolls. You can use any Spell Scroll, using Intelligence as your spellcasting ability for the spell. If the spell is a cantrip or a level 1 spell, you can cast it reliably. If the scroll contains a higher-level spell, you must first succeed on an [[/skill arc]] check (DC 10 plus the spell’s level). On a successful check, you cast the spell from the scroll. On a failed check, the scroll disintegrates.

Foundry Note

This feature includes an Active Effect that automatically increases your attunement maximum.

When using an item property that expends charges roll the d6 and uncheck the consumption box to use it for free.

Versatile Trickster

Class Feat

You gain the ability to distract targets with your Mage Hand. When you use the [[/item Cunning Strike activity="Trip"]]{Trip} option of your Cunning Strike on a creature, you can also use that option on another creature within 5 feet of the spectral hand.

Visions of Distant Realms

Class Feat

Prerequisite: Level 9+ Warlock

You can cast Arcane Eye without expending a spell slot.


Vitality of the Tree

Class Feat

Your Rage taps into the life force of the World Tree. You gain the following benefits.

Vitality Surge. When you activate your Rage, you gain a number of Temporary Hit Points equal to your Barbarian level.

Life-Giving Force. At the start of each of your turns while your Rage is active, you can choose another creature within 10 feet of yourself to gain Temporary Hit Points. To determine the number of Temporary Hit Points, roll a number of d6s equal to your Rage Damage bonus, and add them together. If any of these Temporary Hit Points remain when your Rage ends, they vanish.

Foundry Note

This feature includes an activity for Vitality Surge and Life-Giving Force which can be used to roll the Temporary HP. It does not automatically remove Life-Giving Force's Temporary Hit Points when your Rage ends.

Vow of Enmity

Class Feat

When you take the Attack action, you can expend one use of your Channel Divinity to utter a vow of enmity against a creature you can see within 30 feet of yourself. You have Advantage on attack rolls against the creature for 1 minute or until you use this feature again.

If the creature drops to 0 Hit Points before the vow ends, you can transfer the vow to a different creature within 30 feet of yourself (no action required).

Foundry Note

This feature includes an Active Effect for tracking the creature you have vowed against but it does not automate the Advantage.

War Bond

Class Feat

You learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a Short Rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. The bond fails if another Fighter is bonded to the weapon or if the weapon is a magic item to which someone else is attuned.

Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you have the Incapacitated condition. If it is on the same plane of existence, you can summon that weapon as a Bonus Action, causing it to teleport instantly to your hand.

You can have up to two bonded weapons, but you can summon only one at a time with a Bonus Action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

Foundry Note

This feature includes an activity for summoning your weapon that can be used if you're tracking usage of your Bonus Action.

It also includes a Bond with Weapon activity which can be used to enchant your bonded weapons. It will append ", War Bonded" to its name for easy identification.

War Domain Spells

Class Feat

Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the War Domain Spells table, you thereafter always have the listed spells prepared.

Cleric Level Prepared Spells
3 Guiding Bolt, Magic Weapon, Shield of Faith, Spiritual Weapon
5 Crusader's Mantle, Spirit Guardians
7 Fire Shield, Freedom of Movement
9 Hold Monster, Steel Wind Strike

Foundry Note

These spells are granted automatically as you advance.

War God's Blessing

Class Feat

You can expend a use of your Channel Divinity to cast Shield of Faith or Spiritual Weapon rather than expending a spell slot. When you cast either spell in this way, the spell doesn't require Concentration. Instead the spell lasts for 1 minute, but it ends early if you cast that spell again, have the Incapacitated condition, or die.

Foundry Note

When casting the spell uncheck the "Consumption" checkbox and the "Concentration" checkbox.

War Magic

Class Feat

When you take the Attack action on your turn, you can replace one of the attacks with a casting of one of your Wizard cantrips that has a casting time of an action.

War Priest

Class Feat

As a Bonus Action, you can make one attack with a weapon or an Unarmed Strike. You can use this Bonus Action a number of times equal to your Wisdom modifier (minimum of once, currently [[lookup @abilities.wis.mod]]). You regain all expended uses when you finish a Short or Long Rest.

Warding Flare

Class Feat

When a creature that you can see within 30 feet of yourself makes an attack roll, you can take a Reaction to impose Disadvantage on the attack roll, causing light to flare before it hits or misses.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once, currently [[lookup @abilities.wis.mod]]). You regain all expended uses when you finish a Long Rest.

Foundry Note

The Flare activity includes a 30 foot emanation for identifying impacted creatures. It does not automate the Disadvantage.

Warping Implosion

Class Feat

You can unleash a space-warping anomaly. As a Magic action, you teleport to an unoccupied space you can see within 120 feet of yourself. Immediately after you disappear, each creature within 30 feet of the space you left must make a Strength saving throw against your spell save DC. On a failed save, a creature takes 3d10 Force damage and is pulled straight toward the space you left, ending in an unoccupied space as close to your former space as possible. On a successful save, the creature takes half as much damage only.

Once you use this feature, you can’t do so again until you finish a Long Rest unless you spend 5 Sorcery Points (no action required) to restore your use of it.

Warrior of the Gods

Class Feat

A divine entity helps ensure you can continue the fight. You have a pool of four d12s that you can spend to heal yourself. As a Bonus Action, you can expend dice from the pool, roll them, and regain a number of Hit Points equal to the roll's total.

Your pool regains all expended dice when you finish a Long Rest.

The pool's maximum number of dice increases by one when you reach Barbarian levels 6 (5 dice), 12 (6 dice), and 17 (7 dice).

Foundry Note

The pool size is automatically handled in this feature's scale value advancement.

Weapon Mastery

Class Feat

Your training with weapons allows you to use the mastery properties of two kinds of Simple or Martial Melee weapons of your choice, such as Greataxes and Handaxes. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.

When you reach certain Barbarian levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Barbarian Features table.

Weapon Mastery

Class Feat

Your training with weapons allows you to use the mastery properties of three kinds of Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.

When you reach certain Fighter levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Fighter Features table.

Foundry Note

To change your masteries toggle on the "Edit" mode of your sheet. On the "Details" tab click on the cog icon next to "Weapons" in the bottom right. You can place a check in the mastery column of your chosen weapons.

Weapon Mastery

Class Feat

Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longswords and Javelins.

Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Halberds and Flails.

Weapon Mastery

Class Feat

Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Daggers and Shortbows.

Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Shortswords.

Weapon Mastery

Class Feat

Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longbows and Shortswords.

Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Longswords.

Whispers of the Grave

Class Feat

Prerequisite: Level 7+ Warlock

You can cast Speak with Dead without expending a spell slot.


Wholeness of Body

Class Feat

You gain the ability to heal yourself. As a Bonus Action, you can roll your Martial Arts die. You regain a number of Hit Points equal to the number rolled plus your Wisdom modifier (minimum of 1 Hit Point regained).

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Wild Companion

Class Feat

You can summon a nature spirit that assumes an animal form to aid you. As a Magic action, you can expend a spell slot or a use of Wild Shape to cast the Find Familiar spell without Material components.

When you cast the spell in this way, the familiar is Fey and disappears when you finish a Long Rest.

Foundry Note

This feature includes a Summon activity which can be used to summon your wild companion. You can choose whether to expend a use of wild shape or a spell slot when activating it.

The summon does not automatically disappear when you finish a Long Rest.

Wild Magic Surge

Class Feat

Your spellcasting can unleash surges of untamed magic. Once per turn, you can roll 1d20 immediately after you cast a Sorcerer spell with a spell slot. If you roll a 20, roll on the Wild Magic Surge table to create a magical effect.

If the magical effect is a spell, it is too wild to be affected by your Metamagic.

Wild Resurgence

Class Feat

Once on each of your turns, if you have no uses of Wild Shape left, you can give yourself one use by expending a spell slot (no action required).

In addition, you can expend one use of Wild Shape (no action required) to give yourself a level 1 spell slot, but you can't do so again until you finish a Long Rest.

Foundry Note

The Regain Wild Shape activity consumes a spell slot and grants you another use of Wild Shape.

The Regain Spell Slot activity will consume a use of Wild Shape and grant you a level 1 spell slot.

Wild Shape

Class Feat

The power of nature allows you to assume the form of an animal. As a Bonus Action, you shape-shift into a Beast form that you have learned for this feature (see “Known Forms” below). You stay in that form for a number of hours equal to half your Druid level (currently [[lookup @classes.druid.levels]]) or until you use Wild Shape again, have the Incapacitated condition, or die. You can also leave the form early as a Bonus Action.

Number of Uses. You can use Wild Shape twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.

You gain additional uses when you reach certain Druid levels, as shown in the Wild Shape column of the Druid Features table.

Current Number of Uses: [[lookup @scale.druid.wild-shape-uses]]

Known Forms. You know four Beast forms for this feature, chosen from among Beast stat blocks that have a maximum Challenge Rating of 1/4 and that lack a Fly Speed. The Rat, Riding Horse, Spider, and Wolf are recommended. Whenever you finish a Long Rest, you can replace one of your known forms with another eligible form.

Wild Shape Automation

This feature includes a Transform activity. When you use it you can select the creature you'd like to Wild Shape into using the Compendium Browser. You can revert the transformation at the top of your sheet by clicking on the kebab menu (three vertical dots) and selecting Restore Transformation.

When you reach certain Druid levels, your number of known forms and the maximum Challenge Rating for those forms increases, as shown in the Beast Shapes table. In addition, starting at level 8, you can adopt a form that has a Fly Speed.

Current Known Forms Limit: [[lookup @scale.druid.known-forms]]

Current CR Limit: [[lookup @scale.druid.wild-shape]]

When choosing known forms, you may look in the Monster Manual or elsewhere for eligible Beasts if the Dungeon Master permits you to do so.

Druid Level Known Forms Max CR Fly Speed
2 4 1/4 No
4 6 1/2 No
8 8 1 Yes

Rules While Shape-Shifted. While in a form, you retain your personality, memories, and ability to speak, and the following rules apply:

Temporary Hit Points. When you assume a Wild Shape form, you gain a number of Temporary Hit Points equal to your Druid level.

Game Statistics. Your game statistics are replaced by the Beast's stat block, but you retain your creature type; Hit Points; Hit Point Dice; Intelligence, Wisdom, and Charisma scores; class features; languages; and feats. You also retain your skill and saving throw proficiencies and use your Proficiency Bonus for them, in addition to gaining the proficiencies of the creature. If a skill or saving throw modifier in the Beast's stat block is higher than yours, use the one in the stat block.

No Spellcasting. You can't cast spells, but shape-shifting doesn't break your Concentration or otherwise interfere with a spell you've already cast.

Objects. Your ability to handle objects is determined by the form's limbs rather than your own. In addition, you choose whether your equipment falls in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it's practical for the new form to wear a piece of equipment based on the creature's size and shape. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with the form. Equipment that merges with the form has no effect while you're in that form.

Witch Sight

Class Feat

Prerequisite: Level 15+ Warlock

You have Truesight with a range of 30 feet.

Foundry Note

This feature includes an Active Effect which automatically grants you Truesight.

Words of Creation

Class Feat

You have mastered two of the Words of Creation: the words of life and death. You therefore always have the Power Word Heal and Power Word Kill spells prepared. When you cast either spell, you can target a second creature with it if that creature is within 10 feet of the first target.

Foundry Note

You are automatically granted these spells as you level up.

Wrath of the Sea

Class Feat

As a Bonus Action, you can expend a use of your Wild Shape to manifest a 5-foot Emanation that takes the form of ocean spray that surrounds you for 10 minutes. It ends early if you dismiss it (no action required), manifest it again, or have the Incapacitated condition.

When you manifest the Emanation and as a Bonus Action on your subsequent turns, you can choose another creature you can see in the Emanation. The target must succeed on a Constitution saving throw against your spell save DC or take Cold damage and, if the creature is Large or smaller, be pushed up to 15 feet away from you. To determine this damage, roll a number of d6s equal to your Wisdom modifier (minimum of one die).

Foundry Note

The size of the emanation increases automatically when you gain the Aquatic Affinity feature.

The Manifest Ocean Spray activity consumes a use and the Bonus Action Save activity does not.

Zealous Presence

Class Feat

As a Bonus Action, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet of you gain Advantage on attack rolls and saving throws until the start of your next turn.

Once you use this feature, you can't use it again until you finish a Long Rest unless you expend a use of your Rage (no action required) to restore your use of it.

Foundry Note

This Battle Cry activity includes an Active Effect for tracking impacted creatures but does not automate the advantage on attack rolls and saving throws.

The Recharge with Rage expends a Rage and restores a use of this feature.


Character Origins

Feats

Acid Breath Weapon

Race Feat

When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in either a 15-foot Cone or a 30-foot Line that is 5 feet wide (choose the shape each time).

Each creature in that area must make a Dexterity saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus). On a failed save, a creature takes 1d10 damage of the type determined by your Draconic Ancestry trait. On a successful save, a creature takes half as much damage.

This damage increases by 1d10 when you reach character levels 5 (2d10), 11 (3d10), and 17 (4d10).You can use this Breath Weapon a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

Adrenaline Rush

Race Feat

You can take the Dash action as a Bonus Action. When you do so, you gain a number of Temporary Hit Points equal to your Proficiency Bonus. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Short or Long Rest.

Brave

Race Feat

You have Advantage on saving throws you make to avoid or end the Frightened condition.

Breath Weapon

Race Feat

When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in either a 15-foot Cone or a 30-foot Line that is 5 feet wide (choose the shape each time).

Each creature in that area must make a Dexterity saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus). On a failed save, a creature takes 1d10 damage of the type determined by your Draconic Ancestry trait. On a successful save, a creature takes half as much damage.

This damage increases by 1d10 when you reach character levels 5 (2d10), 11 (3d10), and 17 (4d10).You can use this Breath Weapon a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

Foundry Note

The Breath Weapon (Cone) and Breath Weapon (Line) activities are both configured for their template type and include each type of damage. The damage also scales as you level up.

You can select the damage type in the damage roll's dialog box. It will remember your damage choice afterwards. You can edit the activities to remove the other damage types to skip this.

The following supplemental items include the damage type and damage resistance associated with your Draconic Ancestry: Acid Breath Weapon, Cold Breath Weapon, Fire Breath Weapon, Lightning Breath Weapon, Poison Breath Weapon

Celestial Resistance

Race Feat

You have Resistance to Necrotic damage and Radiant Damage.

Celestial Revelation

Race Feat

When you reach character level 3, you can transform as a Bonus Action using one of the options below (choose the option each time you transform). The transformation lasts for 1 minute or until you end it (no action required). Once you transform, you can’t do so again until you finish a Long Rest.

Once on each of your turns before the transformation ends, you can deal extra damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your Proficiency Bonus, and the extra damage’s type is either Necrotic for Necrotic Shroud or Radiant for Heavenly Wings and Inner Radiance.

Here are the transformation options:

Heavenly Wings. Two spectral wings sprout from your back temporarily. Until the transformation ends, you have a Fly Speed equal to your Speed.

Inner Radiance. Searing light temporarily radiates from your eyes and mouth. For the duration, you shed Bright Light in a 10-foot radius and Dim Light for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes Radiant damage equal to your Proficiency Bonus.

Necrotic Shroud. Your eyes briefly become pools of darkness, and flightless wings sprout from your back temporarily. Creatures other than your allies within 10 feet of you must succeed on a Charisma saving throw (DC 8 plus your Charisma modifier and Proficiency Bonus) or have the Frightened condition until the end of your next turn.

Foundry Note

Each activity expends your use of this feature.

The Heavenly Wings activity includes an Active Effect which upgrades your Fly Speed to "1" to indicate equivalence to (walk) Speed.

The Inner Radiance activity includes an Active Effect for tracking and a damage roll that scales as you level up.

The Necrotic Shroud activity includes the saving throw and an Active Effect for tracking impacted creatures and applies the Frightened condition.

Cloud's Jaunt

Race Feat

As a Bonus Action, you magically teleport up to 30 feet to an unoccupied space you can see.

Cold Breath Weapon

Race Feat

When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in either a 15-foot Cone or a 30-foot Line that is 5 feet wide (choose the shape each time).

Each creature in that area must make a Dexterity saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus). On a failed save, a creature takes 1d10 damage of the type determined by your Draconic Ancestry trait. On a successful save, a creature takes half as much damage.

This damage increases by 1d10 when you reach character levels 5 (2d10), 11 (3d10), and 17 (4d10).You can use this Breath Weapon a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

Draconic Flight

Race Feat

When you reach character level 5, you can channel draconic magic to give yourself temporary flight. As a Bonus Action, you sprout spectral wings on your back that last for 10 minutes or until you retract the wings (no action required) or have the Incapacitated condition. During that time, you have a Fly Speed equal to your Speed. Your wings appear to be made of the same energy as your Breath Weapon. Once you use this trait, you can’t use it again until you finish a Long Rest.

Foundry Note

This feature includes an Active Effect that upgrades your Fly speed to 30 ft., matching the species base Walk speed.

Dwarven Resilience

Race Feat

You have Resistance to Poison damage. You also have Advantage on saving throws you make to avoid or end the Poisoned condition.

Foundry Note

You will automatically be granted Resistance to Poison damage but not Advantage on saving throws to avoid/end the Poisoned condition.

Dwarven Toughness

Race Feat

Your Hit Point maximum increases by 1, and it increases by 1 again whenever you gain a level.

Foundry Note

The Hit Point maximum increase is handled automatically each level.

Elven Lineage

You are part of a lineage that grants you supernatural abilities. Choose a lineage from the Elven Lineages table. You gain the level 1 benefit of that lineage.

When you reach character levels 3 and 5, you learn a higher-level spell, as shown on the table. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the lineage).

Lineage Level 1 Level 3 Level 5
Drow The range of your Darkvision increases to 120 feet. You also know the Dancing Lights cantrip. Faerie Fire Darkness
High Elf You know the Prestidigitation cantrip. Whenever you finish a Long Rest, you can replace that cantrip with a different cantrip from the Wizard spell list. Detect Magic Misty Step
Wood Elf Your Speed increases to 35 feet. You also know the Druidcraft cantrip. Longstrider Pass without Trace

Elven Lineage, Drow

Race Feat

You are part of a lineage that grants you supernatural abilities.

When you reach character levels 3 and 5, you learn a higher-level spell, as shown on the table. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the lineage).

Drow Lineage Features

Level 1 Level 3 Level 5
The range of your Darkvision increases to 120 feet. You also know the Dancing Lights cantrip. Faerie Fire Darkness

Foundry Note

You will automatically be granted the relevant features and spells when you select the species and as you level up.

Elven Lineage, High Elf

Race Feat

You are part of a lineage that grants you supernatural abilities.

When you reach character levels 3 and 5, you learn a higher-level spell, as shown on the table. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the lineage).

Level 1 Level 3 Level 5
You know the Prestidigitation cantrip. Whenever you finish a Long Rest, you can replace that cantrip with a different cantrip from the Wizard spell list. Detect Magic Misty Step

Foundry Note

You will automatically be granted the relevant features and spells when you select the species and as you level up.

Elven Lineage, Wood Elf

Race Feat

You are part of a lineage that grants you supernatural abilities.

When you reach character levels 3 and 5, you learn a higher-level spell, as shown on the table. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the lineage).

Level 1 Level 3 Level 5
Your Speed increases to 35 feet. You also know the Druidcraft cantrip. Longstrider Pass without Trace

Foundry Note

You will automatically be granted the relevant features and spells when you select the species and as you level up.

Fey Ancestry

Race Feat

You have Advantage on saving throws you make to avoid or end the Charmed condition.

Fiendish Legacy

You are the recipient of a legacy that grants you supernatural abilities. Choose a legacy from the Fiendish Legacies table. You gain the level 1 benefit of the chosen legacy.

When you reach character levels 3 and 5, you learn a higher-level spell, as shown on the table. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the legacy).

Lineage Level 1 Level 3 Level 5
Abyssal You have Resistance to Poison damage.You also know the Poison Spray cantrip. Ray of Sickness Hold Person
Chthonic You have Resistance to Necrotic damage.You also know the Chill Touch cantrip. False Life Ray of Enfeeblement
Infernal You have Resistance to Fire damage.You also know the Fire Bolt cantrip. Hellish Rebuke Darkness

Fiendish Legacy, Abyssal

Race Feat

You are the recipient of a legacy that grants you supernatural abilities.

When you reach character levels 3 and 5, you learn a higher-level spell, as shown on the table. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the legacy).

Abyssal

The entropy of the Abyss, the chaos of Pandemonium, and the despair of Carceri call to tieflings who have the abyssal legacy. Horns, fur, tusks, and peculiar scents are common physical features of such tieflings, most of whom have the blood of demons coursing through their veins.

Level 1 Level 3 Level 5
You have Resistance to Poison damage. You also know the Poison Spray cantrip. Ray of Sickness Hold Person

Foundry Note

The Resistance and spells are granted to you automatically and you will be prompted to choose the spellcasting ability during advancement.

Fiendish Legacy, Chthonic

Race Feat

You are the recipient of a legacy that grants you supernatural abilities.

When you reach character levels 3 and 5, you learn a higher-level spell, as shown on the table. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the legacy).

Chthonic

Tieflings who have the chthonic legacy feel not only the tug of Carceri but also the greed of Gehenna and the gloom of Hades. Some of these tieflings look cadaverous. Others possess the unearthly beauty of a succubus, or they have physical features in common with a night hag, a yugoloth, or some other Neutral Evil fiendish ancestor.

Level 1 Level 3 Level 5
You have Resistance to Necrotic damage.You also know the Chill Touch cantrip. False Life Ray of Enfeeblement

Foundry Note

The Resistance and spells are granted to you automatically and you will be prompted to choose the spellcasting ability during advancement.

Fiendish Legacy, Infernal

Race Feat

You are the recipient of a legacy that grants you supernatural abilities.

When you reach character levels 3 and 5, you learn a higher-level spell, as shown on the table. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the legacy).

Infernal

The infernal legacy connects tieflings not only to Gehenna but also the Nine Hells and the raging battlefields of Acheron. Horns, spines, tails, golden eyes, and a faint odor of sulfur or smoke are common physical features of such tieflings, most of whom trace their ancestry to devils.

Level 1 Level 3 Level 5
You have Resistance to Fire damage. You also know the Fire Bolt cantrip. Hellish Rebuke Darkness

Foundry Note

The Resistance and spells are granted to you automatically and you will be prompted to choose the spellcasting ability during advancement.

Fire Breath Weapon

Race Feat

When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in either a 15-foot Cone or a 30-foot Line that is 5 feet wide (choose the shape each time).

Each creature in that area must make a Dexterity saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus). On a failed save, a creature takes 1d10 damage of the type determined by your Draconic Ancestry trait. On a successful save, a creature takes half as much damage.

This damage increases by 1d10 when you reach character levels 5 (2d10), 11 (3d10), and 17 (4d10).You can use this Breath Weapon a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

Fire's Burn

Race Feat

When you hit a target with an attack roll and deal damage to it, you can also deal 1d10 Fire damage to that target.

Frost's Chill

Race Feat

When you hit a target with an attack roll and deal damage to it, you can also deal 1d6 Cold damage to that target and reduce its Speed by 10 feet until the start of your next turn.

Foundry Note

This feature includes an Active Effect which can be used for tracking and reduces their Speed by 10.

Giant Ancestry

Race Feat

You are descended from Giants. Choose one of the following benefits—a supernatural boon from your ancestry; you can use the chosen benefit a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest:

Cloud’s Jaunt (Cloud Giant). As a Bonus Action, you magically teleport up to 30 feet to an unoccupied space you can see.

Fire’s Burn (Fire Giant). When you hit a target with an attack roll and deal damage to it, you can also deal 1d10 Fire damage to that target.

Frost’s Chill (Frost Giant). When you hit a target with an attack roll and deal damage to it, you can also deal 1d6 Cold damage to that target and reduce its Speed by 10 feet until the start of your next turn.

Hill’s Tumble (Hill Giant). When you hit a Large or smaller creature with an attack roll and deal damage to it, you can give that target the Prone condition.

Stone’s Endurance (Stone Giant). When you take damage, you can take a Reaction to roll 1d12. Add your Constitution modifier to the number rolled and reduce the damage by that total.

Storm’s Thunder (Storm Giant). When you take damage from a creature within 60 feet of you, you can take a Reaction to deal 1d8 Thunder damage to that creature.

Gnomish Cunning

Race Feat

You have Advantage on Intelligence, Wisdom, and Charisma saving throws.

Gnomish Lineage

You are part of a lineage that grants you supernatural abilities. Whichever one you choose, Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the lineage).

Forest Gnome

Rock Gnome

Gnomish Lineage, Forest

Race Feat

You know the Minor Illusion cantrip. You also always have the Speak with Animals spell prepared. You can cast it without a spell slot a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest. You can also use any spell slots you have to cast the spell.

Foundry Note

The free castings are included in the spell.

Gnomish Lineage, Rock

Race Feat

You know the Mending and Prestidigitation cantrips. In addition, you can spend 10 minutes casting Prestidigitation to create a Tiny clockwork device (AC 5, 1 HP), such as a toy, fire starter, or music box. When you create the device, you determine its function by choosing one effect from Prestidigitation; the device produces that effect whenever you or another creature takes a Bonus Action to activate it with a touch. If the chosen effect has options within it, you choose one of those options for the device when you create it. For example, if you choose the spell’s ignite-extinguish effect, you determine whether the device ignites or extinguishes fire; the device doesn’t do both. You can have three such devices in existence at a time, and each falls apart 8 hours after its creation or when you dismantle it with a touch as a Utilize action.

Halfling Nimbleness

Race Feat

You can move through the space of any creature that is a size larger than you, but you can’t stop in the same space.

Healing Hands

Race Feat

As a Magic action, you touch a creature and roll a number of d4s equal to your Proficiency Bonus. The creature regains a number of Hit Points equal to the total rolled. Once you use this trait, you can’t use it again until you finish a Long Rest.

Hill's Tumble

Race Feat

When you hit a Large or smaller creature with an attack roll and deal damage to it, you can give that target the Prone condition.

Keen Senses

Race Feat

You have proficiency in the Insight, Perception, or Survival skill.

Foundry Note

You will be prompted for your choice after selecting this species.

Large Form

Race Feat

Starting at character level 5, you can change your size to Large as a Bonus Action if you’re in a big enough space. This transformation lasts for 10 minutes or until you end it (no action required). For that duration, you have Advantage on Strength checks, and your Speed increases by 10 feet. Once you use this trait, you can’t use it again until you finish a Long Rest.

Foundry Note

This feature includes an Active Effect which automates the increase to your Speed and the Advantage on Strength checks.

Light Bearer

Race Feat

You know the Light cantrip. Charisma is your spellcasting ability for it.

Lightning Breath Weapon

Race Feat

When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in either a 15-foot Cone or a 30-foot Line that is 5 feet wide (choose the shape each time).

Each creature in that area must make a Dexterity saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus). On a failed save, a creature takes 1d10 damage of the type determined by your Draconic Ancestry trait. On a successful save, a creature takes half as much damage.

This damage increases by 1d10 when you reach character levels 5 (2d10), 11 (3d10), and 17 (4d10).You can use this Breath Weapon a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

Luck

Race Feat

When you roll a 1 on the d20 of a D20 Test, you can reroll the die, and you must use the new roll.

Naturally Stealthy

Race Feat

You can take the Hide action even when you are obscured only by a creature that is at least one size larger than you.

Otherworldly Presence

Race Feat

You know the Thaumaturgy cantrip. When you cast it with this trait, the spell uses the same spellcasting ability you use for your Fiendish legacy trait.

Foundry Note

When you're granted this spell it will allow you to choose your spellcasting ability.

Poison Breath Weapon

Race Feat

When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in either a 15-foot Cone or a 30-foot Line that is 5 feet wide (choose the shape each time).

Each creature in that area must make a Dexterity saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus). On a failed save, a creature takes 1d10 damage of the type determined by your Draconic Ancestry trait. On a successful save, a creature takes half as much damage.

This damage increases by 1d10 when you reach character levels 5 (2d10), 11 (3d10), and 17 (4d10).You can use this Breath Weapon a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

Powerful Build

Race Feat

You have Advantage on any ability check you make to end the Grappled condition. You also count as one size larger when determining your carrying capacity.

Foundry Note

This feature includes an Active Effect which automatically upgrades your size when determining carrying capacity.

Relentless Endurance

Race Feat

When you are reduced to 0 Hit Points but not killed outright, you can drop to 1 Hit Point instead. Once you use this trait, you can’t do so again until you finish a Long Rest.

Resourceful

Race Feat

You gain Heroic Inspiration whenever you finish a Long Rest.

Foundry Note

Usage of this feature's activity does not automatically grant Heroic Inspiration.

Skillful

Race Feat

You gain proficiency in one skill of your choice.

Foundry Note

You will be prompted for this choice when you select this Species.

Stone's Endurance

Race Feat

When you take damage, you can take a Reaction to roll 1d12. Add your Constitution modifier to the number rolled and reduce the damage by that total.

Stonecunning

Race Feat

As a Bonus Action, you gain Tremorsense with a range of 60 feet for 10 minutes. You must be on a stone surface or touching a stone surface to use this Tremorsense. The stone can be natural or worked. You can use this Bonus Action a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

Foundry Note

This feature includes the limited uses and an Active Effect that grants you the 60 feet of Tremorsense. It does not automatically update your Token's vision settings.

Storm's Thunder

Race Feat

When you take damage from a creature within 60 feet of you, you can take a Reaction to deal 1d8 Thunder damage to that creature.

Trance

Race Feat

You don’t need to sleep, and magic can’t put you to sleep. You can finish a Long Rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.

Versatile

Race Feat

You gain an Origin feat of your choice. Skilled is recommended.

Foundry Note

You will be prompted for your choice when you select this Species.

Races

Aasimar

Humanoid

Aasimar (pronounced AH-sih-mar) are mortals who carry a spark of the Upper Planes within their souls. Whether descended from an angelic being or infused with celestial power, they can fan that spark to bring light, healing, and heavenly fury.

Aasimar can arise among any population of mortals. They resemble their parents, but they live for up to 160 years and have features that hint at their celestial heritage, such as metallic freckles, luminous eyes, a halo, or the skin color of an angel (silver, opalescent green, or coppery red). These features start subtle and become obvious when the aasimar learns to reveal their full celestial nature.

Aasimar Traits

Creature Type: Humanoid

Size: Medium (about 4–7 feet tall) or Small (about 2–4 feet tall), chosen when you select this species

Speed: 30 feet

As an Aasimar, you have these special traits.

Celestial Resistance. You have Resistance to Necrotic damage and Radiant damage.

Darkvision. You have Darkvision with a range of 60 feet.

Healing Hands. As a Magic action, you touch a creature and roll a number of d4s equal to your Proficiency Bonus. The creature regains a number of Hit Points equal to the total rolled. Once you use this trait, you can’t use it again until you finish a Long Rest.

Light Bearer. You know the Light cantrip. Charisma is your spellcasting ability for it.

Celestial Revelation. When you reach character level 3, you can transform as a Bonus Action using one of the options below (choose the option each time you transform). The transformation lasts for 1 minute or until you end it (no action required). Once you transform, you can’t do so again until you finish a Long Rest.

Once on each of your turns before the transformation ends, you can deal extra damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your Proficiency Bonus, and the extra damage’s type is either Necrotic for Necrotic Shroud or Radiant for Heavenly Wings and Inner Radiance.

Here are the transformation options:

Heavenly Wings. Two spectral wings sprout from your back temporarily. Until the transformation ends, you have a Fly Speed equal to your Speed.

Inner Radiance. Searing light temporarily radiates from your eyes and mouth. For the duration, you shed Bright Light in a 10-foot radius and Dim Light for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes Radiant damage equal to your Proficiency Bonus.

Necrotic Shroud. Your eyes briefly become pools of darkness, and flightless wings sprout from your back temporarily. Creatures other than your allies within 10 feet of you must succeed on a Charisma saving throw (DC 8 plus your Charisma modifier and Proficiency Bonus) or have the Frightened condition until the end of your next turn.

Dragonborn

Humanoid

The ancestors of dragonborn hatched from the eggs of chromatic and metallic dragons. One story holds that these eggs were blessed by the dragon gods Bahamut and Tiamat, who wanted to populate the multiverse with people created in their image. Another story claims that dragons created the first dragonborn without the gods’ blessings. Whatever their origin, dragonborn have made homes for themselves on the Material Plane.

Dragonborn look like wingless, bipedal dragons—scaly, bright-eyed, and thick-boned with horns on their heads—and their coloration and other features are reminiscent of their draconic ancestors.

Dragonborn Traits

Creature Type: Humanoid

Size: Medium (about 5–7 feet tall)

Speed: 30 feet

As a Dragonborn, you have these special traits.

Draconic Ancestry. Your lineage stems from a dragon progenitor. Choose the kind of dragon from the Draconic Ancestors table. Your choice affects your Breath Weapon and Damage Resistance traits as well as your appearance.

Dragon Damage Type Dragon Damage Type
Black Acid Gold Fire
Blue Lightning Green Poison
Brass Fire Red Fire
Bronze Lightning Silver Cold
Copper Acid White Cold

Breath Weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in either a 15-foot Cone or a 30-foot Line that is 5 feet wide (choose the shape each time). Each creature in that area must make a Dexterity saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus). On a failed save, a creature takes 1d10 damage of the type determined by your Draconic Ancestry trait. On a successful save, a creature takes half as much damage. This damage increases by 1d10 when you reach character levels 5 (2d10), 11 (3d10), and 17 (4d10).You can use this Breath Weapon a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

Damage Resistance. You have Resistance to the damage type determined by your Draconic Ancestry trait.

Darkvision. You have Darkvision with a range of 60 feet.

Draconic Flight. When you reach character level 5, you can channel draconic magic to give yourself temporary flight. As a Bonus Action, you sprout spectral wings on your back that last for 10 minutes or until you retract the wings (no action required) or have the Incapacitated condition. During that time, you have a Fly Speed equal to your Speed. Your wings appear to be made of the same energy as your Breath Weapon. Once you use this trait, you can’t use it again until you finish a Long Rest.

Dwarf

Humanoid

Dwarves were raised from the earth in the elder days by a deity of the forge. Called by various names on different worlds—Moradin, Reorx, and others—that god gave dwarves an affinity for stone and metal and for living underground. The god also made them resilient like the mountains, with a life span of about 350 years.

Squat and often bearded, the original dwarves carved cities and strongholds into mountainsides and under the earth. Their oldest legends tell of conflicts with the monsters of mountaintops and the Underdark, whether those monsters were towering giants or subterranean horrors. Inspired by those tales, dwarves of any culture often sing of valorous deeds—especially of the little overcoming the mighty.

On some worlds in the multiverse, the first settlements of dwarves were built in hills or mountains, and the families who trace their ancestry to those settlements call themselves hill dwarves or mountain dwarves, respectively. The Greyhawk and Dragonlance settings have such communities.

Dwarf Traits

Creature Type: Humanoid

Size: Medium (about 4–5 feet tall)

Speed: 30 feet

As a Dwarf, you have these special traits.

Darkvision. You have Darkvision with a range of 120 feet.

Dwarven Resilience. You have Resistance to Poison damage. You also have Advantage on saving throws you make to avoid or end the Poisoned condition.

Dwarven Toughness. Your Hit Point maximum increases by 1, and it increases by 1 again whenever you gain a level.

Stonecunning. As a Bonus Action, you gain Tremorsense with a range of 60 feet for 10 minutes. You must be on a stone surface or touching a stone surface to use this Tremorsense. The stone can be natural or worked.You can use this Bonus Action a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

Elf, Drow

Humanoid

Created by the god Corellon, the first elves could change their forms at will. They lost this ability when Corellon cursed them for plotting with the deity Lolth, who tried and failed to usurp Corellon’s dominion. When Lolth was cast into the Abyss, most elves renounced her and earned Corellon’s forgiveness, but that which Corellon had taken from them was lost forever.

No longer able to shape-shift at will, the elves retreated to the Feywild, where their sorrow was deepened by that plane’s influence. Over time, curiosity led many of them to explore other planes of existence, including worlds in the Material Plane.

Elves have pointed ears and lack facial and body hair. They live for around 750 years, and they don’t sleep but instead enter a trance when they need to rest. In that state, they remain aware of their surroundings while immersing themselves in memories and meditations.

An environment subtly transforms elves after they inhabit it for a millennium or more, and it grants them certain kinds of magic. Drow, high elves, and wood elves are examples of elves who have been transformed thus.

Drow

Drow typically dwell in the Underdark and have been shaped by it. Some drow individuals and societies avoid the Underdark altogether yet carry its magic. In the Eberron setting, for example, drow dwell in rainforests and cyclopean ruins on the continent of Xen’drik.

Elf Traits

Creature Type: Humanoid

Size: Medium (about 5–6 feet tall)

Speed: 30 feet

As an Elf, you have these special traits.

Darkvision. You have Darkvision with a range of 60 feet.

Elven Lineage. You are part of a lineage that grants you supernatural abilities.

When you reach character levels 3 and 5, you learn a higher-level spell, as shown on the table. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the lineage).

Level 1 Level 3 Level 5
The range of your Darkvision increases to 120 feet. You also know the Dancing Lights cantrip. Faerie Fire Darkness

Fey Ancestry. You have Advantage on saving throws you make to avoid or end the Charmed condition.

Keen Senses. You have proficiency in the Insight, Perception, or Survival skill.

Trance. You don’t need to sleep, and magic can’t put you to sleep. You can finish a Long Rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.

Elf, High

Humanoid

Created by the god Corellon, the first elves could change their forms at will. They lost this ability when Corellon cursed them for plotting with the deity Lolth, who tried and failed to usurp Corellon’s dominion. When Lolth was cast into the Abyss, most elves renounced her and earned Corellon’s forgiveness, but that which Corellon had taken from them was lost forever.

No longer able to shape-shift at will, the elves retreated to the Feywild, where their sorrow was deepened by that plane’s influence. Over time, curiosity led many of them to explore other planes of existence, including worlds in the Material Plane.

Elves have pointed ears and lack facial and body hair. They live for around 750 years, and they don’t sleep but instead enter a trance when they need to rest. In that state, they remain aware of their surroundings while immersing themselves in memories and meditations.

An environment subtly transforms elves after they inhabit it for a millennium or more, and it grants them certain kinds of magic. Drow, high elves, and wood elves are examples of elves who have been transformed thus.

High Elves

High elves have been infused with the magic of crossings between the Feywild and the Material Plane. On some worlds, high elves refer to themselves by other names. For example, they call themselves sun or moon elves in the Forgotten Realms setting, Silvanesti and Qualinesti in the Dragonlance setting, and Aereni in the Eberron setting.

Elf Traits

Creature Type: Humanoid

Size: Medium (about 5–6 feet tall)

Speed: 30 feet

As an Elf, you have these special traits.

Darkvision. You have Darkvision with a range of 60 feet.

Elven Lineage. You are part of a lineage that grants you supernatural abilities.

When you reach character levels 3 and 5, you learn a higher-level spell, as shown on the table. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the lineage).

Level 1 Level 3 Level 5
You know the Prestidigitation cantrip. Whenever you finish a Long Rest, you can replace that cantrip with a different cantrip from the Wizard spell list. Detect Magic Misty Step

Fey Ancestry. You have Advantage on saving throws you make to avoid or end the Charmed condition.

Keen Senses. You have proficiency in the Insight, Perception, or Survival skill.

Trance. You don’t need to sleep, and magic can’t put you to sleep. You can finish a Long Rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.

Elf, Wood

Humanoid

Created by the god Corellon, the first elves could change their forms at will. They lost this ability when Corellon cursed them for plotting with the deity Lolth, who tried and failed to usurp Corellon’s dominion. When Lolth was cast into the Abyss, most elves renounced her and earned Corellon’s forgiveness, but that which Corellon had taken from them was lost forever.

No longer able to shape-shift at will, the elves retreated to the Feywild, where their sorrow was deepened by that plane’s influence. Over time, curiosity led many of them to explore other planes of existence, including worlds in the Material Plane.

Elves have pointed ears and lack facial and body hair. They live for around 750 years, and they don’t sleep but instead enter a trance when they need to rest. In that state, they remain aware of their surroundings while immersing themselves in memories and meditations.

An environment subtly transforms elves after they inhabit it for a millennium or more, and it grants them certain kinds of magic. Drow, high elves, and wood elves are examples of elves who have been transformed thus.

Wood Elves

Wood elves carry the magic of primeval forests within themselves. They are known by many other names, including wild elves, green elves, and forest elves. Grugach are reclusive wood elves of the Greyhawk setting, while the Kagonesti and the Tairnadal are wood elves of the Dragonlance and Eberron settings, respectively.

Elf Traits

Creature Type: Humanoid

Size: Medium (about 5–6 feet tall)

Speed: 30 feet

As an Elf, you have these special traits.

Darkvision. You have Darkvision with a range of 60 feet.

Elven Lineage. You are part of a lineage that grants you supernatural abilities.

When you reach character levels 3 and 5, you learn a higher-level spell, as shown on the table. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the lineage).

Level 1 Level 3 Level 5
Your Speed increases to 35 feet. You also know the Druidcraft cantrip. Longstrider Pass without Trace

Fey Ancestry. You have Advantage on saving throws you make to avoid or end the Charmed condition.

Keen Senses. You have proficiency in the Insight, Perception, or Survival skill.

Trance. You don’t need to sleep, and magic can’t put you to sleep. You can finish a Long Rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.

Gnome, Forest

Humanoid

Gnomes are magical folk created by gods of invention, illusions, and life underground. The earliest gnomes were seldom seen by other folk due to the gnomes’ secretive nature and their propensity for living in forests and burrows. What they lacked in size, they made up for in cleverness. They confounded predators with traps and labyrinthine tunnels. They also learned magic from gods like Garl Glittergold, Baervan Wildwanderer, and Baravar Cloakshadow, who visited them in disguise. That magic eventually created the lineages of forest gnomes and rock gnomes.

Gnomes are petite folk with big eyes and pointed ears, who live around 425 years. Many gnomes like the feeling of a roof over their head, even if that “roof” is nothing more than a hat.

Gnome Traits

Creature Type: Humanoid

Size: Small (about 3–4 feet tall)

Speed: 30 feet

As a Gnome, you have these special traits.

Darkvision. You have Darkvision with a range of 60 feet.

Gnomish Cunning. You have Advantage on Intelligence, Wisdom, and Charisma saving throws.

Gnomish Lineage. You are part of a lineage that grants you supernatural abilities. Whichever lineage you choose, Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the lineage):

Forest Gnome. You know the Minor Illusion cantrip. You also always have the Speak with Animals spell prepared. You can cast it without a spell slot a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest. You can also use any spell slots you have to cast the spell.

Gnome, Rock

Humanoid

Gnomes are magical folk created by gods of invention, illusions, and life underground. The earliest gnomes were seldom seen by other folk due to the gnomes’ secretive nature and their propensity for living in forests and burrows. What they lacked in size, they made up for in cleverness. They confounded predators with traps and labyrinthine tunnels. They also learned magic from gods like Garl Glittergold, Baervan Wildwanderer, and Baravar Cloakshadow, who visited them in disguise. That magic eventually created the lineages of forest gnomes and rock gnomes.

Gnomes are petite folk with big eyes and pointed ears, who live around 425 years. Many gnomes like the feeling of a roof over their head, even if that “roof” is nothing more than a hat.

Gnome Traits

Creature Type: Humanoid

Size: Small (about 3–4 feet tall)

Speed: 30 feet

As a Gnome, you have these special traits.

Darkvision. You have Darkvision with a range of 60 feet.

Gnomish Cunning. You have Advantage on Intelligence, Wisdom, and Charisma saving throws.

Gnomish Lineage. You are part of a lineage that grants you supernatural abilities. Whichever lineage you choose, Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the lineage):

Rock Gnome. You know the Mending and Prestidigitation cantrips. In addition, you can spend 10 minutes casting Prestidigitation to create a Tiny clockwork device (AC 5, 1 HP), such as a toy, fire starter, or music box. When you create the device, you determine its function by choosing one effect from Prestidigitation; the device produces that effect whenever you or another creature takes a Bonus Action to activate it with a touch. If the chosen effect has options within it, you choose one of those options for the device when you create it. For example, if you choose the spell’s ignite-extinguish effect, you determine whether the device ignites or extinguishes fire; the device doesn’t do both. You can have three such devices in existence at a time, and each falls apart 8 hours after its creation or when you dismantle it with a touch as a Utilize action.

Goliath

Humanoid

Towering over most folk, goliaths are distant descendants of giants. Each goliath bears the favors of the first giants—favors that manifest in various supernatural boons, including the ability to quickly grow and temporarily approach the height of goliaths’ gigantic kin.

Goliaths have physical characteristics that are reminiscent of the giants in their family lines. For example, some goliaths look like stone giants, while others resemble fire giants. Whatever giants they count as kin, goliaths have forged their own path in the multiverse—unencumbered by the internecine conflicts that have ravaged giantkind for ages—and seek heights above those reached by their ancestors.

Goliath Traits

Creature Type: Humanoid

Size: Medium (about 7–8 feet tall)

Speed: 35 feet

As a Goliath, you have these special traits.

Giant Ancestry. You are descended from Giants. Choose one of the following benefits—a supernatural boon from your ancestry; you can use the chosen benefit a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest:

Cloud’s Jaunt (Cloud Giant). As a Bonus Action, you magically teleport up to 30 feet to an unoccupied space you can see.

Fire’s Burn (Fire Giant). When you hit a target with an attack roll and deal damage to it, you can also deal 1d10 Fire damage to that target.

Frost’s Chill (Frost Giant). When you hit a target with an attack roll and deal damage to it, you can also deal 1d6 Cold damage to that target and reduce its Speed by 10 feet until the start of your next turn.

Hill’s Tumble (Hill Giant). When you hit a Large or smaller creature with an attack roll and deal damage to it, you can give that target the Prone condition.

Stone’s Endurance (Stone Giant). When you take damage, you can take a Reaction to roll 1d12. Add your Constitution modifier to the number rolled and reduce the damage by that total.

Storm’s Thunder (Storm Giant). When you take damage from a creature within 60 feet of you, you can take a Reaction to deal 1d8 Thunder damage to that creature.

Large Form. Starting at character level 5, you can change your size to Large as a Bonus Action if you’re in a big enough space. This transformation lasts for 10 minutes or until you end it (no action required). For that duration, you have Advantage on Strength checks, and your Speed increases by 10 feet. Once you use this trait, you can’t use it again until you finish a Long Rest.

Powerful Build. You have Advantage on any ability check you make to end the Grappled condition. You also count as one size larger when determining your carrying capacity.

Halfling

Humanoid

Cherished and guided by gods who value life, home, and hearth, halflings gravitate toward bucolic havens where family and community help shape their lives. That said, many halflings possess a brave and adventurous spirit that leads them on journeys of discovery, affording them the chance to explore a bigger world and make new friends along the way. Their size—similar to that of a human child—helps them pass through crowds unnoticed and slip through tight spaces.

Anyone who has spent time around halflings, particularly halfling adventurers, has likely witnessed the storied “luck of the halflings” in action. When a halfling is in mortal danger, an unseen force seems to intervene on the halfling’s behalf. Many halflings believe in the power of luck, and they attribute their unusual gift to one or more of their benevolent gods, including Yondalla, Brandobaris, and Charmalaine. The same gift might contribute to their robust life spans (about 150 years).

Halfling communities come in all varieties. For every sequestered shire tucked away in an unspoiled part of the world, there’s a crime syndicate like the Boromar Clan in the Eberron setting or a territorial mob of halflings like those in the Dark Sun setting.

Halflings who prefer to live underground are sometimes called strongheart halflings or stouts. Nomadic halflings, as well as those who live among humans and other tall folk, are sometimes called lightfoot halflings or tallfellows.

Halfling Traits

Creature Type: Humanoid

Size: Small (about 2–3 feet tall)

Speed: 30 feet

As a Halfling, you have these special traits.

Brave. You have Advantage on saving throws you make to avoid or end the Frightened condition.

Halfling Nimbleness. You can move through the space of any creature that is a size larger than you, but you can’t stop in the same space.

Luck. When you roll a 1 on the d20 of a D20 Test, you can reroll the die, and you must use the new roll.

Naturally Stealthy. You can take the Hide action even when you are obscured only by a creature that is at least one size larger than you.

Human

Humanoid

Found throughout the multiverse, humans are as varied as they are numerous, and they endeavor to achieve as much as they can in the years they are given. Their ambition and resourcefulness are commended, respected, and feared on many worlds.

Humans are as diverse in appearance as the people of Earth, and they have many gods. Scholars dispute the origin of humanity, but one of the earliest known human gatherings is said to have occurred in Sigil, the torus-shaped city at the center of the multiverse and the place where the Common language was born. From there, humans could have spread to every part of the multiverse, bringing the City of Doors’ cosmopolitanism with them.

Human Traits

Creature Type: Humanoid

Size: Medium (about 4–7 feet tall) or Small (about 2–4 feet tall), chosen when you select this species

Speed: 30 feet

As a Human, you have these special traits.

Resourceful. You gain Heroic Inspiration whenever you finish a Long Rest.

Skillful. You gain proficiency in one skill of your choice.

Versatile. You gain an Origin feat of your choice (see chapter 5). Skilled is recommended.

Orc

Humanoid

Orcs trace their creation to Gruumsh, a powerful god who roamed the wide open spaces of the Material Plane. Gruumsh equipped his children with gifts to help them wander great plains, vast caverns, and churning seas and to face the monsters that lurk there. Even when they turn their devotion to other gods, orcs retain Gruumsh’s gifts: endurance, determination, and the ability to see in darkness.

Orcs are, on average, tall and broad. They have gray skin, ears that are sharply pointed, and prominent lower canines that resemble small tusks. Orc youths on some worlds are told about their ancestors’ great travels and travails. Inspired by those tales, many of those orcs wonder when Gruumsh will call on them to match the heroic deeds of old and if they will prove worthy of his favor. Other orcs are happy to leave old tales in the past and find their own way.

Orc Traits

Creature Type: Humanoid

Size: Medium (about 6–7 feet tall)

Speed: 30 feet

As an Orc, you have these special traits.

Adrenaline Rush. You can take the Dash action as a Bonus Action. When you do so, you gain a number of Temporary Hit Points equal to your Proficiency Bonus. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Short or Long Rest.

Darkvision. You have Darkvision with a range of 120 feet.

Relentless Endurance. When you are reduced to 0 Hit Points but not killed outright, you can drop to 1 Hit Point instead. Once you use this trait, you can’t do so again until you finish a Long Rest.

Tiefling, Abyssal

Humanoid

Tieflings are either born in the Lower Planes or have fiendish ancestors who originated there. A tiefling (pronounced TEE-fling) is linked by blood to a devil, a demon, or some other Fiend. This connection to the Lower Planes is the tiefling’s fiendish legacy, which comes with the promise of power yet has no effect on the tiefling’s moral outlook.

A tiefling chooses whether to embrace or lament their fiendish legacy.

Abyssal

The entropy of the Abyss, the chaos of Pandemonium, and the despair of Carceri call to tieflings who have the abyssal legacy. Horns, fur, tusks, and peculiar scents are common physical features of such tieflings, most of whom have the blood of demons coursing through their veins.

Tiefling Traits

Creature Type: Humanoid

Size: Medium (about 4–7 feet tall) or Small (about 3–4 feet tall), chosen when you select this species

Speed: 30 feet

As a Tiefling, you have the following special traits.

Darkvision. You have Darkvision with a range of 60 feet.

Fiendish Legacy. You are the recipient of a legacy that grants you supernatural abilities.

When you reach character levels 3 and 5, you learn a higher-level spell, as shown on the table. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the legacy).

Otherworldly Presence. You know the Thaumaturgy cantrip. When you cast it with this trait, the spell uses the same spellcasting ability you use for your Fiendish Legacy trait.

Level 1 Level 3 Level 5
You have Resistance to Poison damage. You also know the Poison Spray cantrip. Ray of Sickness Hold Person

Tiefling, Chthonic

Humanoid

Tieflings are either born in the Lower Planes or have fiendish ancestors who originated there. A tiefling (pronounced TEE-fling) is linked by blood to a devil, a demon, or some other Fiend. This connection to the Lower Planes is the tiefling’s fiendish legacy, which comes with the promise of power yet has no effect on the tiefling’s moral outlook.

A tiefling chooses whether to embrace or lament their fiendish legacy.

Chthonic

Tieflings who have the chthonic legacy feel not only the tug of Carceri but also the greed of Gehenna and the gloom of Hades. Some of these tieflings look cadaverous. Others possess the unearthly beauty of a succubus, or they have physical features in common with a night hag, a yugoloth, or some other Neutral Evil fiendish ancestor.

Tiefling Traits

Creature Type: Humanoid

Size: Medium (about 4–7 feet tall) or Small (about 3–4 feet tall), chosen when you select this species

Speed: 30 feet

As a Tiefling, you have the following special traits.

Darkvision. You have Darkvision with a range of 60 feet.

Fiendish Legacy. You are the recipient of a legacy that grants you supernatural abilities.

When you reach character levels 3 and 5, you learn a higher-level spell, as shown on the table. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the legacy).

Otherworldly Presence. You know the Thaumaturgy cantrip. When you cast it with this trait, the spell uses the same spellcasting ability you use for your Fiendish Legacy trait.

Level 1 Level 3 Level 5
You have Resistance to Necrotic damage.You also know the Chill Touch cantrip. False Life Ray of Enfeeblement

Tiefling, Infernal

Humanoid

Tieflings are either born in the Lower Planes or have fiendish ancestors who originated there. A tiefling (pronounced TEE-fling) is linked by blood to a devil, a demon, or some other Fiend. This connection to the Lower Planes is the tiefling’s fiendish legacy, which comes with the promise of power yet has no effect on the tiefling’s moral outlook.

A tiefling chooses whether to embrace or lament their fiendish legacy.

Infernal

The infernal legacy connects tieflings not only to Gehenna but also the Nine Hells and the raging battlefields of Acheron. Horns, spines, tails, golden eyes, and a faint odor of sulfur or smoke are common physical features of such tieflings, most of whom trace their ancestry to devils.

Tiefling Traits

Creature Type: Humanoid

Size: Medium (about 4–7 feet tall) or Small (about 3–4 feet tall), chosen when you select this species

Speed: 30 feet

As a Tiefling, you have the following special traits.

Darkvision. You have Darkvision with a range of 60 feet.

Fiendish Legacy. You are the recipient of a legacy that grants you supernatural abilities.

When you reach character levels 3 and 5, you learn a higher-level spell, as shown on the table. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the legacy).

Otherworldly Presence. You know the Thaumaturgy cantrip. When you cast it with this trait, the spell uses the same spellcasting ability you use for your Fiendish Legacy trait.

Level 1 Level 3 Level 5
You have Resistance to Fire damage. You also know the Fire Bolt cantrip. Hellish Rebuke Darkness

Backgrounds

Acolyte

Ability Scores: Intelligence, Wisdom, Charisma

Feat: Magic Initiate (Cleric)

Skill Proficiencies: Insight and Religion

Tool Proficiency: Calligrapher’s Supplies

Equipment: Choose A or B: (A) Calligrapher’s Supplies, Book (prayers), Holy Symbol, Parchment (10 sheets), Robe, 8 GP; or (B) 50 GP

You devoted yourself to service in a temple, either nestled in a town or secluded in a sacred grove. There you performed rites in honor of a god or pantheon. You served under a priest and studied religion. Thanks to your priest’s instruction and your own devotion, you also learned how to channel a modicum of divine power in service to your place of worship and the people who prayed there.

Artisan

Ability Scores: Strength, Dexterity, Intelligence

Feat: Crafter

Skill Proficiencies: Investigation and Persuasion

Tool Proficiency: Choose one kind of Artisan’s Tools (see chapter 6)

Equipment: Choose A or B: (A) Artisan’s Tools (same as above), 2 Pouches, Traveler's Clothes, 32 GP; or (B) 50 GP

You began mopping floors and scrubbing counters in an artisan’s workshop for a few coppers per day as soon as you were strong enough to carry a bucket. When you were old enough to apprentice, you learned to create basic crafts of your own, as well as how to sweet-talk the occasional demanding customer. Your trade has also given you a keen eye for detail.

Charlatan

Ability Scores: Dexterity, Constitution, Charisma

Feat: Skilled

Skill Proficiencies: Deception and Sleight of Hand

Tool Proficiency: Forgery Kit

Equipment: Choose A or B: (A) Forgery Kit, Costume, Fine Clothes, 15 GP; or (B) 50 GP

Once you were old enough to order an ale, you soon had a favorite stool in every tavern within ten miles of where you were born. As you traveled the circuit from public house to watering hole, you learned to prey on unfortunates who were in the market for a comforting lie or two—perhaps a sham potion or forged ancestry records.

Criminal

Ability Scores: Dexterity, Constitution, Intelligence

Feat: Alert

Skill Proficiencies: Sleight of Hand and Stealth

Tool Proficiency: Thieves’ Tools

Equipment: Choose A or B: (A) 2 Daggers, Thieves’ Tools, Crowbar, 2 Pouches, Traveler's Clothes, 16 GP; or (B) 50 GP

You eked out a living in dark alleyways, cutting purses or burgling shops. Perhaps you were part of a small gang of like-minded wrongdoers who looked out for each other. Or maybe you were a lone wolf, fending for yourself against the local thieves’ guild and more fearsome lawbreakers.

Entertainer

Ability Scores: Strength, Dexterity, Charisma

Feat: Musician

Skill Proficiencies: Acrobatics and Performance

Tool Proficiency: Choose one kind of Musical Instrument

Equipment: Choose A or B: (A) Musical Instrument (same as above), 2 Costumes, Mirror, Perfume, Traveler's Clothes, 11 GP; or (B) 50 GP

You spent much of your youth following roving fairs and carnivals, performing odd jobs for musicians and acrobats in exchange for lessons. You may have learned how to walk a tightrope, how to play a lute in a distinct style, or how to recite poetry with impeccable diction. To this day, you thrive on applause and long for the stage.

Farmer

Ability Scores: Strength, Constitution, Wisdom

Feat: Tough

Skill Proficiencies: Animal Handling and Nature

Tool Proficiency: Carpenter’s Tools

Equipment: Choose A or B: (A) Sickle, Carpenter’s Tools, Healer’s Kit, Iron Pot, Shovel, Traveler's Clothes, 30 GP; or (B) 50 GP

You grew up close to the land. Years tending animals and cultivating the earth rewarded you with patience and good health. You have a keen appreciation for nature’s bounty alongside a healthy respect for nature’s wrath.

Guard

Ability Scores: Strength, Intelligence, Wisdom

Feat: Alert

Skill Proficiencies: Athletics and Perception

Tool Proficiency: Choose one kind of Gaming Set

Equipment: Choose A or B: (A) Spear, Light Crossbow, 20 Bolts, Gaming Set (same as above), Hooded Lantern, Manacles, Case, Crossbow Bolt, Traveler's Clothes, 12 GP; or (B) 50 GP

Your feet ache when you remember the countless hours you spent at your post in the tower. You were trained to keep one eye looking outside the wall, watching for marauders sweeping from the nearby forest, and your other eye looking inside the wall, searching for cutpurses and troublemakers.

Guide

Ability Scores: Dexterity, Constitution, Wisdom

Feat: Magic Initiate (Druid)

Skill Proficiencies: Stealth and Survival

Tool Proficiency: Cartographer’s Tools

Equipment: Choose A or B: (A) Shortbow, 20 Arrows, Cartographer’s Tools, Bedroll, Quiver, Tent, Traveler’s Clothes, 3 GP; or (B) 50 GP

You came of age outdoors, far from settled lands. Your home was anywhere you chose to spread your bedroll. There are wonders in the wilderness—strange monsters, pristine forests and streams, overgrown ruins of great halls once trod by giants—and you learned to fend for yourself as you explored them. From time to time, you guided friendly nature priests who instructed you in the fundamentals of channeling the magic of the wild.

Hermit

Ability Scores: Constitution, Wisdom, Charisma

Feat: Healer

Skill Proficiencies: Medicine and Religion

Tool Proficiency: Herbalism Kit

Equipment: Choose A or B: (A) Quarterstaff, Herbalism Kit, Bedroll, Book (philosophy), Lamp, Oil (3 flasks), Traveler’s Clothes, 16 GP; or (B) 50 GP

You spent your early years secluded in a hut or monastery located well beyond the outskirts of the nearest settlement. In those days, your only companions were the creatures of the forest and those who would occasionally visit to bring news of the outside world and supplies. The solitude allowed you to spend many hours pondering the mysteries of creation.

Merchant

Ability Scores: Constitution, Intelligence, Charisma

Feat: Lucky

Skill Proficiencies: Animal Handling and Persuasion

Tool Proficiency: Navigator’s Tools

Equipment: Choose A or B: (A) Navigator’s Tools, 2 Pouches, Traveler’s Clothes, 22 GP; or (B) 50 GP

You were apprenticed to a trader, caravan master, or shopkeeper, learning the fundamentals of commerce. You traveled broadly, and you earned a living by buying and selling the raw materials artisans need to practice their craft or finished works from such crafters. You might have transported goods from one place to another (by ship, wagon, or caravan) or bought them from traveling traders and sold them in your own shop.

Noble

Ability Scores: Strength, Intelligence, Charisma

Feat: Skilled

Skill Proficiencies: History and Persuasion

Tool Proficiency: Choose one kind of Gaming Set (see chapter 6)

Equipment: Choose A or B: (A) Gaming Set (same as above), Fine Clothes, Perfume, 29 GP; or (B) 50 GP

You were raised in a castle, surrounded by wealth, power, and privilege. Your family of minor aristocrats ensured that you received a first-class education, some of which you appreciated and some of which you resented. Your time in the castle, especially the many hours you spent observing your family at court, also taught you a great deal about leadership.

Sage

Ability Scores: Constitution, Intelligence, Wisdom

Feat: Magic Initiate (Wizard)

Skill Proficiencies: Arcana and History

Tool Proficiency: Calligrapher’s Supplies

Equipment: Choose A or B: (A) Quarterstaff, Calligrapher’s Supplies, Book (history), Parchment (8 sheets), Robe, 8 GP; or (B) 50 GP

You spent your formative years traveling between manors and monasteries, performing various odd jobs and services in exchange for access to their libraries. You whiled away many a long evening studying books and scrolls, learning the lore of the multiverse—even the rudiments of magic—and your mind yearns for more.

Sailor

Ability Scores: Strength, Dexterity, Wisdom

Feat: Tavern Brawler

Skill Proficiencies: Acrobatics and Perception

Tool Proficiency: Navigator’s Tools

Equipment: Choose A or B: (A) Dagger, Navigator’s Tools, Rope, Traveler’s Clothes, 20 GP; or (B) 50 GP

You lived as a seafarer, wind at your back and decks swaying beneath your feet. You’ve perched on barstools in more ports of call than you can remember, faced mighty storms, and swapped stories with folk who live beneath the waves.

Scribe

Ability Scores: Dexterity, Intelligence, Wisdom

Feat: Skilled

Skill Proficiencies: Investigation and Perception

Tool Proficiency: Calligrapher’s Supplies

Equipment: Choose A or B: (A) Calligrapher’s Supplies, Fine Clothes, Lamp, Oil (3 flasks), Parchment (12 sheets), 23 GP; or (B) 50 GP

You spent formative years in a scriptorium, a monastery dedicated to the preservation of knowledge, or a government agency, where you learned to write with a clear hand and produce finely written texts. Perhaps you scribed government documents or copied tomes of literature. You might have some skill as a writer of poetry, narrative, or scholarly research. Above all, you have a careful attention to detail, helping you avoid introducing mistakes to the documents you copy and create.

Soldier

Ability Scores: Strength, Dexterity, Constitution

Feat: Savage Attacker

Skill Proficiencies: Athletics and Intimidation

Tool Proficiency: Choose one kind of Gaming Set (see chapter 6)

Equipment: Choose A or B: (A) Spear, Shortbow, 20 Arrows, Gaming Set (same as above), Healer’s Kit, Quiver, Traveler’s Clothes, 14 GP; or (B) 50 GP

You began training for war as soon as you reached adulthood and carry precious few memories of life before you took up arms. Battle is in your blood. Sometimes you catch yourself reflexively performing the basic fighting exercises you learned first. Eventually, you put that training to use on the battlefield, protecting the realm by waging war.

Wayfarer

Ability Scores: Dexterity, Wisdom, Charisma

Feat: Lucky

Skill Proficiencies: Insight and Stealth

Tool Proficiency: Thieves’ Tools

Equipment: Choose A or B: (A) 2 Daggers, Thieves’ Tools, Gaming Set (any), Bedroll, 2 Pouches, Traveler’s Clothes, 16 GP; or (B) 50 GP

You grew up on the streets surrounded by similarly ill-fated castoffs, a few of them friends and a few of them rivals. You slept where you could and did odd jobs for food. At times, when the hunger became unbearable, you resorted to theft. Still, you never lost your pride and never abandoned hope. Fate is not yet finished with you.


Feats

Feats

Ability Score Improvement

General Feat (Prerequisite: Level 4+)

Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. This feat can’t increase an ability score above 20.

Repeatable. You can take this feat more than once.

Actor

Feat Feat

You gain the following benefits.

Ability Score Increase. Increase your Charisma score by 1, to a maximum of 20.

Impersonation.While you’re disguised as a real or fictional person, you have Advantage on Charisma (Deception or Performance) checks to convince others that you are that person.

Mimicry. You can mimic the sounds of other creatures, including speech. A creature that hears the mimicry must succeed on a Wisdom (Insight) check to determine the effect is faked (DC 8 plus your Charisma modifier and Proficiency Bonus).

Foundry Note

The Mimicry activity includes a check with the correct DC.

This feat does not automate the Advantage on checks.

Alert

Feat Feat

You gain the following benefits.

Initiative Proficiency. When you roll Initiative, you can add your Proficiency Bonus to the roll.

Initiative Swap. Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat. You can’t make this swap if you or the ally has the Incapacitated condition.

Foundry Note

This feature automatically includes the bonus to your Initiative.

Archery

Feat Feat

(Prerequisite: Fighting Style Feature)

You gain a +2 bonus to attack rolls you make with Ranged weapons.

Foundry Note

This feature includes an Active Effect which adds the bonus to Ranged weapon attack rolls.

Athlete

Feat Feat

You gain the following benefits.

Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.

Climb Speed. You gain a Climb Speed equal to your Speed.

Hop Up. When you have the Prone condition, you can right yourself with only 5 feet of movement.

Jumping. You can make a running Long Jump{Long} or High Jump after moving only 5 feet.

Foundry Note

This feat does not automate the effects. You can add your Climb Speed by toggling the "Edit" mode of your sheet and clicking on the "Gear" icon above "Walk" (Just above your Hit Point bar).

Blessed Warrior

Class Feat

You learn two Cleric cantrips of your choice. Guidance and Sacred Flame are recommended. The chosen cantrips count as Paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a Paladin level, you can replace one of these cantrips with another Cleric cantrip.

Blind Fighting

Feat Feat

(Prerequisite: Fighting Style Feature)

You have Blindsight with a range of 10 feet.

Foundry Note

This feature includes an Active Effect that grants the Blindsight.

Boon of Combat Prowess

Feat Feat

You gain the following benefits.

Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30.

Peerless Aim. When you miss with an attack roll, you can hit instead. Once you use this benefit, you can’t use it again until the start of your next turn.

Boon of Dimensional Travel

Feat Feat

You gain the following benefits.

Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30.

Blink Steps. Immediately after you take the Attack action or the Magic action, you can teleport up to 30 feet to an unoccupied space you can see.

Boon of Energy Resistance

Feat Feat

You gain the following benefits.

Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30.

Energy Resistances. You gain Resistance to two of the following damage types of your choice: Acid, Cold, Fire, Lightning, Necrotic, Poison, Psychic, Radiant, or Thunder. Whenever you finish a Long Rest, you can change your choices.

Energy Redirection. When you take damage of one of the types chosen for the Energy Resistances benefit, you can take a Reaction to direct damage of the same type toward another creature you can see within 60 feet of yourself that isn’t behind Total Cover. If you do so, that creature must succeed on a Dexterity saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus) or take damage equal to 2d12 plus your Constitution modifier.

Foundry Note

The Choose Resistances activity includes an Active Effect for each Resistance that you can apply to yourself. When choosing new Resistances be sure to delete or disable the previously selected Active Effects in the 'Effects" tab of your sheet.

The Energy Redirection reaction activity includes a save and you can choose the damage type in the damage roll's dialog box.

Boon of Fate

Feat Feat

You gain the following benefits.

Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30.

Improve Fate. When you or another creature within 60 feet of you succeeds on or fails a D20 Test, you can roll 2d4 and apply the total rolled as a bonus or penalty to the d20 roll. Once you use this benefit, you can’t use it again until you roll Initiative or finish a Short or Long Rest.

Foundry Note

The Improve Fate activity includes a roll and automatically restores a use after a Short or Long Rest. It does not automatically refresh after you roll Initiative though.

Boon of Fortitude

Feat Feat

You gain the following benefits.

Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30.

Fortified Health. Your Hit Point maximum increases by 40. In addition, whenever you regain Hit Points, you can regain additional Hit Points equal to your Constitution modifier (currently [[lookup @abilities.con.mod]]). Once you’ve regained these additional Hit Points, you can’t do so again until the start of your next turn.

Foundry Note

This feat includes an Active Effect which will automatically apply the bonus to your maximum HP.

The Fortify Health activity includes the additional healing.

Boon of Irresistible Offense

Feat Feat

You gain the following benefits.

Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 30.

Overcome Defenses. The Bludgeoning, Piercing, and Slashing damage you deal always ignores Resistance.

Overwhelming Strike. When you roll a 20 on the d20 for an attack roll, you can deal extra damage to the target equal to the ability score increased by this feat. The extra damage’s type is the same as the attack’s type.

Foundry Note

This feat's effects are not automated. The additional damage can be added in the Situational Bonus field of the damage's dialog roll box.

Boon of Recovery

Feat Feat

You gain the following benefits.

Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30.

Last Stand. When you would be reduced to 0 Hit Points, you can drop to 1 Hit Point instead and regain a number of Hit Points equal to half your Hit Point maximum. Once you use this benefit, you can’t use it again until you finish a Long Rest.

Recover Vitality. You have a pool of ten d10s. As a Bonus Action, you can expend dice from the pool, roll those dice, and regain a number of Hit Points equal to the roll’s total. You regain all the expended dice when you finish a Long Rest.

Foundry Note

The Last Stand activity has one free use per Long Rest and grants half of your Hit Point maximum in healing.

The Recover Vitality activity has 10 free uses per Long Rest representing your pool of d10s. You can select the number you would like to use and the healing formula will automatically update.

Boon of Skill

Feat Feat

You gain the following benefits.

Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30.

All-Around Adept. You gain proficiency in all skills.

Expertise. Choose one skill in which you lack Expertise. You gain Expertise in that skill.

Boon of Speed

Feat Feat

You gain the following benefits.

Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30.

Escape Artist. As a Bonus Action, you can take the Disengage action, which also ends the Grappled condition on you.

Quickness. Your Speed increases by 30 feet.

Foundry Note

This feat includes an Active Effect which automatically increases your Speed.

Boon of Spell Recall

Feat Feat

You gain the following benefits.

Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 30.

Free Casting. Whenever you cast a spell with a level 1–4 spell slot, roll 1d4. If the number you roll is the same as the slot’s level, the slot isn’t expended.

Foundry Note

If the number is the same, uncheck the Consumption option when using the spell.

Boon of Truesight

Feat Feat

You gain the following benefits.

Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30.

Truesight. You have Truesight with a range of 60 feet.

Foundry Note

This feature includes an Active Effect which grants you Truesight with a range of 60 feet.

Boon of the Night Spirit

Feat Feat

You gain the following benefits.

Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30.

Merge with Shadows. While within Dim Light or Darkness, you can give yourself the Invisible condition as a Bonus Action. The condition ends on you immediately after you take an action, a Bonus Action, or a Reaction.

Shadowy Form. While within Dim Light or Darkness, you have Resistance to all damage except Psychic and Radiant.

Foundry Note

This feature's Boon of the Night Spirit Active Effect includes the Resistances but must be toggled on/off in the Effects tab of your sheet.

The Merge with Shadows activity includes an Active Effect that applies the Invisible condition.

Charger

Feat Feat

You gain the following benefits.

Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.

Improved Dash. When you take the Dash action, your Speed increases by 10 feet for that action.

Charge Attack. If you move at least 10 feet in a straight line toward a target immediately before hitting it with a melee attack roll as part of the Attack action, choose one of the following effects: gain a 1d8 bonus to the attack’s damage roll, or push the target up to 10 feet away if it is no more than one size larger than you. You can use this benefit only once on each of your turns.

Foundry Note

You can either add the 1d8 to your attack's damage roll dialog box as a Situational Bonus or use the Charge Attack activity and select the type of damage in the roll's dialog box.

Chef

Feat Feat

You gain the following benefits.

Ability Score Increase. Increase your Constitution or Wisdom score by 1, to a maximum of 20.

Cook’s Utensils. You gain proficiency with Cook’s Utensils if you don’t already have it.

Replenishing Meal. As part of a Short Rest, you can cook special food if you have ingredients and Cook’s Utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 plus your Proficiency Bonus (currently [[4 + @prof]]). At the end of the Short Rest, any creature who eats the food and spends one or more Hit Dice to regain Hit Points regains an extra 1d8 Hit Points.

Bolstering Treats. With 1 hour of work or when you finish a Long Rest, you can cook a number of treats equal to your Proficiency Bonus if you have ingredients and Cook’s Utensils on hand. These special treats last 8 hours after being made. A creature can use a Bonus Action to eat one of those treats to gain a number of Temporary Hit Points equal to your Proficiency Bonus.

Foundry Note

The Replenishing Meal activity includes the healing.

The Bolstering Treats activity will restore a number of uses equal to your Proficiency Bonus. As creatures eat them you can use the Eat Treat activity to reduce the count or handle it manually.

This feat does not automatically add proficiency with Cook's Utensils. To add it, toggle on the "Edit" mode of your sheet, and below your Skills click on the Cog icon to add this proficiency.

Crafter

Feat Feat

You gain the following benefits.

Tool Proficiency. You gain proficiency with three different Artisan’s Tools of your choice from the Fast Crafting table.

Discount. Whenever you buy a nonmagical item, you receive a 20 percent discount on it.

Fast Crafting. When you finish a Long Rest, you can craft one piece of gear from the Fast Crafting table, provided you have the Artisan’s Tools associated with that item and have proficiency with those tools. The item lasts until you finish another Long Rest, at which point the item falls apart.

Artisan’s Tools Crafted Gear
Carpenter’s Tools Ladder, Torch
Leatherworker’s Tools Case, Pouch
Mason’s Tools Block and Tackle
Potter’s Tools Jug, Lamp
Smith’s Tools Ball Bearings, Bucket, Caltrops, Grappling Hook, Iron Pot
Tinker’s Tools Bell, Shovel, Tinderbox
Weaver’s Tools Basket, Rope, Net, Tent
Woodcarver’s Tools Club, Greatclub, Quarterstaff

Crossbow Expert

Feat Feat

You gain the following benefits.

Ability Score Increase. Increase your Dexterity score by 1, to a maximum of 20.

Ignore Loading. You ignore the Loading property of the Hand Crossbow, Heavy Crossbow, and Light Crossbow (all called crossbows elsewhere in this feat). If you’re holding one of them, you can load a piece of ammunition into it even if you lack a free hand.

Firing in Melee. Being within 5 feet of an enemy doesn’t impose Disadvantage on your attack rolls with crossbows.

Dual Wielding. When you make the extra attack of the Light property, you can add your ability modifier to the damage of the extra attack if that attack is with a crossbow that has the Light property and you aren’t already adding that modifier to the damage.

Foundry Note

The additional damage for Dual Wielding is not automatically implemented but it can be added to the Situational Bonus in the normal damage roll's dialog box.

Crusher

Feat Feat

You gain the following benefits.

Ability Score Increase. Increase your Strength or Constitution score by 1, to a maximum of 20.

Push. Once per turn, when you hit a creature with an attack that deals Bludgeoning damage, you can move it 5 feet to an unoccupied space if the target is no more than one size larger than you.

Enhanced Critical. When you score a Critical Hit that deals Bludgeoning damage to a creature, attack rolls against that creature have Advantage until the start of your next turn.

Foundry Note

This feature includes an Active Effect which can be used to track the Advantage though it does not automate it.

Defense

Feat Feat

(Prerequisite: Fighting Style Feature)

While you’re wearing Light, Medium, or Heavy armor, you gain a +1 bonus to Armor Class.

Foundry Note

This feature includes an Active Effect which provides the Armor Class bonus. Disable it when you are not wearing armor.

Defensive Duelist

Feat Feat

You gain the following benefits.

Ability Score Increase. Increase your Dexterity score by 1, to a maximum of 20.

Parry. If you’re holding a Finesse weapon and another creature hits you with a melee attack, you can take a Reaction to add your Proficiency Bonus (currently, [[lookup @prof]]) to your Armor Class, potentially causing the attack to miss you. You gain this bonus to your AC against melee attacks until the start of your next turn.

Foundry Note

This feature includes an Active Effect which will increase your Armor Class.

Druidic Warrior

Class Feat

You learn two Druid cantrips of your choice. Guidance and Starry Wisp are recommended. The chosen cantrips count as Ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a Ranger level, you can replace one of these cantrips with another Druid cantrip.

Dual Wielder

Feat Feat

You gain the following benefits.

Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.

Enhanced Dual Wielding. When you take the Attack action on your turn and attack with a weapon that has the Light property, you can make one extra attack as a Bonus Action later on the same turn with a different weapon, which must be a Melee weapon that lacks the Two-Handed property. You don’t add your ability modifier to the extra attack’s damage unless that modifier is negative.

Quick Draw. You can draw or stow two weapons that lack the Two-Handed property when you would normally be able to draw or stow only one.

Foundry Note

The removal of your ability modifier is not automated. You can subtract it in the Situational Bonus field of the damage roll's dialog box.

Dueling

Feat Feat

(Prerequisite: Fighting Style Feature)

When you’re holding a Melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Foundry Note

This feature includes an Active Effect which provides the bonus. Disable it when you are wielding multiple weapons.

Durable

Feat Feat

You gain the following benefits.

Ability Score Increase. Increase your Constitution score by 1, to a maximum of 20.

Defy Death. You have Advantage on Death Saving Throws.

Speedy Recovery. As a Bonus Action, you can expend one of your Hit Point Dice, roll the die, and regain a number of Hit Points equal to the roll.

Foundry Note

The Speedy Recovery (Largest Die) activity expends your largest available Hit Die and the (Smallest Die) activity expends the smallest available Hit Die (only important when multiclassing, otherwise the results are the same).

Elemental Adept

Feat Feat

You gain the following benefits.

Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

Energy Mastery. Choose one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder. Spells you cast ignore Resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.

Repeatable. You can take this feat more than once, but you must choose a different damage type each time for Energy Mastery.

Foundry Note

The effects of this feat are not automated.

Fey-Touched

Feat Feat

Your exposure to the Feywild’s magic grants you the following benefits.

Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

Fey Magic. Choose one level 1 spell from the Divination or Enchantment school of magic. You always have that spell and the Misty Step spell prepared. You can cast each of these spells without expending a spell slot. Once you cast either spell in this way, you can’t cast that spell in this way again until you finish a Long Rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.

Foundry Note

The spells will have to be manually edited after being added to your sheet to configure the spellcasting ability and add the free use.

Grappler

Feat Feat

You gain the following benefits.

Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.

Punch and Grab. When you hit a creature with an Unarmed Strike as part of the Attack action on your turn, you can use both the Damage and the Grapple option. You can use this benefit only once per turn.

Attack Advantage. You have Advantage on attack rolls against a creature Grappled by you.

Fast Wrestler. You don't have to spend extra movement to move a creature by you if the creature is your size or smaller.

Foundry Note

The Advantage is not automated.

Great Weapon Fighting

Feat Feat

(Prerequisite: Fighting Style Feature)

When you roll damage for an attack you make with a Melee weapon that you are holding with two hands, you can treat any 1 or 2 on a damage die as a 3. The weapon must have the Two-Handed or Versatile property to gain this benefit.

Foundry Note

This effect is not automated.

Great Weapon Master

Feat Feat

You gain the following benefits.

Ability Score Increase. Increase your Strength score by 1, to a maximum of 20.

Heavy Weapon Mastery. When you hit a creature with a weapon that has the Heavy property as part of the Attack action on your turn, you can cause the weapon to deal extra damage to the target. The extra damage equals your Proficiency Bonus.

Hew. Immediately after you score a Critical Hit with a Melee weapon or reduce a creature to 0 Hit Points with one, you can make one attack with the same weapon as a Bonus Action.

Foundry Note

The Heavy Weapon Damage activity includes the additional damage.

Healer

Feat Feat

You gain the following benefits.

Battle Medic. If you have a Healer’s Kit, you can expend one use of it and tend to a creature within 5 feet of yourself as a Utilize action. That creature can expend one of its Hit Point Dice, and you then roll that die. The creature regains a number of Hit Points equal to the roll plus your Proficiency Bonus.

Healing Rerolls. Whenever you roll a die to determine the number of Hit Points you restore with a spell or with this feat’s Battle Medic benefit, you can reroll the die if it rolls a 1, and you must use the new roll.

Foundry Note

The character expending their Hit Die can reduce it on their sheet and inform you of the hit die size. You can then use the Heal d6, d8, d10, or d12 activity to heal them. The activities automatically reroll 1's.

Heavily Armored

Feat Feat

You gain the following benefits.

Ability Score Increase.Increase your Constitution or Strength score by 1, to a maximum of 20.

Armor Training. You gain training with Heavy armor.

Foundry Note

This feature automatically grants training with Heavy Armor.

Heavy Armor Master

Feat Feat

You gain the following benefits.

Ability Score Increase.Increase your Constitution or Strength score by 1, to a maximum of 20.

Damage Reduction. When you’re hit by an attack while you’re wearing Heavy armor, any Bludgeoning, Piercing, and Slashing damage dealt to you by that attack is reduced by an amount equal to your Proficiency Bonus.

Foundry Note

This feature includes an Active Effect which automatically reduces those damage types by your Proficiency Bonus. Disable it when you are not wearing Heavy Armor.

Inspiring Leader

Feat Feat

You gain the following benefits.

Ability Score Increase. Increase your Wisdom or Charisma score by 1, to a maximum of 20.

Bolstering Performance. When you finish a Short or Long Rest, you can give an inspiring performance: a speech, song, or dance. When you do so, choose up to six allies (which can include yourself) within 30 feet of yourself who witness the performance. The chosen creatures each gain Temporary Hit Points equal to your character level plus the modifier of the ability you increased with this feat.

Foundry Note

The Inspire with … healing activities are provided separately such that the activity corresponding to the unaffected ability score can be safely deleted.

Interception

Feat Feat

(Prerequisite: Fighting Style Feature)

When a creature you can see hits another creature within 5 feet of you with an attack roll, you can take a Reaction to reduce the damage dealt to the target by 1d10 plus your Proficiency Bonus. You must be holding a Shield or a Simple or Martial weapon to use this Reaction.

Foundry Note

The Intercept activity can be used to heal the correct amount of damage.

Keen Mind

Feat Feat

You gain the following benefits.

Ability Score Increase. Increase your Intelligence score by 1, to a maximum of 20.

Lore Knowledge. Choose one of the following skills: Arcana, History, Investigation, Nature, or Religion. If you lack proficiency in the chosen skill, you gain proficiency in it, and if you already have proficiency in it, you gain Expertise in it.

Quick Study. You can take the Study action as a Bonus Action.

Lightly Armored

Feat Feat

You gain the following benefits.

Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.

Armor Training. You gain training with Light armor and Shields.

Foundry Note

This feature automatically provides training with Light armor and Shields.

Lucky

Feat Feat

You gain the following benefits.

Luck Points. You have a number of Luck Points equal to your Proficiency Bonus and can spend the points on the benefits below. You regain your expended Luck Points when you finish a Long Rest.

Advantage. When you roll a d20 for a D20 Test, you can spend 1 Luck Point to give yourself Advantage on the roll.

Disadvantage. When a creature rolls a d20 for an attack roll against you, you can spend 1 Luck Point to impose Disadvantage on that roll.

Foundry Note

This feature includes the appropriate number of uses and scales as you level up.

The Advantage and Disadvantage activities expend a use but do not enforce the Advantage/Disadvantage.

Mage Slayer

Feat Feat

You gain the following benefits.

Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.

Concentration Breaker. When you damage a creature that is concentrating, it has Disadvantage on the saving throw it makes to maintain Concentration.

Guarded Mind. If you fail an Intelligence, a Wisdom, or a Charisma saving throw, you can cause yourself to succeed instead. Once you use this benefit, you can’t use it again until you finish a Short or Long Rest.

Foundry Note

The Guard Mind activity expends the free use of this feature which is recovered after a Short or Long Rest.

Magic Initiate

Feat Feat

You gain the following benefits.

Two Cantrips. You learn two cantrips of your choice from the Cleric, Druid, or Wizard spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for this feat’s spells (choose when you select this feat).

Level 1 Spell. Choose a level 1 spell from the same list you selected for this feat’s cantrips. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have.

Spell Change. Whenever you gain a new level, you can replace one of the spells you chose for this feat with a different spell of the same level from the chosen spell list.

Repeatable. You can take this feat more than once, but you must choose a different spell list each time.

Foundry Note

The spells have to be added to your sheet with the above changes manually.

Martial Weapon Training

Feat Feat

You gain the following benefits.

Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.

Weapon Proficiency. You gain proficiency with Martial weapons.

Foundry Note

This feature automatically grants you proficiency with Martial weapons.

Medium Armor Master

Feat Feat

You gain the following benefits.

Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.

Dexterous Wearer. While you’re wearing Medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity score of 16 or higher.

Foundry Note

This feature includes an Active Effect which grants a +1 to Armor Class. Disable it if your Dexterity is 15 or lower.

Moderately Armored

Feat Feat

You gain the following benefits.

Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.

Armor Training. You gain training with Medium armor.

Foundry Note

This feature automatically grants training with Medium armor.

Mounted Combatant

Feat Feat

You gain the following benefits.

Ability Score Increase. Increase your Strength, Dexterity, or Wisdom score by 1, to a maximum of 20.

Mounted Strike. While mounted, you have Advantage on attack rolls against any unmounted creature within 5 feet of your mount that is at least one size smaller than the mount.

Leap Aside. If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw and only half damage if it fails. For your mount to gain this benefit, you must be riding it, and neither of you can have the Incapacitated condition.

Veer. While mounted, you can force an attack that hits your mount to hit you instead if you don’t have the Incapacitated condition.

Musician

Feat Feat

You gain the following benefits.

Instrument Training. You gain proficiency with three Musical Instruments of your choice.

Encouraging Song. As you finish a Short or Long Rest, you can play a song on a Musical Instrument with which you have proficiency and give Heroic Inspiration to allies who hear the song. The number of allies you can affect in this way equals your Proficiency Bonus (currently [[lookup @prof]]).

Observant

Feat Feat

You gain the following benefits.

Ability Score Increase. Increase your Intelligence or Wisdom score by 1, to a maximum of 20.

Keen Observer. Choose one of the following skills: Insight, Investigation, or Perception. If you lack proficiency with the chosen skill, you gain proficiency in it, and if you already have proficiency in it, you gain Expertise in it.

Quick Search. You can take the Search action as a Bonus Action.

Piercer

Feat Feat

You gain the following benefits.

Ability Score Increase. Increase your Strength or Dexterity by 1, to a maximum of 20.

Puncture. Once per turn, when you hit a creature with an attack that deals Piercing damage, you can reroll one of the attack’s damage dice, and you must use the new roll.

Enhanced Critical. When you score a Critical Hit that deals Piercing damage to a creature, you can roll one additional damage die when determining the extra Piercing damage the target takes.

Foundry Note

This feature's effects are not automated.

Poisoner

Feat Feat

You gain the following benefits.

Ability Score Increase. Increase your Dexterity or Intelligence score by 1, to a maximum of 20.

Potent Poison. When you make a damage roll that deals Poison damage, it ignores Resistance to Poison damage.

Brew Poison. You gain proficiency with the Poisoner’s Kit. With 1 hour of work using such a kit and expending 50 GP worth of materials, you can create a number of poison doses equal to your Proficiency Bonus. As a Bonus Action, you can apply a poison dose to a weapon or piece of ammunition. Once applied, the poison retains its potency for 1 minute or until you deal damage with the poisoned item, whichever is shorter. When a creature takes damage from the poisoned item, that creature must succeed on a Constitution saving throw (DC 8 plus the modifier of the ability increased by this feat and your Proficiency Bonus) or take 2d8 Poison damage and have the Poisoned condition until the end of your next turn.

Foundry Note

The Create Poison Doses activity will restore a number of uses of this item according to your proficiency bonus.

The Apply Poison enchantment activity provides the option of a Dexterity or Intelligence save activity for the target item, which should be selected based on the ability score increased when this feat was chosen.

You may delete the Poison Save activity associated with the ability score not chosen for this feat.

Finally, the save DC for the enchantment activities is based on the weapon user's ability scores, but should always be compared to the save DC of this feature's owner.

Polearm Master

Feat Feat

You gain the following benefits.

Ability Score Increase. Increase your Dexterity or Strength score by 1, to a maximum of 20.

Pole Strike. Immediately after you take the Attack action and attack with a Quarterstaff, a Spear, or a weapon that has the Heavy and Reach properties, you can use a Bonus Action to make a melee attack with the opposite end of the weapon. The weapon deals Bludgeoning damage, and the weapon’s damage die for this attack is a d4.

Reactive Strike. While you’re holding a Quarterstaff, a Spear, or a weapon that has the Heavy and Reach properties, you can take a Reaction to make one melee attack against a creature that enters the reach you have with that weapon.

Foundry Note

The Pole Strike activity can be used for the Bonus Action attack and damage.

The Reactive Strike activity can be used if you're tracking Reaction usage.

Protection

Feat Feat

(Prerequisite: Fighting Style Feature)

When a creature you can see attacks a target other than you that is within 5 feet of you, you can take a Reaction to interpose your Shield if you’re holding one. You impose Disadvantage on the triggering attack roll and all other attack rolls against the target until the start of your next turn if you remain within 5 feet of the target.

Foundry Note

This feature includes an Active Effect for tracking the protected creature but it does not automate the Disadvantage.

Resilient

Feat Feat

You gain the following benefits.

Ability Score Increase. Choose one ability in which you lack saving throw proficiency. Increase the chosen ability score by 1, to a maximum of 20.

Saving Throw Proficiency. You gain saving throw proficiency with the chosen ability.

Ritual Caster

Feat Feat

You gain the following benefits.

Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

Ritual Spells. Choose a number of level 1 spells equal to your Proficiency Bonus (currently [[lookup @prof]]) that have the Ritual tag. You always have those spells prepared, and you can cast them with any spell slots you have. The spells’ spellcasting ability is the ability increased by this feat. Whenever your Proficiency Bonus increases thereafter, you can add an additional level 1 spell with the Ritual tag to the spells always prepared with this feature.

Quick Ritual. With this benefit, you can cast a Ritual spell that you have prepared using its regular casting time rather than the extended time for a Ritual. Doing so doesn’t require a spell slot. Once you cast the spell in this way, you can’t use this benefit again until you finish a Long Rest.

Foundry Note

The spells must be added manually with the changes.

The Quick Ritual activity can be used for tracking the limited use between Long Rests.

Savage Attacker

Feat Feat

You’ve trained to deal particularly damaging strikes. Once per turn when you hit a target with a weapon, you can roll the weapon’s damage dice twice and use either roll against the target.

Sentinel

Feat Feat

You gain the following benefits.

Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.

Guardian. Immediately after a creature within 5 feet of you takes the Disengage action or hits a target other than you with an attack, you can make an Opportunity Attack against that creature.

Halt. When you hit a creature with an Opportunity Attack, the creature’s Speed becomes 0 for the rest of the current turn.

Foundry Note

This feature includes an Active Effect which can be used for reducing the creature's Speed to 0.

Shadow-Touched

Feat Feat

General Feat (Prerequisite: Level 4+)

Your exposure to the Shadowfell’s magic grants you the following benefits.

Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

Shadow Magic. Choose one level 1 spell from the Illusion or Necromancy school of magic. You always have that spell and the Invisibility spell prepared. You can cast each of these spells without expending a spell slot. Once you cast either spell in this way, you can’t cast that spell in this way again until you finish a Long Rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.

Foundry Note

The spells will have to be added to your sheet with those changes manually.

The Expend Chosen Spell's Use and Expend Invisibility Use can be used for tracking your free uses.

Sharpshooter

Feat Feat

You gain the following benefits.

Ability Score Increase. Increase your Dexterity score by 1, to a maximum of 20.

Bypass Cover. Your ranged attacks with weapons ignore Half Cover and Three-Quarters Cover.

Firing in Melee. Being within 5 feet of an enemy doesn’t impose Disadvantage on your attack rolls with Ranged weapons.

Long Shots. Attacking at long range doesn’t impose Disadvantage on your attack rolls with Ranged weapons.

Shield Master

Feat Feat

You gain the following benefits.

Ability Score Increase. Increase your Strength score by 1, to a maximum of 20.

Shield Bash. If you attack a creature within 5 feet of you as part of the Attack action and hit with a Melee weapon, you can immediately bash the target with your Shield if it’s equipped, forcing the target to make a Strength saving throw (DC 8 plus your Strength modifier and Proficiency Bonus). On a failed save, you either push the target 5 feet from you or cause it to have the Prone condition (your choice). You can use this benefit only once on each of your turns.

Interpose Shield. If you’re subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can take a Reaction to take no damage if you succeed on the saving throw and are holding a Shield.

Foundry Note

The Shield Bash activity includes the save and an Active Effect which can apply the Prone condition.

The Interpose Shield activity can be used if you're tracking Reaction usage.

Skill Expert

Feat Feat

You gain the following benefits.

Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 20.

Skill Proficiency. You gain proficiency in one skill of your choice.

Expertise. Choose one skill in which you have proficiency but lack Expertise. You gain Expertise with that skill.

Skilled

Feat Feat

You gain proficiency in any combination of three skills or tools of your choice.

Repeatable. You can take this feat more than once.

Skulker

Feat Feat

You gain the following benefits.

Ability Score Increase. Increase your Dexterity score by 1, to a maximum of 20.

Blindsight. You have Blindsight with a range of 10 feet.

Fog of War. You exploit the distractions of battle, gaining Advantage on any Dexterity (Stealth) check you make as part of the Hide action during combat.

Sniper. If you make an attack roll while hidden and the roll misses, making the attack roll doesn’t reveal your location.

Foundry Note

This feature automatically grants the Blindsight range.

The Fog of War Active Effect automates Advantage on Stealth checks. It can be disabled outside of combat.

Slasher

Feat Feat

You gain the following benefits.

Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.

Hamstring. Once per turn when you hit a creature with an attack that deals Slashing damage, you can reduce the Speed of that creature by 10 feet until the start of your next turn.

Enhanced Critical. When you score a Critical Hit that deals Slashing damage to a creature, it has Disadvantage on attack rolls until the start of your next turn.

Foundry Note

This feature includes an Active Effect which can be used for tracking the Hamstring and Enhanced Critical effects. It automatically reduces the creature's speed by 10 feet.

Speedy

Feat Feat

You gain the following benefits.

Ability Score Increase. Increase your Dexterity or Constitution score by 1, to a maximum of 20.

Speed Increase. Your Speed increases by 10 feet.

Dash over Difficult Terrain. When you take the Dash action on your turn, Difficult Terrain doesn’t cost you extra movement for the rest of that turn.

Agile Movement. Opportunity Attacks have Disadvantage against you.

Foundry Note

This feature automatically increases your walk movement Speed by 10 feet. If you have other movement types you will need to update them manually.

Spell Sniper

Feat Feat

You gain the following benefits.

Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

Bypass Cover. Your attack rolls for spells ignore Half Cover and Three-Quarters Cover.

Casting in Melee. Being within 5 feet of an enemy doesn’t impose Disadvantage on your attack rolls with spells.

Increased Range. When you cast a spell that has a range of at least 10 feet and requires you to make an attack roll, you can increase the spell’s range by 60 feet.

Tavern Brawler

Feat Feat

You gain the following benefits.

Enhanced Unarmed Strike. When you hit with your Unarmed Strike and deal damage, you can deal Bludgeoning damage equal to 1d4 plus your Strength modifier instead of the normal damage of an Unarmed Strike.

Damage Rerolls. Whenever you roll a damage die for your Unarmed Strike, you can reroll the die if it rolls a 1, and you must use the new roll.

Improvised Weaponry. You have proficiency with improvised weapons.

Push. When you hit a creature with an Unarmed Strike as part of the Attack action on your turn, you can deal damage to the target and also push it 5 feet away from you. You can use this benefit only once per turn.

Foundry Note

The proficiency is automatically granted by this feature.

The Enhanced Unarmed Strike activity includes the damage change.

Telekinetic

Feat Feat

You gain the following benefits.

Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

Minor Telekinesis. You learn the Mage Hand spell. You can cast it without Verbal or Somatic components, you can make the spectral hand Invisible, and its range and the distance it can be away from you both increase by 30 feet when you cast it. The spell’s spellcasting ability is the ability increased by this feat.

Telekinetic Shove. As a Bonus Action, you can telekinetically shove one creature you can see within 30 feet of yourself. When you do so, the target must succeed on a Strength saving throw (DC 8 plus the ability modifier of the score increased by this feat and your Proficiency Bonus) or be moved 5 feet toward or away from you.

Foundry Note

The spell will have to be added to your sheet manually with the changes.

The Telekinetic Shove activities can be used for the saving throw with the relevant Ability score.

Telepathic

Feat Feat

You gain the following benefits.

Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

Telepathic Utterance. You can speak telepathically to any creature you can see within 60 feet of yourself. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn’t give the creature the ability to respond to you telepathically.

Detect Thoughts. You always have the Detect Thoughts spell prepared. You can cast it without a spell slot or spell components, and you must finish a Long Rest before you can cast it in this way again. You can also cast it using spell slots you have of the appropriate level. Your spellcasting ability for the spell is the ability increased by this feat.

Foundry Note

The Detect Thoughts activity can be used for tracking your free use per Long Rest. The spell will have to be added to your sheet manually though.

Thrown Weapon Fighting

Feat Feat

(Prerequisite: Fighting Style Feature)

When you hit with a ranged attack roll using a weapon that has the Thrown property, you gain a +2 bonus to the damage roll.

Foundry Note

This feature is not automated. You can add +2 in the Situational Bonus field of the damage roll.

Tough

Feat Feat

Your Hit Point maximum increases by an amount equal to twice your character level when you gain this feat. Whenever you gain a character level thereafter, your Hit Point maximum increases by an additional 2 Hit Points.

Foundry Note

The Hit Point maximum increase is handled automatically when you get this feat and as you level up.

Two-Weapon Fighting

Feat Feat

(Prerequisite: Fighting Style Feature)

When you make an extra attack as a result of using a weapon that has the Light property, you can add your ability modifier to the damage of that attack if you aren’t already adding it to the damage.

Foundry Note

This feature is not automated. You can add your modifier in the Situational Bonus field of the damage roll.

Unarmed Fighting

Feat Feat

(Prerequisite: Fighting Style Feature)

When you hit with your Unarmed Strike and deal damage, you can deal Bludgeoning damage equal to 1d6 plus your Strength modifier instead of the normal damage of an Unarmed Strike. If you aren’t holding any weapons or a Shield when you make the attack roll, the d6 becomes a d8.

At the start of each of your turns, you can deal 1d4 Bludgeoning damage to one creature Grappled by you.

Foundry Note

The Unarmed Strike (Weapon in Hand) activity can be used in place of your normal Unarmed Strike.

The Unarmed Strike (Empty Hand) activity includes the increased damage.

The Grappled Damage activity includes the damage roll.

War Caster

Feat Feat

You gain the following benefits.

Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

Concentration. You have Advantage on Constitution saving throws that you make to maintain Concentration.

Reactive Spell. When a creature provokes an Opportunity Attack from you by leaving your reach, you can take a Reaction to cast a spell at the creature rather than making an Opportunity Attack. The spell must have a casting time of one action and must target only that creature.

Somatic Components. You can perform the Somatic components of spells even when you have weapons or a Shield in one or both hands.

Foundry Note

This feat will automate the advantage on Concentration checks.

Weapon Master

Feat Feat

You gain the following benefits.

Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.

Mastery Property. Your training with weapons allows you to use the mastery property of one kind of Simple or Martial weapon of your choice, provided you have proficiency with it. Whenever you finish a Long Rest, you can change the kind of weapon to another eligible kind.


Spells

Spells

Acid Splash

Evocation Cantrip

Casting Time: Action Range: 60 ft Components: V, S Duration: Instantaneous

You create an acidic bubble at a point within range, where it explodes in a 5-foot-radius Sphere. Each creature in that Sphere must succeed on a Dexterity saving throw or take 1d6 Acid damage.

Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).

Aid

2nd-level Abjuration

Casting Time: Action Range: 30 ft Components: V, S, M (a strip of white cloth) Duration: 8 hour

Choose up to three creatures within range. Each target’s Hit Point maximum and current Hit Points increase by 5 for the duration.

Using a Higher-Level Spell Slot. Each target’s Hit Points increase by 5 for each spell slot level above 2.

Foundry Note

The default Heal activity is configured with multiple Active Effects representing the temporary maximum Hit Points provided by this spell.

Users should apply the appropriate Active Effect for the spell slot level used in the casting of this spell.

Alarm

1st-level Abjuration (Ritual)

Casting Time: Minute Range: 30 ft Components: V, S, M (a bell and silver wire) Duration: 8 hour

You set an alarm against intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot Cube. Until the spell ends, an alarm alerts you whenever a creature touches or enters the warded area. When you cast the spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is audible or mental:

Audible Alarm. The alarm produces the sound of a handbell for 10 seconds within 60 feet of the warded area.

Mental Alarm. You are alerted by a mental ping if you are within 1 mile of the warded area. This ping awakens you if you’re asleep.

Alter Self

2nd-level Transmutation

Casting Time: Action Range: Self Components: V, S Duration: Concentration, up to 1 hour

You alter your physical form. Choose one of the following options. Its effects last for the duration, during which you can take a Magic action to replace the option you chose with a different one.

Aquatic Adaptation. You sprout gills and grow webs between your fingers. You can breathe underwater and gain a Swim Speed equal to your Speed.

Foundry Note

The Active Effect provided by the Aquatic Adaptation activity upgrades the character's Swim Speed to a value of "1" to indicate equivalence to (walk) Speed.

Change Appearance. You alter your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and other distinguishing characteristics. You can make yourself appear as a member of another species, though none of your statistics change. You can’t appear as a creature of a different size, and your basic shape stays the same; if you’re bipedal, you can’t use this spell to become quadrupedal, for instance. For the duration, you can take a Magic action to change your appearance in this way again.

Natural Weapons. You grow claws (Slashing), fangs (Piercing), horns (Piercing), or hooves (Bludgeoning). When you use your Unarmed Strike to deal damage with that new growth, it deals 1d6 damage of the type in parentheses instead of dealing the normal damage for your Unarmed Strike, and you use your spellcasting ability modifier for the attack and damage rolls rather than using Strength.

Animal Friendship

1st-level Enchantment

Casting Time: Action Range: 30 ft Components: V, S, M (a morsel of food) Duration: 24 hour

Target a Beast that you can see within range. The target must succeed on a Wisdom saving throw or have the charmed apply=false condition for the duration. If you or one of your allies deals damage to the target, the spells ends.

Using a Higher-Level Spell Slot. You can target one additional Beast for each spell slot level above 1.

Animal Messenger

2nd-level Enchantment (Ritual)

Casting Time: Action Range: 30 ft Components: V, S, M (a morsel of food) Duration: @item.level * 48 - 72 hour

A Tiny Beast of your choice that you can see within range must succeed on a Charisma saving throw, or it attempts to deliver a message for you (if the target’s Challenge Rating isn’t 0, it automatically succeeds). You specify a location you have visited and a recipient who matches a general description, such as “a person dressed in the uniform of the town guard” or “a red-haired dwarf wearing a pointed hat.” You also communicate a message of up to twenty-five words. The Beast travels for the duration toward the specified location, covering about 25 miles per 24 hours or 50 miles if the Beast can fly.

When the Beast arrives, it delivers your message to the creature that you described, mimicking your communication. If the Beast doesn’t reach its destination before the spell ends, the message is lost, and the Beast returns to where you cast the spell.

Using a Higher-Level Spell Slot. The spell’s duration increases by 48 hours for each spell slot level above 2.

Animal Shapes

8th-level Transmutation

Casting Time: Action Range: 30 ft Components: V, S Duration: 24 hour

Choose any number of willing creatures that you can see within range. Each target shape-shifts into a Large or smaller Beast of your choice that has a Challenge Rating of 4 or lower. You can choose a different form for each target. On later turns, you can take a Magic action to transform the targets again.

A target’s game statistics are replaced by the chosen Beast’s statistics, but the target retains its creature type; Hit Points; Hit Point Dice; alignment; ability to communicate; and Intelligence, Wisdom, and Charisma scores. The target’s actions are limited by the Beast form’s anatomy, and it can’t cast spells. The target’s equipment melds into the new form, and the target can’t use any of that equipment while in that form.

The target gains a number of Temporary Hit Points equal to the Hit Points of the first form into which it shape-shifts. These Temporary Hit Points vanish if any remain when the spell ends. The transformation lasts for the duration or until the target ends it as a Bonus Action.

Animate Dead

3rd-level Necromancy

Casting Time: Minute Range: 10 ft Components: V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust) Duration: Instantaneous

Choose a pile of bones or a corpse of a Medium or Small Humanoid within range. The target becomes an Undead creature: a Skeleton if you chose bones or a Zombie if you chose a corpse.

On each of your turns, you can take a Bonus Action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to guard a chamber or corridor. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow it until its task is complete.

The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell rather than animating a new creature.

Using a Higher-Level Spell Slot. You animate or reassert control over two additional Undead creatures for each spell slot level above 3. Each of the creatures must come from a different corpse or pile of bones.

Animate Objects

5th-level Transmutation

Casting Time: Action Range: 120 ft Components: V, S Duration: Concentration, up to 1 minute

Objects animate at your command. Choose a number of nonmagical objects within range that aren’t being worn or carried, aren’t fixed to a surface, and aren’t Gargantuan. The maximum number of objects is equal to your spellcasting ability modifier; for this number, a Medium or smaller target counts as one object, a Large target counts as two, and a Huge target counts as three.

Each target animates, sprouts legs, and becomes a Construct that uses the Animated Object stat block; this creature is under your control until the spell ends or until it is reduced to 0 Hit Points. Each creature you make with this spell is an ally to you and your allies. In combat, it shares your Initiative count and takes its turn immediately after yours.

Until the spell ends, you can take a Bonus Action to mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to each one). If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. When the creature drops to 0 Hit Points, it reverts to its object form, and any remaining damage carries over to that form.

Using a Higher-Level Spell Slot. The creature’s Slam damage increases by 1d4 (Medium or smaller), 1d6 (Large), or 1d12 (Huge) for each spell slot level above 5.

Animated Object Sizes

Tiny, Small, Medium, Large, Huge

Antilife Shell

5th-level Abjuration

Casting Time: Action Range: Self Components: V, S Duration: Concentration, up to 1 hour

An aura extends from you in a 10-foot Emanation for the duration. The aura prevents creatures other than Constructs and Undead from passing or reaching through it. An affected creature can cast spells or make attacks with Ranged or Reach weapons through the barrier.

If you move so that an affected creature is forced to pass through the barrier, the spell ends.

Antimagic Field

8th-level Abjuration

Casting Time: Action Range: Self Components: V, S, M (iron filings) Duration: Concentration, up to 1 hour

An aura of antimagic surrounds you in 10-foot Emanation. No one can cast spells, take Magic actions, or create other magical effects inside the aura, and those things can’t target or otherwise affect anything inside it. Magical properties of magic items don’t work inside the aura or on anything inside it.

Areas of effect created by spells or other magic can’t extend into the aura, and no one can teleport into or out of it or use planar travel there. Portals close temporarily while in the aura.

Ongoing spells, except those cast by an Artifact or a deity, are suppressed in the area. While an effect is suppressed, it doesn’t function, but the time it spends suppressed counts against its duration.

Dispel Magic has no effect on the aura, and the auras created by different Antimagic Field spells don’t nullify each other.

Antipathy/Sympathy

8th-level Enchantment

Casting Time: Hour Range: 60 ft Components: V, S, M (a mix of vinegar and honey) Duration: 10 day

As you cast the spell, choose whether it creates antipathy or sympathy, and target one creature or object that is Huge or smaller. Then specify a kind of creature, such as red dragons, goblins, or vampires. A creature of the chosen kind makes a Wisdom saving throw when it comes within 120 feet of the target. Your choice of antipathy or sympathy determines what happens to a creature when it fails that save:

Antipathy. The creature has the Frightened apply=false condition. The Frightened creature must use its movement on its turns to get as far away as possible from the target, moving by the safest route.

Sympathy. The creature has the Charmed apply=false condition. The Charmed creature must use its movement on its turns to get as close as possible to the target, moving by the safest route. If the creature is within 5 feet of the target, the creature can’t willingly move away. If the target damages the Charmed creature, that creature can make a Wisdom saving throw to end the effect, as described below.

Ending the Effect. If the Frightened or Charmed creature ends its turn more than 120 feet away from the target, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target. A creature that successfully saves against this effect is immune to it for 1 minute, after which it can be affected again.

Arcane Eye

4th-level Divination

Casting Time: Action Range: 30 ft Components: V, S, M (a bit of bat fur) Duration: Concentration, up to 1 hour

You create an Invisible, invulnerable eye within range that hovers for the duration. You mentally receive visual information from the eye, which can see in every direction. It also has Darkvision with a range of 30 feet.

As a Bonus Action, you can move the eye up to 30 feet in any direction. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.

Arcane Gate

6th-level Conjuration

Casting Time: Action Range: 500 ft Components: V, S Duration: Concentration, up to 10 minute

You create linked teleportation portals. Choose two Large, unoccupied spaces on the ground that you can see, one space within range and the other one within 10 feet of you. A circular portal opens in each of those spaces and remains for the duration.

The portals are two-dimensional glowing rings filled with mist that blocks sight. They hover inches from the ground and are perpendicular to it.

A portal is open on only one side (you choose which). Anything entering the open side of a portal exits from the open side of the other portal as if the two were adjacent to each other. As a Bonus Action, you can change the facing of the open sides.

Arcane Lock

2nd-level Abjuration

Casting Time: Action Range: Touch Components: V, S, M (gold dust worth 25+ GP, which the spell consumes) Duration: Disp

You touch a closed door, window, gate, container, or hatch and magically lock it for the duration. This lock can’t be unlocked by any nonmagical means. You and any creatures you designate when you cast the spell can open and close the object despite the lock. You can also set a password that, when spoken within 5 feet of the object, unlocks it for 1 minute.

Arcane Vigor

2nd-level Abjuration

Casting Time: Bonus Range: Self Components: V, S Duration: Instantaneous

You tap into your life force to heal yourself. Roll one or two of your unexpended Hit Point Dice, and regain a number of Hit Points equal to the roll’s total plus your spellcasting ability modifier. Those dice are then expended.

Using a Higher-Level Spell Slot. The number of unexpended Hit Dice you can roll increases by one for each spell slot level above 2.

Foundry Note

The Expend dN Hit Dice activities are configured to consume a minimum of 2 Hit Dice while adding your modifier only once.

If expending a single Hit Die is desired, please deduct, roll, and heal manually.

Armor of Agathys

1st-level Abjuration

Casting Time: Bonus Range: Self Components: V, S, M (a shard of blue glass) Duration: 1 hour

Protective magical frost surrounds you. You gain 5 Temporary Hit Points. If a creature hits you with a melee attack roll before the spell ends, the creature takes 5 Cold damage. The spell ends early if you have no Temporary Hit Points.

Using a Higher-Level Spell Slot. The Temporary Hit Points and the Cold damage both increase by 5 for each spell slot level above 1.

Arms of Hadar

1st-level Conjuration

Casting Time: Action Range: Self Components: V, S Duration: Instantaneous

Invoking Hadar, you cause tendrils to erupt from yourself. Each creature in a 10-foot Emanation originating from you makes a Strength saving throw. On a failed save, a target takes 2d6 Necrotic damage and can’t take Reactions until the start of its next turn. On a successful save, a target takes half as much damage only.

Using a Higher-Level Spell Slot.The damage increases by 1d6 for each spell slot level above 1.

Astral Projection

9th-level Necromancy

Casting Time: Hour Range: 10 ft Components: V, S, M (for each of the spell’s targets, one jacinth worth 1,000+ GP and one silver bar worth 100+ GP, all of which the spell consumes) Duration: Disp

You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell ends instantly if you are already on that plane). Each target’s body is left behind in a state of suspended animation; it has the Unconscious apply=false condition, doesn’t need food or air, and doesn’t age.

A target’s astral form resembles its body in almost every way, replicating its game statistics and possessions. The principal difference is the addition of a silvery cord that trails from between the shoulder blades of the astral form. The cord fades from view after 1 foot. If the cord is cut—which happens only when an effect states that it does so—the target’s body and astral form both die.

A target’s astral form can travel through the Astral Plane. The moment an astral form leaves that plane, the target’s body and possessions travel along the silver cord, causing the target to re-enter its body on the new plane.

Any damage or other effects that apply to an astral form have no effect on the target’s body and vice versa. If a target’s body or astral form drops to 0 Hit Points, the spell ends for that target. The spell ends for all the targets if you take a Magic action to dismiss it.

When the spell ends for a target who isn’t dead, the target reappears in its body and exits the state of suspended animation.

Augury

2nd-level Divination (Ritual)

Casting Time: Minute Range: Self Components: V, S, M (specially marked sticks, bones, cards, or other divinatory tokens worth 25+ GP) Duration: Instantaneous

You receive an omen from an otherworldly entity about the results of a course of action that you plan to take within the next 30 minutes. The DM chooses the omen from the Omens table.

Omen For Results That Will Be …
Weal Good
Woe Bad
Weal and woe Good and bad
Indifference Neither good nor bad

The spell doesn’t account for circumstances, such as other spells, that might change the results.

If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer.

Aura of Life

4th-level Abjuration

Casting Time: Action Range: Self Components: V Duration: Concentration, up to 10 minute

An aura radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have Resistance to Necrotic damage, and your Hit Point maximums can’t be reduced. If an ally with 0 Hit Points starts its turn in the aura, that ally regains 1 Hit Point.

Aura of Purity

4th-level Abjuration

Casting Time: Action Range: Self Components: V Duration: Concentration, up to 10 minute

An aura radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have Resistance to Poison damage and Advantage on saving throws to avoid or end effects that include the Blinded apply=false, Charmed apply=false, Deafened apply=false, Frightened apply=false, Paralyzed apply=false, Poisoned apply=false, or Stunned apply=false condition.

Aura of Vitality

3rd-level Abjuration

Casting Time: Action Range: Self Components: V Duration: Concentration, up to 1 minute

An aura radiates from you in a 30-foot Emanation for the duration. When you create the aura and at the start of each of your turns while it persists, you can restore 2d6 Hit Points to one creature in it.

Awaken

5th-level Transmutation

Casting Time: 8 hour Range: Touch Components: V, S, M (an agate worth 1,000+ GP, which the spell consumes) Duration: Instantaneous

You spend the casting time tracing magical pathways within a precious gemstone, and then touch the target. The target must be either a Beast or Plant creature with an Intelligence of 3 or less or a natural plant that isn’t a creature. The target gains an Intelligence of 10 and the ability to speak one language you know. If the target is a natural plant, it becomes a Plant creature and gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human’s. The DM chooses statistics appropriate for the awakened Plant, such as the statistics for the Awakened Shrub or Awakened Tree in the Monster Manual.

The awakened target has the Charmed condition for 30 days or until you or your allies deal damage to it. When that condition ends, the awakened creature chooses its attitude toward you.

Bane

1st-level Enchantment

Casting Time: Action Range: 30 ft Components: V, S, M (a drop of blood) Duration: Concentration, up to 1 minute

Up to three creatures of your choice that you can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, the target must subtract 1d4 from the attack roll or save.

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.

Banishing Smite

5th-level Conjuration

Casting Time: Bonus (immediately after hitting a creature with a melee weapon or an unarmed strike) Range: Self Components: V Duration: Concentration, up to 1 minute

The target hit by the attack roll takes an extra 5d10 Force damage from the attack. If the attack reduces the target to 50 Hit Points or fewer, the target must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration. While there, the target has the Incapacitated apply=false condition. When the spell ends, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

Banishment

4th-level Abjuration

Casting Time: Action Range: 30 ft Components: V, S, M (a pentacle) Duration: Concentration, up to 1 minute

One creature that you can see within range must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration. While there, the target has the Incapacitated apply=false condition. When the spell ends, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

If the target is an Aberration, a Celestial, an Elemental, a Fey, or a Fiend, the target doesn’t return if the spell lasts for 1 minute. The target is instead transported to a random location on a plane (DM’s choice) associated with its creature type.

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4.

Barkskin

2nd-level Transmutation

Casting Time: Bonus Range: Touch Components: V, S, M (a handful of bark) Duration: 1 hour

You touch a willing creature. Until the spell ends, the target’s skin assumes a bark-like appearance, and the target has an Armor Class of 17 if its AC is lower than that.

Beacon of Hope

3rd-level Abjuration

Casting Time: Action Range: 30 ft Components: V, S Duration: Concentration, up to 1 minute

Choose any number of creatures within range. For the duration, each target has Advantage on Wisdom saving throws and Death Saving Throws and regains the maximum number of Hit Points possible from any healing.

Beast Sense

2nd-level Divination (Ritual)

Casting Time: Action Range: Touch Components: S Duration: Concentration, up to 1 hour

You touch a willing Beast. For the duration, you can perceive through the Beast’s senses as well as your own. When perceiving through the Beast’s senses, you benefit from any special senses it has.

Befuddlement

8th-level Enchantment

Casting Time: Action Range: 150 ft Components: V, S, M (a key ring with no keys) Duration: Instantaneous

You blast the mind of a creature that you can see within range. The target makes an Intelligence saving throw.

On a failed save, the target takes 10d12 Psychic damage and can’t cast spells or take the Magic action. At the end of every 30 days, the target repeats the save, ending the effect on a success. The effect can also be ended by the Greater Restoration, Heal, or Wish spell.

On a successful save, the target takes half as much damage only.

Bestow Curse

3rd-level Necromancy

Casting Time: Action Range: Touch Components: V, S Duration: Concentration, up to 1 minute

You touch a creature, which must succeed on a Wisdom saving throw or become cursed for the duration. Until the curse ends, the target suffers one of the following effects of your choice:

  • Choose one ability. The target has Disadvantage on ability checks and saving throws made with that ability (Curse Ability activity).
  • The target has Disadvantage on attack rolls against you (Curse Attacks activity).
  • In combat, the target must succeed on a Wisdom saving throw at the start of each of its turns or be forced to take the Dodge action on that turn (Curse Actions activity).
  • If you deal damage to the target with an attack roll or a spell, the target takes an extra 1d8 Necrotic damage (Curse Resilience activity).

Using a Higher-Level Spell Slot. If you cast this spell using a level 4 spell slot, you can maintain Concentration on it for up to 10 minutes. If you use a level 5+ spell slot, the spell doesn’t require Concentration, and the duration becomes 8 hours (level 5–6 slot) or 24 hours (level 7–8 slot). If you use a level 9 spell slot, the spell lasts until dispelled.

Bigby's Hand

5th-level Evocation

Casting Time: Action Range: 120 ft Components: V, S, M (an eggshell and a glove) Duration: Concentration, up to 1 minute

You create a Large hand of shimmering magical energy in an unoccupied space that you can see within range. The hand lasts for the duration, and it moves at your command, mimicking the movements of your own hand.

The hand is an object that has AC 20 and Hit Points equal to your Hit Point maximum. If it drops to 0 Hit Points, the spell ends. The hand doesn’t occupy its space.

When you cast the spell and as a Bonus Action on your later turns, you can move the hand up to 60 feet and then cause one of the following effects:

**Clenched Fist **

Forceful Hand

Grasping Hand

**Interposing Hand **

Using a Higher-Level Spell Slot. The damage of the Clenched Fist increases by 2d8 and the damage of the Grasping Hand increases by 2d6 for each spell slot level above 5.

Blade Barrier

6th-level Evocation

Casting Time: Action Range: 90 ft Components: V, S Duration: Concentration, up to 10 minute

You create a wall of whirling blades made of magical energy. The wall appears within range and lasts for the duration. You make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides Three-Quarters Cover, and its space is Difficult Terrain.

Any creature in the wall’s space makes a Dexterity saving throw, taking 6d10 Force damage on a failed save or half as much damage on a successful one. A creature also makes that save if it enters the wall’s space or ends it turn there. A creature makes that save only once per turn.

Blade Ward

Abjuration Cantrip

Casting Time: Action Range: Self Components: V, S Duration: Concentration, up to 1 minute

Whenever a creature makes an attack roll against you before the spell ends, the attacker subtracts 1d4 from the attack roll.

Bless

1st-level Enchantment

Casting Time: Action Range: 30 ft Components: V, S, M (a Holy Symbol worth 5+ GP) Duration: Concentration, up to 1 minute

You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.

Blight

4th-level Necromancy

Casting Time: Action Range: 30 ft Components: V, S Duration: Instantaneous

A creature that you can see within range makes a Constitution saving throw, taking 8d8 Necrotic damage on a failed save or half as much damage on a successful one. A Plant creature automatically fails the save.

Alternatively, target a nonmagical plant that isn’t a creature, such as a tree or shrub. It doesn’t make a save; it simply withers and dies.

Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4.

Blinding Smite

3rd-level Evocation

Casting Time: Bonus (immediately after hitting a creature with a melee weapon or an unarmed strike) Range: Self Components: V Duration: 1 minute

The target hit by the strike takes an extra 3d8 Radiant damage from the attack, and the target has the blinded apply=false condition until the spell ends. At the end of each of its turns, the Blinded target makes a DC ? Constitution saving throw, ending the spell on itself on a success.

Using a Higher-Level Spell Slot. The extra damage increases by 1d8 for each spell slot level above 3.

Blindness/Deafness

2nd-level Transmutation

Casting Time: Action Range: 120 ft Components: V Duration: 1 minute

One creature that you can see within range must succeed on a Constitution saving throw, or it has the Blinded apply=false or Deafened apply=false condition (your choice) for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2.

3rd-level Transmutation

Casting Time: Action Range: Self Components: V, S Duration: 1 minute

1d6{Roll 1d6} at the end of each of your turns for the duration. On a roll of 4–6, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell ends instantly if you are already on that plane). While on the Ethereal Plane, you can perceive the plane you left, which is cast in shades of gray, but you can’t see anything there more than 60 feet away. You can affect and be affected only by other creatures on the Ethereal Plane, and creatures on the other plane can’t perceive you unless they have a special ability that lets them perceive things on the Ethereal Plane.

You return to the other plane at the start of your next turn and when the spell ends if you are on the Ethereal Plane. You return to an unoccupied space of your choice that you can see within 10 feet of the space you left. If no unoccupied space is available within that range, you appear in the nearest unoccupied space.

Blur

2nd-level Illusion

Casting Time: Action Range: Self Components: V Duration: Concentration, up to 1 minute

Your body becomes blurred. For the duration, any creature has Disadvantage on attack rolls against you. An attacker is immune to this effect if it perceives you with blindsight or truesight.

Burning Hands

1st-level Evocation

Casting Time: Action Range: Self Components: V, S Duration: Instantaneous

A thin sheet of flames shoots forth from you. Each creature in a 15-foot Cone makes a Dexterity saving throw, taking 3d6 Fire damage on a failed save or half as much damage on a successful one.

Flammable objects in the Cone that aren’t being worn or carried start burning.

Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.

Call Lightning

3rd-level Conjuration

Casting Time: Action Range: 120 ft Components: V, S Duration: Concentration, up to 10 minute

A storm cloud appears at a point within range that you can see above yourself. It takes the shape of a Cylinder that is 10 feet tall with a 60-foot radius.

When you cast the spell, choose a point you can see under the cloud. A lightning bolt shoots from the cloud to that point. Each creature within 5 feet of that point makes a Dexterity saving throw, taking 3d10 Lightning damage on a failed save or half as much damage on a successful one.

Until the spell ends, you can take a Magic action to call down lightning in that way again, targeting the same point or a different one.

If you’re outdoors in a storm when you cast this spell, the spell gives you control over that storm instead of creating a new one. Under such conditions, the spell’s damage increases by 1d10.

Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 3.

Calm Emotions

2nd-level Enchantment

Casting Time: Action Range: 60 ft Components: V, S Duration: Concentration, up to 1 minute

Each Humanoid in a 20-foot-radius Sphere centered on a point you choose within range must succeed on a Charisma saving throw or be affected by one of the following effects (choose for each creature):

  • The creature has Immunity to the Charmed and Frightened conditions until the spell ends. If the creature was already Charmed or Frightened, those conditions are suppressed for the duration.
  • The creature becomes Indifferent about creatures of your choice that it’s Hostile toward. This indifference ends if the target takes damage or witnesses its allies taking damage. When the spell ends, the creature’s attitude returns to normal.

Chain Lightning

6th-level Evocation

Casting Time: Action Range: 150 ft Components: V, S, M (three silver pins) Duration: Instantaneous

You launch a lightning bolt toward a target you can see within range. Three bolts then leap from that target to as many as three other targets of your choice, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.

Each target makes a Dexterity saving throw, taking 10d8 Lightning damage on a failed save or half as much damage on a successful one.

Using a Higher-Level Spell Slot. One additional bolt leaps from the first target to another target for each spell slot level above 6.

Charm Monster

4th-level Enchantment

Casting Time: Action Range: 30 ft Components: V, S Duration: 1 hour

One creature you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed apply=false condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you.

Using a Higher-Level Spell Slot.You can target one additional creature for each spell slot level above 4.

Charm Person

1st-level Enchantment

Casting Time: Action Range: 30 ft Components: V, S Duration: 1 hour

One Humanoid you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the charmed apply=false condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you.

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.

Chill Touch

Necromancy Cantrip

Casting Time: Action Range: Touch Components: V, S Duration: Instantaneous

Channeling the chill of the grave, make a melee spell attack against a target within reach. On a hit, the target takes 1d10 Necrotic damage, and it can’t regain Hit Points until the end of your next turn.

Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).

Chromatic Orb

1st-level Evocation

Casting Time: Action Range: 90 ft Components: V, S, M (a diamond worth 50+ GP) Duration: Instantaneous

You hurl an orb of energy at a target within range. Choose Acid, Cold, Fire, Lightning, Poison, or Thunder for the type of orb you create, and then make a ranged spell attack against the target. On a hit, the target takes 3d8 damage of the chosen type.

If you roll the same number on two or more of the d8s, the orb leaps to a different target of your choice within 30 feet of the target. Make an attack roll against the new target, and make a new damage roll. The orb can’t leap again unless you cast the spell with a level 2+ spell slot. [[@item.level]]{Number of leaps}

Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1. The orb can leap a maximum number of times equal to the level of the slot expended, and a creature can be targeted only once by each casting of this spell.

Circle of Death

6th-level Necromancy

Casting Time: Action Range: 150 ft Components: V, S, M (the powder of a crushed black pearl worth 500+ GP) Duration: Instantaneous

Negative energy ripples out in a 60-foot-radius Sphere from a point you choose within range. Each creature in that area makes a Constitution saving throw, taking 8d8 Necrotic damage on a failed save or half as much damage on a successful one.

Using a Higher-Level Spell Slot. The damage increases by 2d8 for each spell slot level above 6.

Circle of Power

5th-level Abjuration

Casting Time: Action Range: Self Components: V Duration: Concentration, up to 10 minute

An aura radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have Advantage on saving throws against spells and other magical effects. When an affected creature makes a saving throw against a spell or magical effect that allows a save to take only half damage, it takes no damage if it succeeds on the save.

Clairvoyance

3rd-level Divination

Casting Time: 10 minute Range: 1 mi Components: V, S, M (a focus worth 100+ GP, either a jeweled horn for hearing or a glass eye for seeing) Duration: Concentration, up to Instantaneous

You create an Invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The intangible, invulnerable sensor remains in place for the duration.

When you cast the spell, choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As a Bonus Action, you can switch between seeing and hearing.

A creature that sees the sensor (such as a creature benefiting from See Invisibility or truesight) sees a luminous orb about the size of your fist.

Clone

8th-level Necromancy

Casting Time: Hour Range: Touch Components: V, S, M (a diamond worth 1,000+ GP, which the spell consumes, and a sealable vessel worth 2,000+ GP that is large enough to hold the creature being cloned) Duration: Instantaneous

You touch a creature or at least 1 cubic inch of its flesh. An inert duplicate of that creature forms inside the vessel used in the spell’s casting and finishes growing after 120 days; you choose whether the finished clone is the same age as the creature or younger. The clone remains inert and endures indefinitely while its vessel remains undisturbed.

If the original creature dies after the clone finishes forming, the creature’s soul transfers to the clone if the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original’s equipment. The creature’s original remains, if any, become inert and can’t be revived, since the creature’s soul is elsewhere.

Cloud of Daggers

2nd-level Conjuration

Casting Time: Action Range: 60 ft Components: V, S, M (a sliver of glass) Duration: Concentration, up to 1 minute

You conjure spinning daggers in a 5-foot Cube centered on a point within range. Each creature in that area takes 4d4 Slashing damage. A creature also takes this damage if it enters the Cube or ends its turn there or if the Cube moves into its space. A creature takes this damage only once per turn.

On your later turns, you can take a Magic action to teleport the Cube up to 30 feet.

Using a Higher-Level Spell Slot. The damage increases by 2d4 for each spell slot level above 2.

Cloudkill

5th-level Conjuration

Casting Time: Action Range: 120 ft Components: V, S Duration: Concentration, up to 10 minute

You create a 20-foot-radius Sphere of yellow-green fog centered on a point within range. The fog lasts for the duration or until strong wind (such as the one created by Gust of Wind) disperses it, ending the spell. Its area is Heavily Obscured.

Each creature in the Sphere makes a Constitution saving throw, taking 5d8 Poison damage on a failed save or half as much damage on a successful one. A creature must also make this save when the Sphere moves into its space and when it enters the Sphere or ends its turn there. A creature makes this save only once per turn.

The Sphere moves 10 feet away from you at the start of each of your turns.

Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 5.

Color Spray

1st-level Illusion

Casting Time: Action Range: Self Components: V, S, M (a pinch of colorful sand) Duration: Instantaneous

You launch a dazzling array of flashing, colorful light. Each creature in a 15-foot Cone originating from you must succeed on a Constitution saving throw or have the blinded apply=false condition until the end of your next turn.

Command

1st-level Enchantment

Casting Time: Action Range: 60 ft Components: V Duration: Instantaneous

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options:

Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

Drop. The target drops whatever it is holding and then ends its turn.

Flee. The target spends its turn moving away from you by the fastest available means.

Grovel. The target has the Prone condition and then ends its turn.

Halt. On its turn, the target doesn’t move and takes no action or Bonus Action.

Using a Higher-Level Spell Slot. You can affect one additional creature for each spell slot level above 1.

Commune

5th-level Divination (Ritual)

Casting Time: Minute Range: Self Components: V, S, M (incense) Duration: 1 minute

You contact a deity or a divine proxy and ask up to three questions that can be answered with yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.

Divine beings aren’t necessarily omniscient, so you might receive “unclear” as an answer if a question pertains to information that lies beyond the deity’s knowledge. In a case where a one-word answer could be misleading or contrary to the deity’s interests, the DM might offer a short phrase as an answer instead.

If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer.

Commune with Nature

5th-level Divination (Ritual)

Casting Time: Minute Range: Self Components: V, S Duration: Instantaneous

You commune with nature spirits and gain knowledge of the surrounding area. In the outdoors, the spell gives you knowledge of the area within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn’t function where nature has been replaced by construction, such as in castles and settlements.

Choose three of the following facts; you learn those facts as they pertain to the spell’s area:

  • Locations of settlements
  • Locations of portals to other planes of existence
  • Location of one Challenge Rating 10+ creature (DM’s choice) that is a Celestial, an Elemental, a Fey, a Fiend, or an Undead
  • The most prevalent kind of plant, mineral, or Beast (you choose which to learn)
  • Locations of bodies of water

For example, you could determine the location of a powerful monster in the area, the locations of bodies of water, and the locations of any towns.

Compelled Duel

1st-level Enchantment

Casting Time: Bonus Range: 30 ft Components: V Duration: Concentration, up to 1 minute

You try to compel a creature into a duel. One creature that you can see within range makes a Wisdom saving throw. On a failed save, the target has Disadvantage on attack rolls against creatures other than you, and it can’t willingly move to a space that is more than 30 feet away from you.

The spell ends if you make an attack roll against a creature other than the target, if you cast a spell on an enemy other than the target, if an ally of yours damages the target, or if you end your turn more than 30 feet away from the target.

Comprehend Languages

1st-level Divination (Ritual)

Casting Time: Action Range: Self Components: V, S, M (a pinch of soot and salt) Duration: 1 hour

For the duration, you understand the literal meaning of any language that you hear or see signed. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode symbols or secret messages.

Compulsion

4th-level Enchantment

Casting Time: Action Range: 30 ft Components: V, S Duration: Concentration, up to 1 minute

Each creature of your choice that you can see within range must succeed on a Wisdom saving throw or have the Charmed condition until the spell ends.

For the duration, you can take a Bonus Action to designate a direction that is horizontal to you. Each Charmed apply=false target must use as much of its movement as possible to move in that direction on its next turn, taking the safest route. After moving in this way, a target repeats the save, ending the spell on itself on a success.

Cone of Cold

5th-level Evocation

Casting Time: Action Range: Self Components: V, S, M (a small crystal or glass cone) Duration: Instantaneous

You unleash a blast of cold air. Each creature in a 60-foot Cone originating from you makes a Constitution saving throw, taking 8d8 Cold damage on a failed save or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws.

Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 5.

Confusion

4th-level Enchantment

Casting Time: Action Range: 90 ft Components: V, S, M (three nut shells) Duration: Concentration, up to 1 minute

Each creature in a 10-foot-radius Sphere centered on a point you choose within range must succeed on a Wisdom saving throw, or that target can’t take Bonus Actions or Reactions and must roll 1d10 at the start of each of its turns to determine its behavior for that turn, consulting the table below.

At the end of each of its turns, an affected target repeats the save, ending the spell on itself on a success.

Using a Higher-Level Spell Slot. The Sphere’s radius increases by 5 feet for each spell slot level above 4.

Conjure Animals

3rd-level Conjuration

Casting Time: Action Range: 60 ft Components: V, S Duration: Concentration, up to 10 minute

You conjure nature spirits that appear as a Large pack of spectral, intangible animals in an unoccupied space you can see within range. The pack lasts for the duration, and you choose the spirits’ animal form, such as wolves, serpents, or birds.

You have Advantage on Strength saving throws while you’re within 5 feet of the pack, and when you move on your turn, you can also move the pack up to 30 feet to an unoccupied space you can see.

Whenever the pack moves within 10 feet of a creature you can see and whenever a creature you can see enters a space within 10 feet of the pack or ends its turn there, you can force that creature to make a Dexterity saving throw. On a failed save, the creature takes 3d10 Slashing damage. A creature makes this save only once per turn.

Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 3.

Conjure Barrage

3rd-level Conjuration

Casting Time: Action Range: Self Components: V, S, M (a Melee or Ranged weapon worth at least 1 CP) Duration: Instantaneous

You brandish the weapon used to cast the spell and conjure similar spectral weapons (or ammunition appropriate to the weapon) that launch forward and then disappear. Each creature of your choice that you can see in a 60-foot Cone makes a Dexterity saving throw, taking 5d8 Force damage on a failed save or half as much damage on a successful one.

Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 3.

Conjure Celestial

7th-level Conjuration

Casting Time: Action Range: 90 ft Components: V, S Duration: Concentration, up to 10 minute

You conjure a spirit from the Upper Planes, which manifests as a pillar of light in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range. For each creature you can see in the Cylinder, choose which of these lights shines on it:

Healing Light. The target regains Hit Points equal to 4d12 plus your spellcasting ability modifier.

Searing Light. The target makes a Dexterity saving throw, taking 6d12 Radiant damage on a failed save or half as much damage on a successful one.

Until the spell ends, Bright Light fills the Cylinder, and when you move on your turn, you can also move the Cylinder up to 30 feet.

Whenever the Cylinder moves into the space of a creature you can see and whenever a creature you can see enters the Cylinder or ends its turn there, you can bathe it in one of the lights. A creature can be affected by this spell only once per turn.

Using a Higher-Level Spell Slot. The healing and damage increase by 1d12 for each spell slot level above 7.

Conjure Elemental

5th-level Conjuration

Casting Time: Action Range: 60 ft Components: V, S Duration: Concentration, up to 10 minute

You conjure a Large, intangible spirit from the Elemental Planes that appears in an unoccupied space within range. Choose the spirit’s element, which determines its damage type: air (Lightning), earth (Thunder), fire (Fire), or water (Cold). The spirit lasts for the duration.

Whenever a creature you can see enters the spirit’s space or starts its turn within 5 feet of the spirit, you can force that creature to make a Dexterity saving throw if the spirit has no creature Restrained. On failed save, the target takes 8d8 damage of the spirit’s type, and the target has the Restrained apply=false condition until the spell ends. At the start of each of its turns, the Restrained target repeats the save. On a failed save, the target takes 4d8 damage of the spirit’s type. On a successful save, the target isn’t Restrained by the spirit.

Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 5.

Conjure Fey

6th-level Conjuration

Casting Time: Action Range: 60 ft Components: V, S Duration: Concentration, up to 10 minute

You conjure a Medium spirit from the Feywild in an unoccupied space you can see within range. The spirit lasts for the duration, and it looks like a Fey creature of your choice. When the spirit appears, you can make one melee spell attack against a creature within 5 feet of it. On a hit, the target takes Psychic damage equal to 3d12 plus your spellcasting ability modifier, and the target has the Frightened condition until the start of your next turn, with both you and the spirit as the source of the fear.

As a Bonus Action on your later turns, you can teleport the spirit to an unoccupied space you can see within 30 feet of the space it left and make the attack against a creature within 5 feet of it.

Using a Higher-Level Spell Slot. The damage increases by 1d12 for each spell slot level above 6.

Conjure Minor Elementals

4th-level Conjuration

Casting Time: Action Range: Self Components: V, S Duration: Concentration, up to 10 minute

You conjure spirits from the Elemental Planes that flit around you in a 15-foot Emanation for the duration. Until the spell ends, any attack you make deals an extra 2d8 damage when you hit a creature in the Emanation. This damage is Acid, Cold, Fire, or Lightning (your choice when you make the attack).

In addition, the ground in the Emanation is DifficultTerrain for your enemies.

Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4.

Conjure Volley

5th-level Conjuration

Casting Time: Action Range: 150 ft Components: V, S, M (a Melee or Ranged weapon worth at least 1 CP) Duration: Instantaneous

You brandish the weapon used to cast the spell and choose a point within range. Hundreds of similar spectral weapons (or ammunition appropriate to the weapon) fall in a volley and then disappear. Each creature of your choice that you can see in a 40-foot-radius, 20-foot-high Cylinder centered on that point makes a Dexterity saving throw. A creature takes 8d8 Force damage on a failed save or half as much damage on a successful one.

Conjure Woodland Beings

4th-level Conjuration

Casting Time: Action Range: Self Components: V, S Duration: Concentration, up to 10 minute

You conjure nature spirits that flit around you in a 10-foot Emanation for the duration. Whenever the Emanation enters the space of a creature you can see and whenever a creature you can see enters the Emanation or ends its turn there, you can force that creature to make a Wisdom saving throw. The creature takes 5d8 Force damage on a failed save or half as much damage on a successful one. A creature makes this save only once per turn.

In addition, you can take the Disengage action as a Bonus Action for the spell’s duration.

Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4.

Contact Other Plane

5th-level Divination (Ritual)

Casting Time: Minute Range: Self Components: V Duration: 1 minute

You mentally contact a demigod, the spirit of a long-dead sage, or some other knowledgeable entity from another plane. Contacting this otherworldly intelligence can break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with one word, such as “yes,” “no,” “maybe,” “never,” “irrelevant,” or “unclear” (if the entity doesn’t know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.

On a failed save, you take 6d6 Psychic damage and have the Incapacitated condition until you finish a Long Rest. A Greater Restoration spell cast on you ends this effect.

Contagion

5th-level Necromancy

Casting Time: Action Range: Touch Components: V, S Duration: 7 day

Your touch inflicts a magical contagion. The target must succeed on a Constitution saving throw or take 11d8 Necrotic damage and have the Poisoned apply=false condition. Also, choose one ability when you cast the spell. While Poisoned, the target has Disadvantage on saving throws made with the chosen ability.

The target must repeat the saving throw at the end of each of its turns until it gets three successes or failures. If the target succeeds on three of these saves, the spell ends on the target. If the target fails three of the saves, the spell lasts for 7 days on it.

Whenever the Poisoned target receives an effect that would end the Poisoned condition, the target must succeed on a DC ? Constitution saving throw, or the Poisoned condition doesn’t end on it.

Contingency

6th-level Abjuration

Casting Time: 10 minute Range: Self Components: V, S, M (a gem-encrusted statuette of yourself worth 1,500+ GP) Duration: 10 day

Choose a spell of level 5 or lower that you can cast, that has a casting time of an action, and that can target you. You cast that spell—called the contingent spell—as part of casting Contingency, expending spell slots for both, but the contingent spell doesn’t come into effect. Instead, it takes effect when a certain trigger occurs. You describe that trigger when you cast the two spells. For example, a Contingency cast with Water Breathing might stipulate that Water Breathing comes into effect when you are engulfed in water or a similar liquid.

The contingent spell takes effect immediately after the trigger occurs for the first time, whether or not you want it to, and then Contingency ends.

The contingent spell takes effect only on you, even if it can normally target others. You can use only one Contingency spell at a time. If you cast this spell again, the effect of another Contingency spell on you ends. Also, Contingency ends on you if its material component is ever not on your person.

Foundry Note

The "create contingency" activity is configured to optionally enchant a Scroll to track and serve as the triggered spell. Create a spell scroll by right clicking on a spell in your spell list, expend a spell slot of the created scroll's level, and enchant the scroll.

Continual Flame

2nd-level Evocation

Casting Time: Action Range: Touch Components: V, S, M (ruby dust worth 50+ GP, which the spell consumes) Duration: Disp

A flame springs from an object that you touch. The effect casts brightlight in a 20-foot radius and dimlight for an additional 20 feet. It looks like a regular flame, but it creates no heat and consumes no fuel. The flame can be covered or hidden but not smothered or quenched.

Control Water

4th-level Transmutation

Casting Time: Action Range: 300 ft Components: V, S, M (a mixture of water and dust) Duration: Concentration, up to 10 minute

Until the spell ends, you control any water inside an area you choose that is a Cube up to 100 feet on a side, using one of the following effects. As a Magic action on your later turns, you can repeat the same effect or choose a different one.

Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes. Any Huge or smaller vehicles in the wave’s path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 1d100cs<26#Vehicle is capsized{25 percent} chance of capsizing.

The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.

Part Water. You part water in the area and create a trench. The trench extends across the spell’s area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.

Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell’s area, it resumes its flow based on the terrain. The water continues to move in the direction you chose until the spell ends or you choose a different effect.

Whirlpool. You cause a whirlpool to form in the center of the area, which must be at least 50 feet square and 25 feet deep. The whirlpool lasts until you choose a different effect or the spell ends. The whirlpool is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature in the water and within 25 feet of the whirlpool is pulled 10 feet toward it. When a creature enters the whirlpool for the first time on a turn or ends its turn there, it makes a Strength saving throw. On a failed save, the creature takes 2d8 Bludgeoning damage. On a successful save, the creature takes half as much damage. A creature can swim away from the whirlpool only if it first takes an action to pull away and succeeds on a Ability=str check check against your spell save DC.

Control Weather

8th-level Transmutation

Casting Time: 10 minute Range: Self Components: V, S, M (burning incense) Duration: Concentration, up to 8 hour

You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell, and it ends early if you go indoors.

When you cast the spell, you change the current weather conditions, which are determined by the DM. You can change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.

When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction. Precipitation | Stage | Condition | |---|---| | 1 | Clear | | 2 | Light clouds | | 3 | Overcast or ground fog | | 4 | Rain, hail, or snow | | 5 | Torrential rain, driving hail, or blizzard | Temperature | Stage | Condition | |---|---| | 1 | Heat wave | | 2 | Hot | | 3 | Warm | | 4 | Cool | | 5 | Cold | | 6 | Freezing | Wind | Stage | Condition | |---|---| | 1 | Calm | | 2 | Moderate wind | | 3 | Strong wind | | 4 | Gale | | 5 | Storm |

Cordon of Arrows

2nd-level Transmutation

Casting Time: Action Range: Touch Components: V, S, M (an ornamental braid) Duration: 8 hour

You touch up to four nonmagical Arrows or Bolts and plant them in the ground in your space. Until the spell ends, the ammunition can’t be physically uprooted, and whenever a creature other than you enters a space within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succeed on a Dexterity saving throw or take 2d4 Piercing damage. The piece of ammunition is then destroyed. The spell ends when none of the ammunition remains planted in the ground.

When you cast this spell, you can designate any creatures you choose, and the spell ignores them.

Using a Higher-Level Spell Slot. The amount of ammunition that can be affected increases by two for each spell slot level above 2.

Foundry Note

The Cast activity will reset the limited uses of this item according to how many pieces of ammunition are affected and can be fired by the Save activity.

Counterspell

3rd-level Abjuration

Casting Time: Reaction (when you see a creature within range casting a spell with verbal, somatic, or material components) Range: 60 ft Components: S Duration: Instantaneous

You attempt to interrupt a creature in the process of casting a spell. The creature makes a Constitution saving throw. On a failed save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn’t expended.

Create Food and Water

3rd-level Conjuration

Casting Time: Action Range: 30 ft Components: V, S Duration: Instantaneous

You create 45 pounds of food and 30 gallons of fresh water on the ground or in containers within range—both useful in fending off the hazards of malnutrition and dehydration. The food is bland but nourishing and looks like a food of your choice, and the water is clean. The food spoils after 24 hours if uneaten.

Create Undead

6th-level Necromancy

Casting Time: Minute (only at night) Range: 10 ft Components: V, S, M (one 150+ GP black onyx stone for each corpse) Duration: Instantaneous

You can cast this spell only at night. Choose up to three corpses of Medium or Small Humanoids within range. Each one becomes a Ghoul under your control (see the Monster Manual for its stat block).

As a Bonus Action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to them). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to guard a particular place. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow the order until its task is complete.

The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell rather than animating new ones.

Using a Higher-Level Spell Slot.If you use a level 7 spell slot, you can animate or reassert control over four Ghouls. If you use a level 8 spell slot, you can animate or reassert control over five Ghouls or two Ghasts or Wights. If you use a level 9 spell slot, you can animate or reassert control over six Ghouls, three Ghasts or Wights, or two Mummies. See the Monster Manual for these stat blocks.

Create or Destroy Water

1st-level Transmutation

Casting Time: Action Range: 30 ft Components: V, S, M (a mix of water and sand) Duration: Instantaneous

You do one of the following:

Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot Cube within range, extinguishing exposed flames there.

Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot Cube within range.

Using a Higher-Level Spell Slot. You create or destroy 10 additional gallons of water, or the size of the Cube increases by 5 feet, for each spell slot level above 1.

Creation

5th-level Illusion

Casting Time: Minute Range: 30 ft Components: V, S, M (a paintbrush) Duration: Special

You pull wisps of shadow material from the Shadowfell to create an object within range. It is either an object of vegetable matter (soft goods, rope, wood, and the like) or mineral matter (stone, crystal, metal, and the like). The object must be no larger than a 5-foot Cube, and the object must be of a form and material that you have seen.

The spell’s duration depends on the object’s material, as shown in the Materials table. If the object is composed of multiple materials, use the shortest duration. Using any object created by this spell as another spell’s Material component causes the other spell to fail.

Material Duration
Vegetable matter 24 hours
Stone or crystal 12 hours
Precious metals 1 hour
Gems 10 minutes
Adamantine or mithral 1 minute

Using a Higher-Level Spell Slot. The Cube increases by 5 feet for each spell slot level above 5.

Crown of Madness

2nd-level Enchantment

Casting Time: Action Range: 120 ft Components: V, S Duration: Concentration, up to 1 minute

One creature that you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The creature succeeds automatically if it isn’t Humanoid.

A spectral crown appears on the Charmed target’s head, and it must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if no creature is within its reach. The target repeats the save at the end of each of its turns, ending the spell on itself on a success.

On your later turns, you must take the Magic action to maintain control of the target, or the spell ends.

Crusader's Mantle

3rd-level Evocation

Casting Time: Action Range: Self Components: V Duration: Concentration, up to 1 minute

You radiate a magical aura in a 30-foot Emanation. While in the aura, you and your allies each deal an extra 1d4 Radiant damage when hitting with a weapon or an Unarmed Strike.

Cure Wounds

1st-level Abjuration

Casting Time: Action Range: Touch Components: V, S Duration: Instantaneous

A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.

Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1.

Dancing Lights

Illusion Cantrip

Casting Time: Action Range: 120 ft Components: V, S, M (a bit of phosphorus) Duration: Concentration, up to 1 minute

You create up to four torch-size lights within range, making them appear as torches, lanterns, or glowing orbs that hover for the duration. Alternatively, you combine the four lights into one glowing Medium form that is vaguely humanlike. Whichever form you choose, each light sheds Dim Light in a 10-foot radius.

As a Bonus Action, you can move the lights up to 60 feet to a space within range. A light must be within 20 feet of another light created by this spell, and a light vanishes if it exceeds the spell’s range.

Darkness

2nd-level Evocation

Casting Time: Action Range: 60 ft Components: V, M (bat fur and a piece of coal) Duration: Concentration, up to 10 minute

For the duration, magical darkness spreads from a point within range and fills a 15-foot-radius Sphere. Darkvision can’t see through it, and nonmagical light can’t illuminate it.

Alternatively, you cast the spell on an object that isn’t being worn or carried, causing the Darkness to fill a 15-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the Darkness.

If any of this spell’s area overlaps with an area of Bright Light or Dim Light created by a spell of level 2 or lower, that other spell is dispelled.

Darkvision

2nd-level Transmutation

Casting Time: Action Range: Touch Components: V, S, M (a dried carrot) Duration: 8 hour

For the duration, a willing creature you touch has darkvision with a range of 150 feet.

Daylight

3rd-level Evocation

Casting Time: Action Range: 60 ft Components: V, S Duration: 1 hour

For the duration, sunlight spreads from a point within range and fills a 60-foot-radius Sphere. The sunlight’s area is Bright Light and sheds Dim Light for an additional 60 feet.

Alternatively, you cast the spell on an object that isn’t being worn or carried, causing the sunlight to fill a 60-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the sunlight.

If any of this spell’s area overlaps with an area of Darkness created by a spell of level 3 or lower, that other spell is dispelled.

Death Ward

4th-level Abjuration

Casting Time: Action Range: Touch Components: V, S Duration: 8 hour

You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 Hit Points before the spell ends, the target instead drops to 1 Hit Point, and the spell ends.

If the spell is still in effect when the target is subjected to an effect that would kill it instantly without dealing damage, that effect is negated against the target, and the spell ends.

Delayed Blast Fireball

7th-level Evocation

Casting Time: Action Range: 150 ft Components: V, S, M (a ball of bat guano and sulfur) Duration: Concentration, up to 1 minute

A beam of yellow light flashes from you, then condenses at a chosen point within range as a glowing bead for the duration. When the spell ends, the bead explodes, and each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw. A creature takes Fire damage equal to the total accumulated damage on a failed save or half as much damage on a successful one.

The spell’s base damage is 12d6, and the damage increases by 1d6 whenever your turn ends and the spell hasn’t ended.

If a creature touches the glowing bead before the spell ends, that creature makes a Dexterity saving throw. On a failed save, the spell ends, causing the bead to explode. On a successful save, the creature can throw the bead up to 40 feet. If the thrown bead enters a creature’s space or collides with a solid object, the spell ends, and the bead explodes.

When the bead explodes, flammable objects in the explosion that aren’t being worn or carried start burning.

Using a Higher-Level Spell Slot. The base damage increases by 1d6 for each spell slot level above 7.

Foundry Note

The limited uses value of this spell tracks the number of rounds that have passed since the initial casting and starts at 0.

The Turn End Damage Increase activity will increase that value by 1.

The Trigger Explosion activity calculates the total damage based on the limited uses.

If you would prefer manual tracking, you can use Trigger Explosion's Situational Bonus dialog to add the extra d6s and ignore the Turn End Damage Increase activity.

Demiplane

8th-level Conjuration

Casting Time: Action Range: 60 ft Components: S Duration: 1 hour

You create a shadowy Medium door on a flat solid surface that you can see within range. This door can be opened and closed, and it leads to a demiplane that is an empty room 30 feet in each dimension, made of wood or stone (your choice).

When the spell ends, the door vanishes, and any objects inside the demiplane remain there. Any creatures inside also remain unless they opt to be shunted through the door as it vanishes, landing with the Prone condition in the unoccupied spaces closest to the door’s former space.

Each time you cast this spell, you can create a new demiplane or connect the shadowy door to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can connect the shadowy door to that demiplane instead.

Destructive Wave

5th-level Evocation

Casting Time: Action Range: Self Components: V Duration: Instantaneous

Destructive energy ripples outward from you in a 30-foot Emanation. Each creature you choose in the Emanation makes a Constitution saving throw. On a failed save, a target takes 5d6 Thunder damage and 5d6 Radiant or Necrotic damage (your choice) and has the Prone condition. On a successful save, a target takes half as much damage only.

Detect Evil and Good

1st-level Divination

Casting Time: Action Range: Self Components: V, S Duration: Concentration, up to 10 minute

For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where.

The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.

Detect Magic

1st-level Divination (Ritual)

Casting Time: Action Range: Self Components: V, S Duration: Concentration, up to 10 minute

For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell’s school of magic.

The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.

Detect Poison and Disease

1st-level Divination (Ritual)

Casting Time: Action Range: Self Components: V, S, M (a yew leaf) Duration: Concentration, up to 10 minute

For the duration, you sense the location of poisons, poisonous or venomous creatures, and magical contagions within 30 feet of yourself. You sense the kind of poison, creature, or contagion in each case.

The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.

Detect Thoughts

2nd-level Divination

Casting Time: Action Range: Self Components: V, S, M (1 Copper Piece) Duration: Concentration, up to 1 minute

You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns.

Sense Thoughts. You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don’t read the thoughts, but you know that a thinking creature is present.

The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.

Read Thoughts. Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with the Sense Thoughts option. You learn what is most on the target’s mind right now. If the target doesn’t know any languages and isn’t telepathic, you learn nothing.

As a Magic action on your next turn, you can try to probe deeper into the target’s mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target’s reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you are probing into its mind, and until you shift your attention away from the target’s mind, the target can take an action on its turn to make an Ability=int check check against your spell save DC, ending the spell on a success.

Dimension Door

4th-level Conjuration

Casting Time: Action Range: 500 ft Components: V Duration: Instantaneous

You teleport to a location within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as “200 feet straight downward” or “300 feet upward to the northwest at a 45-degree angle.”

You can also teleport one willing creature. The creature must be within 5 feet of you when you teleport, and it teleports to a space within 5 feet of your destination space.

If you, the other creature, or both would arrive in a space occupied by a creature or completely filled by one or more objects, you and any creature traveling with you each take 4d6 Force damage, and the teleportation fails.

Disguise Self

1st-level Illusion

Casting Time: Action Range: Self Components: V, S Duration: 1 hour

You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing.

To discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Ability=int check check against your spell save DC.

Disintegrate

6th-level Transmutation

Casting Time: Action Range: 60 ft Components: V, S, M (a lodestone and dust) Duration: Instantaneous

You launch a green ray at a target you can see within range. The target can be a creature, a nonmagical object, or a creation of magical force, such as the wall created by Wall of Force.

A creature targeted by this spell makes a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 Force damage. If this damage reduces it to 0 Hit Points, it and everything nonmagical it is wearing and carrying are disintegrated into gray dust. The target can be revived only by a True Resurrection or a Wish spell.

This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If such a target is Huge or larger, this spell disintegrates a 10-foot-Cube portion of it.

Using a Higher-Level Spell Slot. The damage increases by 3d6 for each spell slot level above 6.

Dispel Evil and Good

5th-level Abjuration

Casting Time: Action Range: Self Components: V, S, M (powdered silver and iron) Duration: Concentration, up to 1 minute

For the duration, Celestials, Elementals, Fey, Fiends, and Undead have Disadvantage on attack rolls against you. You can end the spell early by using either of the following special functions.

Break Enchantment. As a Magic action, you touch a creature that is possessed by or has the Charmed or Frightened condition from one or more creatures of the types above. The target is no longer possessed, Charmed, or Frightened by such creatures.

Dismissal. As a Magic action, you target one creature you can see within 5 feet of you that has one of the creature types above. The target must succeed on a Charisma saving throw or be sent back to its home plane if it isn’t there already. If they aren’t on their home plane, Undead are sent to the Shadowfell, and Fey are sent to the Feywild.

Dispel Magic

3rd-level Abjuration

Casting Time: Action Range: 120 ft Components: V, S Duration: Instantaneous

Choose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell’s level). On a successful check, the spell ends.

Using a Higher-Level Spell Slot. You automatically end a spell on the target if the spell’s level is equal to or less than the level of the spell slot you use.

Dissonant Whispers

1st-level Enchantment

Casting Time: Action Range: 60 ft Components: V Duration: Instantaneous

One creature of your choice that you can see within range hears a discordant melody in its mind. The target makes a Wisdom saving throw. On a failed save, it takes 3d6 Psychic damage and must immediately use its Reaction, if available, to move as far away from you as it can, using the safest route. On a successful save, the target takes half as much damage only.

Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.

Divination

4th-level Divination (Ritual)

Casting Time: Action Range: Self Components: V, S, M (incense worth 25+ GP, which the spell consumes) Duration: Instantaneous

This spell puts you in contact with a god or a god’s servants. You ask one question about a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply, which might be a short phrase or cryptic rhyme. The spell doesn’t account for circumstances that might change the answer, such as the casting of other spells.

If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer.

Divine Favor

1st-level Transmutation

Casting Time: Bonus Range: Self Components: V, S Duration: 1 minute

Until the spell ends, your attacks with weapons deal an extra 1d4 Radiant damage on a hit.

Divine Smite

1st-level Evocation

Casting Time: Bonus (immediately after hitting a target with a melee weapon or an unarmed strike) Range: Self Components: V Duration: Instantaneous

The target takes an extra 2d8 Radiant damage from the attack. The damage increases by 1d8 if the target is a Fiend or an Undead.

Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.

Divine Word

7th-level Evocation

Casting Time: Bonus Range: 30 ft Components: V Duration: Instantaneous

You utter a word imbued with power from the Upper Planes. Each creature of your choice in range makes a Charisma saving throw. On a failed save, a target that has 50 Hit Points or fewer suffers an effect based on its current Hit Points, as shown in the Divine Word Effects table. Regardless of its Hit Points, a Celestial, an Elemental, a Fey, or a Fiend target that fails its save is forced back to its plane of origin (if it isn’t there already) and can’t return to the current plane for 24 hours by any means short of a Wish spell.

Hit Points Divine Word Effect
0–20 The target dies.
21–30 The target has the Blinded apply=false, Deafened apply=false, and Stunned apply=false conditions for 1 hour.
31–40 The target has the Blinded and Deafened conditions for 10 minutes.
41–50 The target has the Deafened condition for 1 minute.

Dominate Beast

4th-level Enchantment

Casting Time: Action Range: 60 ft Components: V, S Duration: Concentration, up to 1 minute

One Beast you can see within range must succeed on a Wisdom saving throw or have the Charmed apply=false condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.

You have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as “Attack that creature,” “Move over there,” or “Fetch that object.” The target does its best to obey on its turn. If it completes an order and doesn’t receive further direction from you, it acts and moves as it likes, focusing on protecting itself.

You can command the target to take a Reaction but must take your own Reaction to do so.

Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 5 (up to 10 minutes), 6 (up to 1 hour), or 7+ (up to 8 hours).

Dominate Monster

8th-level Enchantment

Casting Time: Action Range: 60 ft Components: V, S Duration: Concentration, up to 1 + (@item.level - 8) * 7 hour

One creature you can see within range must succeed on a Wisdom saving throw or have the Charmed apply=false condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.

You have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as “Attack that creature,” “Move over there,” or “Fetch that object.” The target does its best to obey on its turn. If it completes an order and doesn’t receive further direction from you, it acts and moves as it likes, focusing on protecting itself.

You can command the target to take a Reaction but must take your own Reaction to do so.

Using a Higher-Level Spell Slot. Your Concentration can last longer with a level 9 spell slot (up to 8 hours).

Dominate Person

5th-level Enchantment

Casting Time: Action Range: 60 ft Components: V, S Duration: Concentration, up to 1 minute

One Humanoid you can see within range must succeed on a Wisdom saving throw or have the Charmed apply=false condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.

You have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as “Attack that creature,” “Move over there,” or “Fetch that object.” The target does its best to obey on its turn. If it completes an order and doesn’t receive further direction from you, it acts and moves as it likes, focusing on protecting itself.

You can command the target to take a Reaction but must take your own Reaction to do so.

Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 6 (up to 10 minutes), 7 (up to 1 hour), or 8+ (up to 8 hours).

Dragon's Breath

2nd-level Transmutation

Casting Time: Bonus Range: Touch Components: V, S, M Duration: Concentration, up to 1 minute

You touch one willing creature, and choose Acid, Cold, Fire, Lightning, or Poison. Until the spell ends, the target can take a Magic action to exhale a 15-foot Cone. Each creature in that area makes a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save or half as much damage on a successful one.

Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.

Drawmij's Instant Summons

6th-level Conjuration (Ritual)

Casting Time: Minute Range: Touch Components: V, S, M (a sapphire worth 1,000+ GP) Duration: Disp

You touch the sapphire used in the casting and an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an Invisible mark on that object and invisibly inscribes the object’s name on the sapphire. Each time you cast this spell, you must use a different sapphire.

Thereafter, you can take a Magic action to speak the object’s name and crush the sapphire. The object instantly appears in your hand regardless of physical or planar distances, and the spell ends.

If another creature is holding or carrying the object, crushing the sapphire doesn’t transport it, but instead you learn who that creature is and where that creature is currently located.

Foundry Note

This spell's Limited Uses are configured to track the number of inscribed objects, with the "Inscribe" and "Recall" activities restoring and consuming uses as appropriate.

Dream

5th-level Illusion

Casting Time: Minute Range: Spec Components: V, S, M (a handful of sand) Duration: 8 hour

You target a creature you know on the same plane of existence. You or a willing creature you touch enters a trance state to act as a dream messenger. While in the trance, the messenger is Incapacitated apply=false and has a Speed of 0.

If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the spell’s duration. The messenger can also shape the dream’s environment, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the spell. The target recalls the dream perfectly upon waking.

If the target is awake when you cast the spell, the messenger knows it and can either end the trance (and the spell) or wait for the target to sleep, at which point the messenger enters its dreams.

You can make the messenger terrifying to the target. If you do so, the messenger can deliver a message of no more than ten words, and then the target makes a Wisdom saving throw. On a failed save, the target gains no benefit from its rest, and it takes 3d6 Psychic damage when it wakes up.

Druidcraft

Transmutation Cantrip

Casting Time: Action Range: 30 ft Components: V, S Duration: Instantaneous

Whispering to the spirits of nature, you create one of the following effects within range.

Weather Sensor. You create a Tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.

Bloom. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.

Sensory Effect. You create a harmless sensory effect, such as falling leaves, spectral dancing fairies, a gentle breeze, the sound of an animal, or the faint odor of skunk. The effect must fit in a 5-foot Cube.

Fire Play. You light or snuff out a candle, a torch, or a campfire.

Earthquake

8th-level Transmutation

Casting Time: Action Range: 500 ft Components: V, S, M (a fractured rock) Duration: Concentration, up to 1 minute

Choose a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point. The ground there is Difficult Terrain.

When you cast this spell and at the end of each of your turns for the duration, each creature on the ground in the area makes a Dexterity saving throw. On a failed save, a creature has the Prone condition, and its Concentration is broken.

You can also cause the effects below.

Fissures. A total of 1d6 fissures open in the spell’s area at the end of the turn you cast it. You choose the fissures’ locations, which can’t be under structures. Each fissure is 1d10 * 10 feet deep and 10 feet wide, and it extends from one edge of the spell’s area to another edge. A creature in the same space as a fissure must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure’s edge as it opens.

Structures. The tremor deals 50 type=bludgeoning bludgeoning damage damage to any structure in contact with the ground in the area when you cast the spell and at the end of each of your turns until the spell ends. If a structure drops to 0 Hit Points, it collapses.

A creature within a distance from a collapsing structure equal to half the structure’s height makes a Dexterity saving throw. On a failed save, the creature takes 12d6 Bludgeoning damage, has the Prone apply=false condition, and is buried in the rubble, requiring a Ability=str check check as an action to escape. On a successful save, the creature takes half as much damage only.

Eldritch Blast

Evocation Cantrip

Casting Time: Action Range: 120 ft Components: V, S Duration: Instantaneous

You hurl a beam of crackling energy. Make a ranged spell attack against one creature or object in range. On a hit, the target takes 1d10 Force damage.

Cantrip Upgrade. The spell creates two beams at level 5, three beams at level 11, and four beams at level 17. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

[[(floor((@details.level+1)/6)+1)]]{Total Beams}

Elemental Weapon

3rd-level Transmutation

Casting Time: Action Range: Touch Components: V, S Duration: Concentration, up to 1 hour

A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.

Using a Higher-Level Spell Slot. If you use a level 5–6 spell slot, the bonus to attack rolls increases to +2, and the extra damage increases to 2d4. If you use a level 7+ spell slot, the bonus increases to +3, and the extra damage increases to 3d4.

Elementalism

Transmutation Cantrip

Casting Time: Action Range: 30 ft Components: V, S Duration: Instantaneous

You exert control over the elements, creating one of the following effects within range.

Beckon Air. You create a breeze strong enough to ripple cloth, stir dust, rustle leaves, and close open doors and shutters, all in a 5-foot Cube. Doors and shutters being held open by someone or something aren’t affected.

Beckon Earth. You create a thin shroud of dust or sand that covers surfaces in a 5-foot-square area, or you cause a single word to appear in your handwriting in a patch of dirt or sand.

Beckon Fire. You create a thin cloud of harmless embers and colored, scented smoke in a 5-foot Cube. You choose the color and scent, and the embers can light candles, torches, or lamps in that area. The smoke’s scent lingers for 1 minute.

Beckon Water. You create a spray of cool mist that lightly dampens creatures and objects in a 5-foot Cube. Alternatively, you create 1 cup of clean water either in an open container or on a surface, and the water evaporates in 1 minute.

Sculpt Element. You cause dirt, sand, fire, smoke, mist, or water that can fit in a 1-foot Cube to assume a crude shape (such as that of a creature) for 1 hour.

Enhance Ability

2nd-level Transmutation

Casting Time: Action Range: Touch Components: V, S, M (fur or a feather) Duration: Concentration, up to 1 hour

You touch a creature and choose Strength, Dexterity, Intelligence, Wisdom, or Charisma. For the duration, the target has Advantage on ability checks using the chosen ability.

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2. You can choose a different ability for each target.

Enlarge/Reduce

2nd-level Transmutation

Casting Time: Action Range: 30 ft Components: V, S, M (a pinch of powdered iron) Duration: Concentration, up to 1 minute

For the duration, the spell enlarges or reduces a creature or an object you can see within range (see the chosen effect below). A targeted object must be neither worn nor carried. If the target is an unwilling creature, it can make a Constitution saving throw. On a successful save, the spell has no effect.

Everything that a targeted creature is wearing and carrying changes size with it. Any item it drops returns to normal size at once. A thrown weapon or piece of ammunition returns to normal size immediately after it hits or misses a target.

Enlarge. The target’s size increases by one category—from Medium to Large, for example. The target also has Advantage on Strength checks and Strength saving throws. The target’s attacks with its enlarged weapons or Unarmed Strikes deal an extra 1d4 damage on a hit.

Reduce. The target’s size decreases by one category—from Medium to Small, for example. The target also has Disadvantage on Strength checks and Strength saving throws. The target’s attacks with its reduced weapons or Unarmed Strikes deal 1d4 less damage on a hit (this can’t reduce the damage below 1).

Ensnaring Strike

1st-level Conjuration

Casting Time: Bonus (immediately after hitting a creature with a weapon) Range: Self Components: V Duration: Concentration, up to 1 minute

As you hit the target, grasping vines appear on it, and it makes a Strength saving throw. A Large or larger creature has Advantage on this save. On a failed save, the target has the restrained apply=false condition until the spell ends. On a successful save, the vines shrivel away, and the spell ends.

While Restrained, the target takes 1d6 Piercing damage at the start of each of its turns. The target or a creature within reach of it can take an action to make a Ability=str check check against your spell save DC. On a success, the spell ends.

Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.

Entangle

1st-level Conjuration

Casting Time: Action Range: 90 ft Components: V, S Duration: Concentration, up to 1 minute

Grasping plants sprout from the ground in a 20-foot square within range. For the duration, these plants turn the ground in the area into difficultterrain. They disappear when the spell ends.

Each creature (other than you) in the area when you cast the spell must succeed on a Strength saving throw or have the restrained apply=false condition until the spell ends. A Restrained creature can take an action to make a Ability=str check check against your spell save DC. On a success, it frees itself from the grasping plants and is no longer Restrained by them.

Enthrall

2nd-level Enchantment

Casting Time: Action Range: 60 ft Components: V, S Duration: Concentration, up to 1 minute

You weave a distracting string of words, causing creatures of your choice that you can see within range to make a Wisdom saving throw. Any creature you or your companions are fighting automatically succeeds on this save. On a failed save, a target has a −10 penalty to Wisdom (Perception) checks and Passive Perception until the spell ends.

Etherealness

7th-level Conjuration

Casting Time: Action Range: Self Components: V, S Duration: 8 hour

You step into the border regions of the Ethereal Plane, where it overlaps with your current plane. You remain in the Border Ethereal for the duration. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can perceive the plane you left, which looks gray, and you can’t see anything there more than 60 feet away.

While on the Ethereal Plane, you can affect and be affected only by creatures, objects, and effects on that plane. Creatures that aren’t on the Ethereal Plane can’t perceive or interact with you unless a feature gives them the ability to do so.

When the spell ends, you return to the plane you left in the spot that corresponds to your space in the Border Ethereal. If you appear in an occupied space, you are shunted to the nearest unoccupied space and take Force damage equal to twice the number of feet you are moved.

This spell ends instantly if you cast it while you are on the Ethereal Plane or a plane that doesn’t border it, such as one of the Outer Planes.

Using a Higher-Level Spell Slot.You can target up to three willing creatures (including yourself) for each spell slot level above 7. The creatures must be within 10 feet of you when you cast the spell.

Evard's Black Tentacles

4th-level Conjuration

Casting Time: Action Range: 90 ft Components: V, S, M (a tentacle) Duration: Concentration, up to 1 minute

Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in that area into DifficultTerrain.

Each creature in that area makes a Strength saving throw. On a failed save, it takes 3d6 Bludgeoning damage, and it has the Restrained apply=false condition until the spell ends. A creature also makes that save if it enters the area or ends it turn there. A creature makes that save only once per turn.

A Restrained creature can take an action to make a Ability=str check check against your spell save DC, ending the condition on itself on a success.

Expeditious Retreat

1st-level Transmutation

Casting Time: Bonus Range: Self Components: V, S Duration: Concentration, up to 10 minute

You take the Dash action, and until the spell ends, you can take that action again as a Bonus Action.

Eyebite

6th-level Necromancy

Casting Time: Action Range: 60 ft Components: V, S Duration: Concentration, up to 1 minute

For the duration, your eyes become an inky void. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration.

On each of your turns until the spell ends, you can take a Magic action to target another creature but can’t target a creature again if it has succeeded on a save against this casting of the spell.

Asleep. The target has the Unconscious apply=false condition. It wakes up if it takes any damage or if another creature takes an action to shake it awake.

Panicked. The target has the Frightened apply=false condition. On each of its turns, the Frightened target must take the Dash action and move away from you by the safest and shortest route available. If the target moves to a space at least 60 feet away from you where it can’t see you, this effect ends.

Sickened. The target has the Poisoned apply=false condition.

Fabricate

4th-level Transmutation

Casting Time: 10 minute Range: 120 ft Components: V, S Duration: Instantaneous

You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, or clothes from flax or wool.

Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot Cube or eight connected 5-foot Cubes) given a sufficient quantity of material. If you’re working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a 5-foot Cube). The quality of any fabricated objects is based on the quality of the raw materials.

Creatures and magic items can’t be created by this spell. You also can’t use it to create items that require a high degree of skill—such as weapons and armor—unless you have proficiency with the type of Artisan’s Tools used to craft such objects.

Faerie Fire

1st-level Evocation

Casting Time: Action Range: 60 ft Components: V Duration: Concentration, up to 1 minute

Objects in a 20-foot Cube within range are outlined in blue, green, or violet light (your choice). Each creature in the Cube is also outlined if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dimlight in a 10-foot radius and can’t benefit from the Invisible condition.

Attack rolls against an affected creature or object have Advantage if the attacker can see it.

False Life

1st-level Necromancy

Casting Time: Action Range: Self Components: V, S, M (a drop of alcohol) Duration: Instantaneous

You gain 2d4 + 4 Temporary Hit Points.

Using a Higher-Level Spell Slot. You gain 5 additional Temporary Hit Points for each spell slot level above 1.

Fear

3rd-level Illusion

Casting Time: Action Range: Self Components: V, S, M (a white feather) Duration: Concentration, up to 1 minute

Each creature in a 30-foot Cone must succeed on a Wisdom saving throw or drop whatever it is holding and have the frightened apply=false condition for the duration.

A Frightened creature takes the dash action and moves away from you by the safest route on each of its turns unless there is nowhere to move. If the creature ends its turn in a space where it doesn’t have line of sight to you, the creature makes a Wisdom saving throw. On a successful save, the spell ends on that creature.

Feather Fall

1st-level Transmutation

Casting Time: Reaction (when you or a creature you can see within 60 feet of you falls) Range: 60 ft Components: V, M (a small feather or piece of down) Duration: 1 minute

Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If a creature lands before the spell ends, the creature takes no damage from the fall, and the spell ends for that creature.

Feign Death

3rd-level Necromancy (Ritual)

Casting Time: Action Range: Touch Components: V, S, M (a pinch of graveyard dirt) Duration: 1 hour

You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.

For the duration, the target appears dead to outward inspection and to spells used to determine the target’s status. The target has the blinded apply=false and incapacitated apply=false conditions, and its Speed is 0.

The target also has Resistance to all damage except Psychic damage, and it has Immunity to the Poisoned condition.

Find Familiar

1st-level Conjuration (Ritual)

Casting Time: Hour Range: 10 ft Components: V, S, M (burning incense worth 10+ GP, which the spell consumes) Duration: Instantaneous

You gain the service of a familiar, a spirit that takes an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or another Beast that has a Challenge Rating of 0. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form (see appendix B), though it is a Celestial, Fey, or Fiend (your choice) instead of a Beast. Your familiar acts independently of you, but it obeys your commands.

Telepathic Connection. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as a Bonus Action, you can see through the familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses it has.

Finally, when you cast a spell with a range of touch, your familiar can deliver the touch. Your familiar must be within 100 feet of you, and it must take a Reaction to deliver the touch when you cast the spell.

Combat. The familiar is an ally to you and your allies. It rolls its own Initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal.

Disappearance of the Familiar. When the familiar drops to 0 Hit Points, it disappears. It reappears after you cast this spell again. As a Magic action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As a Magic action while it is temporarily dismissed, you can cause it to reappear in an unoccupied space within 30 feet of you. Whenever the familiar drops to 0 Hit Points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.

One Familiar Only. You can’t have more than one familiar at a time. If you cast this spell while you have a familiar, you instead cause it to adopt a new eligible form.

Find Steed

2nd-level Conjuration

Casting Time: Action Range: 30 ft Components: V, S Duration: Instantaneous

You summon an otherworldly being that appears as a loyal steed in an unoccupied space of your choice within range. This creature uses the Otherworldly Steed stat block. If you already have a steed from this spell, the steed is replaced by the new one.

The steed resembles a Large, rideable animal of your choice, such as a horse, a camel, a dire wolf, or an elk. Whenever you cast the spell, choose the steed’s creature type—Celestial, Fey, or Fiend—which determines certain traits in the stat block.

Combat. The steed is an ally to you and your allies. In combat, it shares your Initiative count, and it functions as a controllingamount{controlled mount} while you ride it (as defined in the rules on mounted combat). If you have the Incapacitated condition, the steed takes its turn immediately after yours and acts independently, focusing on protecting you.

Disappearance of the Steed. The steed disappears if it drops to 0 Hit Points or if you die. When it disappears, it leaves behind anything it was wearing or carrying. If you cast this spell again, you decide whether you summon the steed that disappeared or a different one.

Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.

In addition to the noted usage of the spell's level in the steed's Traits and Actions, the following attributes are also affected.

AC 10 + 1 per spell level
HP 5 + 10 per spell level (the steed has a number of Hit Dice [d10s] equal to the spell’s level)
Speed 60 ft., Fly 60 ft. (requires level 4+ spell)
PB equals your Proficiency Bonus

Foundry Note

The Summon Flying Steed activity should be used when consuming a fourth level or higher spell slot and is configured to apply the Fly Speed.

When using a second or third level spell slot, the Summon Steed activity should be used instead.

Find Traps

2nd-level Divination

Casting Time: Action Range: 120 ft Components: V, S Duration: Instantaneous

You sense any trap within range that is within line of sight. A trap, for the purpose of this spell, includes any object or mechanism that was created to cause damage or other danger. Thus, the spell would sense the Alarm or Glyph of Warding spell or a mechanical pit trap, but it wouldn’t reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.

This spell reveals that a trap is present but not its location. You do learn the general nature of the danger posed by a trap you sense.

Find the Path

6th-level Divination

Casting Time: Minute Range: Self Components: V, S, M (a set of divination tools—such as cards or runes—worth 100+ GP) Duration: Concentration, up to 1 day

You magically sense the most direct physical route to a location you name. You must be familiar with the location, and the spell fails if you name a destination on another plane of existence, a moving destination (such as a mobile fortress), or an unspecific destination (such as “a green dragon’s lair”).

For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. Whenever you face a choice of paths along the way there, you know which path is the most direct.

Finger of Death

7th-level Necromancy

Casting Time: Action Range: 60 ft Components: V, S Duration: Instantaneous

You unleash negative energy toward a creature you can see within range. The target makes a Constitution saving throw, taking 7d8 + 30 Necrotic damage on a failed save or half as much damage on a successful one.

A Humanoid killed by this spell rises at the start of your next turn as a Zombie (see appendix B) that follows your verbal orders.

Fire Bolt

Evocation Cantrip

Casting Time: Action Range: 120 ft Components: V, S Duration: Instantaneous

You hurl a mote of fire at a creature or an object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Fire damage. A flammable object hit by this spell starts burning if it isn’t being worn or carried.

Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).

Fire Shield

4th-level Evocation

Casting Time: Action Range: Self Components: V, S, M (a bit of phosphorus or a firefly) Duration: 10 minute

Wispy flames wreathe your body for the duration, shedding Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.

The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you Resistance to Cold damage, and the chill shield grants you Resistance to Fire damage.

In addition, whenever a creature within 5 feet of you hits you with a melee attack roll, the shield erupts with flame. The attacker takes 2d8 fire damage damage from a warm shield or 2d8 cold damage damage from a chill shield.

Fire Storm

7th-level Evocation

Casting Time: Action Range: 150 ft Components: V, S Duration: Instantaneous

A storm of fire appears within range. The area of the storm consists of up to ten 10-foot Cubes, which you arrange as you like. Each Cube must be contiguous with at least one other Cube. Each creature in the area makes a Dexterity saving throw, taking 7d10 Fire damage on a failed save or half as much damage on a successful one.

Flammable objects in the area that aren’t being worn or carried start burning.

Fireball

3rd-level Evocation

Casting Time: Action Range: 150 ft Components: V, S, M (a ball of bat guano and sulfur) Duration: Instantaneous

A bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. Each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw, taking 8d6 Fire damage on a failed save or half as much damage on a successful one.

Flammable objects in the area that aren’t being worn or carried start burning.

Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.

Flame Blade

2nd-level Evocation

Casting Time: Bonus Range: Self Components: V, S, M (a sumac leaf) Duration: Concentration, up to 10 minute

You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke it again as a Bonus Action.

As a Magic action, you can make a melee spell attack with the fiery blade. On a hit, the target takes Fire damage equal to 3d6 plus your spellcasting ability modifier.

The flaming blade sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.

Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.

Flame Strike

5th-level Evocation

Casting Time: Action Range: 60 ft Components: V, S, M (a pinch of sulfur) Duration: Instantaneous

A vertical column of brilliant fire roars down from above. Each creature in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range makes a Dexterity saving throw, taking 5d6 Fire damage and 5d6 Radiant damage on a failed save or half as much damage on a successful one.

Using a Higher-Level Spell Slot. The Fire damage and the Radiant damage increase by 1d6 for each spell slot level above 5.

Flaming Sphere

2nd-level Conjuration

Casting Time: Action Range: 60 ft Components: V, S, M (a ball of wax) Duration: Concentration, up to 1 minute

You create a 5-foot-diameter sphere of fire in an unoccupied space on the ground within range. It lasts for the duration. Any creature that ends its turn within 5 feet of the sphere makes a DC ? Dexterity saving throw saving throw, taking 2d6 Fire damage on a failed save or half as much damage on a successful one.

As a Bonus Action, you can move the sphere up to 30 feet, rolling it along the ground. If you move the sphere into a creature’s space, that creature makes the save against the sphere, and the sphere stops moving for the turn.

When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. Flammable objects that aren’t being worn or carried start burning if touched by the sphere, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.

Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.

Flesh to Stone

6th-level Transmutation

Casting Time: Action Range: 60 ft Components: V, S, M (a cockatrice feather) Duration: Concentration, up to 1 minute

You attempt to turn one creature that you can see within range into stone. The target makes a Constitution saving throw. On a failed save, it has the Restrained apply=false condition for the duration. On a successful save, its Speed is 0 until the start of your next turn. Constructs automatically succeed on the save.

A Restrained target makes another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and has the Petrified condition for the duration. The successes and failures needn’t be consecutive; keep track of both until the target collects three of a kind.

If you maintain your Concentration on this spell for the entire possible duration, the target is Petrified until the condition is ended by Greater Restoration or similar magic.

Fly

3rd-level Transmutation

Casting Time: Action Range: Touch Components: V, S, M (a feather) Duration: Concentration, up to 10 minute

You touch a willing creature. For the duration, the target gains a Fly Speed of 60 feet and can hover. When the spell ends, the target falls if it is still aloft unless it can stop the fall.

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 3.

Fog Cloud

1st-level Conjuration

Casting Time: Action Range: 120 ft Components: V, S Duration: Concentration, up to 1 hour

You create a 20-foot-radius Sphere of fog centered on a point within range. The Sphere is heavilyobscured. It lasts for the duration or until a strong wind (such as one created by Gust of Wind) disperses it.

Using a Higher-Level Spell Slot. The fog’s radius increases by 20 feet for each spell slot level above 1.

Forbiddance

6th-level Abjuration

Casting Time: 10 minute Range: Touch Components: V, S, M (ruby dust worth 1,000+ GP) Duration: 1 day

You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can’t teleport into the area or use portals, such as those created by the Gate spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, the Ethereal Plane, the Feywild, the Shadowfell, or the Plane Shift spell.

In addition, the spell damages types of creatures that you choose when you cast it. Choose one or more of the following: Aberrations, Celestials, Elementals, Fey, Fiends, and Undead. When a creature of a chosen type enters the spell’s area for the first time on a turn or ends its turn there, the creature takes 5d10 Radiant or Necrotic damage (your choice when you cast this spell).

You can designate a password when you cast the spell. A creature that speaks the password as it enters the area takes no damage from the spell.

The spell’s area can’t overlap with the area of another Forbiddance spell. If you cast Forbiddance every day for 30 days in the same location, the spell lasts until it is dispelled, and the Material components are consumed on the last casting.

Forcecage

7th-level Evocation

Casting Time: Action Range: 100 ft Components: V, S, M (ruby dust worth 1,500+ GP, which the spell consumes) Duration: Concentration, up to 1 hour

An immobile, Invisible, Cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose.

A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart. A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area.

When you cast the spell, any creature that is completely inside the cage’s area is trapped. Creatures only partially within the area, or those too large to fit inside it, are pushed away from the center of the area until they are completely outside it.

A creature inside the cage can’t leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave, it must first make a DC ? Charisma saving throw. On a successful save, the creature can use that magic to exit the cage. On a failed save, the creature doesn’t exit the cage and wastes the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.

This spell can’t be dispelled by Dispel Magic.

Foresight

9th-level Divination

Casting Time: Minute Range: Touch Components: V, S, M (a hummingbird feather) Duration: 8 hour

You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target has Advantage on D20 Tests, and other creatures have Disadvantage on attack rolls against it. The spell ends early if you cast it again.

Fount of Moonlight

4th-level Evocation

Casting Time: Action Range: Self Components: V, S Duration: Concentration, up to 10 minute

A cool light wreathes your body for the duration, emitting Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.

Until the spell ends, you have Resistance to Radiant damage, and your melee attacks deal an extra 2d6 Radiant damage on a hit.

In addition, immediately after you take damage from a creature you can see within 60 feet of yourself, you can take a Reaction to force the creature to make a DC ? Constitution saving throw saving throw. On a failed save, the creature has the Blinded apply=false condition until the end of your next turn.

Freedom of Movement

4th-level Abjuration

Casting Time: Action Range: Touch Components: V, S, M (a leather strap) Duration: 1 hour

You touch a willing creature. For the duration, the target’s movement is unaffected by DifficultTerrain, and spells and other magical effects can neither reduce the target’s Speed nor cause the target to have the Paralyzed apply=false or Restrained apply=false conditions. The target also has a Swim Speed equal to its Speed.

In addition, the target can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature imposing the Grappled apply=false condition on it.

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4.

Foundry Note

The Active Effect provided by the Cast activity upgrades the character's Swim Speed to a value of "1" to indicate equivalence to (walk) Speed, in addition to the condition immunities. It also automates ignoring all Difficult Terrain.

Friends

Enchantment Cantrip

Casting Time: Action Range: 10 ft Components: S, M (some makeup) Duration: Concentration, up to 1 minute

You magically emanate a sense of friendship toward one creature you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed apply=false condition for the duration. The target succeeds automatically if it isn’t a Humanoid, if you’re fighting it, or if you have cast this spell on it within the past 24 hours.

The spell ends early if the target takes damage or if you make an attack roll, deal damage, or force anyone to make a saving throw. When the spell ends, the target knows it was Charmed by you.

Gaseous Form

3rd-level Transmutation

Casting Time: Action Range: Touch Components: V, S, M (a bit of gauze) Duration: Concentration, up to 1 hour

A willing creature you touch shape-shifts, along with everything it’s wearing and carrying, into a misty cloud for the duration. The spell ends on the target if it drops to 0 Hit Points or if it takes a Magic action to end the spell on itself.

While in this form, the target’s only method of movement is a Fly Speed of 10 feet, and it can hover. The target can enter and occupy the space of another creature. The target has Resistance to Bludgeoning, Piercing, and Slashing damage; it has Immunity to the prone apply=false condition; and it has Advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through narrow openings, but it treats liquids as though they were solid surfaces.

The target can’t talk or manipulate objects, and any objects it was carrying or holding can’t be dropped, used, or otherwise interacted with. Finally, the target can’t attack or cast spells.

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 3.

Gate

9th-level Conjuration

Casting Time: Action Range: 60 ft Components: V, S, M (a diamond worth 5,000+ GP) Duration: Concentration, up to 1 minute

You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration, and the portal’s destination is visible through it.

The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal.

Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.

When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn’t work). If that creature is on a plane other than the one you are on, the portal opens next to the named creature and transports it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the DM deems appropriate. It might leave, attack you, or help you.

Geas

5th-level Enchantment

Casting Time: Minute Range: 60 ft Components: V Duration: 30 day

You give a verbal command to a creature that you can see within range, ordering it to carry out some service or refrain from an action or a course of activity as you decide. The target must succeed on a Wisdom saving throw or have the Charmed apply=false condition for the duration. The target automatically succeeds if it can’t understand your command.

While Charmed, the creature takes 5d10 psychic damage damage if it acts in a manner directly counter to your command. It takes this damage no more than once each day.

You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends.

A Remove Curse, Greater Restoration, or Wish spell ends this spell.

Using a Higher-Level Spell Slot. If you use a level 7 or 8 spell slot, the duration is 365 days. If you use a level 9 spell slot, the spell lasts until it is ended by one of the spells mentioned above.

Gentle Repose

2nd-level Necromancy (Ritual)

Casting Time: Action Range: Touch Components: V, S, M (2 Copper Pieces, which the spell consumes) Duration: 10 day

You touch a corpse or other remains. For the duration, the target is protected from decay and can’t become Undead.

The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don’t count against the time limit of spells such as Raise Dead.

Giant Insect

4th-level Conjuration

Casting Time: Action Range: 60 ft Components: V, S Duration: Concentration, up to 10 minute

You summon a giant centipede, spider, or wasp (chosen when you cast the spell). It manifests in an unoccupied space you can see within range and uses the Giant Insect stat block. The form you choose determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.

The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.

Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.

In addition to the noted usage of the spell's level in the insect's Traits and Actions, the following attributes are also affected.

AC 11 + the spell’s level
HP 30 + 10 for each spell level above 4
Speed 40 ft., Climb 40 ft., Fly 40 ft. (Wasp only)
PB equals your Proficiency Bonus

Glibness

8th-level Enchantment

Casting Time: Action Range: Self Components: V Duration: 1 hour

Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.

Globe of Invulnerability

6th-level Abjuration

Casting Time: Action Range: Self Components: V, S, M (a glass bead) Duration: Concentration, up to 1 minute

An immobile, shimmering barrier appears in a 10-foot Emanation around you and remains for the duration.

Any spell of level 5 or lower cast from outside the barrier can’t affect anything within it. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from areas of effect created by such spells.

Using a Higher-Level Spell Slot. The barrier blocks spells of 1 level higher for each spell slot level above 6.

Spell levels blocked:[[@item.level - 1]] and lower

Glyph of Warding

3rd-level Abjuration

Casting Time: Hour Range: Touch Components: V, S, M (powdered diamond worth 200+ GP, which the spell consumes) Duration: Dstr

You inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor) or within an object that can be closed (such as a book or chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.

The glyph is nearly imperceptible and requires a successful Ability=wis check check against your spell save DC to notice.

When you inscribe the glyph, you set its trigger and choose whether it’s an explosive rune or a spell glyph, as explained below.

Set the Trigger. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an object, common triggers include opening that object or seeing the glyph. Once a glyph is triggered, this spell ends.

You can refine the trigger so that only creatures of certain types activate it (for example, the glyph could be set to affect Aberrations). You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password.

Explosive Rune. When triggered, the glyph erupts with magical energy in a 20-foot-radius Sphere centered on the glyph. Each creature in the area makes a DC ? Dexterity saving throw saving throw. A creature takes 5d8 (@item.level + 2)d8 type=acid acid damage{Acid}, (@item.level + 2)d8 type=acid acid damage{Cold}, (@item.level + 2)d8 type=acid acid damage{Fire}, (@item.level + 2)d8 type=acid acid damage{Lightning}, or (@item.level + 2)d8 type=acid acid damage{Thunder} damage (your choice when you create the glyph) on a failed save or half as much damage on a successful one.

Spell Glyph. You can store a prepared spell of level 3 or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way.

When the glyph is triggered, the stored spell takes effect. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons Hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires Concentration, it lasts until the end of its full duration.

Using a Higher-Level Spell Slot. The damage of an explosive rune increases by 1d8 for each spell slot level above 3. If you create a spell glyph, you can store any spell of up to the same level as the spell slot you use for the Glyph of Warding.

Foundry Note

The Explosive Rune activity allows you to choose the damage type in the roll dialog.

Goodberry

1st-level Conjuration

Casting Time: Action Range: Self Components: V, S, M (a sprig of mistletoe) Duration: 24 hour

Ten berries appear in your hand and are infused with magic for the duration. A creature can take a Bonus Action to eat one berry. Eating a berry restores 1 Hit Point, and the berry provides enough nourishment to sustain a creature for one day.

Uneaten berries disappear when the spell ends.

Grasping Vine

4th-level Conjuration

Casting Time: Bonus Range: 60 ft Components: V, S Duration: Concentration, up to 1 minute

You conjure a vine that sprouts from a surface in an unoccupied space that you can see within range. The vine lasts for the duration.

Make a melee spell attack against a creature within 30 feet of the vine. On a hit, the target takes 4d8 Bludgeoning damage and is pulled up to 30 feet toward the vine; if the target is Huge or smaller, it has the Grappled condition (escape DC equal to your spell save DC). The vine can grapple only one creature at a time, and you can cause the vine to release a Grappled creature (no action required).

As a Bonus Action on your later turns, you can repeat the attack against a creature within 30 feet of the vine.

Using a Higher-Level Spell Slot. The number of creatures the vine can grapple increases by one for each spell slot level above 4.

Total number creatures able to be Grappled: [[@item.level - 3]]

Escape Tests

Ability=str check

Ability=dex check

Grease

1st-level Conjuration

Casting Time: Action Range: 60 ft Components: V, S, M (a bit of pork rind or butter) Duration: 1 minute

Nonflammable grease covers the ground in a 10-foot square centered on a point within range and turns it into difficultterrain for the duration.

When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or have the prone condition. A creature that enters the area or ends its turn there must also succeed on that save or fall Prone.

Greater Invisibility

4th-level Illusion

Casting Time: Action Range: Touch Components: V, S Duration: Concentration, up to 1 minute

A creature you touch has the Invisible condition until the spell ends.

Greater Restoration

5th-level Abjuration

Casting Time: Action Range: Touch Components: V, S, M (diamond dust worth 100+ GP, which the spell consumes) Duration: Instantaneous

You touch a creature and magically remove one of the following effects from it:

  • 1 Exhaustion level
  • The Charmed or Petrified condition
  • A curse, including the target’s Attunement to a cursed magic item
  • Any reduction to one of the target’s ability scores
  • Any reduction to the target’s Hit Point maximum

Guardian of Faith

4th-level Conjuration

Casting Time: Action Range: 30 ft Components: V Duration: 8 hour

A Large spectral guardian appears and hovers for the duration in an unoccupied space that you can see within range. The guardian occupies that space and is invulnerable, and it appears in a form appropriate for your deity or pantheon.

Any enemy that moves to a space within 10 feet of the guardian for the first time on a turn or starts its turn there makes a Dexterity saving throw, taking 20 Radiant damage on a failed save or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.

Guards and Wards

6th-level Abjuration

Casting Time: Hour Range: Touch Components: V, S, M (a silver rod worth 10+ GP) Duration: 24 hour

You create a ward that protects up to 2,500 square feet of floor space. The warded area can be up to 20 feet tall, and you shape it as one 50-foot square, one hundred 5-foot squares that are contiguous, or twenty-five 10-foot squares that are contiguous.

When you cast this spell, you can specify individuals that are unaffected by the spell’s effects. You can also specify a password that, when spoken aloud within 5 feet of the warded area, makes the speaker immune to its effects.

The spell creates the effects below within the warded area. Dispel Magic has no effect on Guards and Wards itself, but each of the following effects can be dispelled. If all four are dispelled, Guards and Wards ends. If you cast the spell every day for 365 days on the same area, the spell thereafter lasts until all its effects are dispelled.

Corridors. Fog fills all the warded corridors, making them HeavilyObscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you believes it is going in the opposite direction from the one it chooses.

Doors. All doors in the warded area are magically locked, as if sealed by the Arcane Lock spell. In addition, you can cover up to ten doors with an illusion to make them appear as plain sections of wall.

Stairs. Webs fill all stairs in the warded area from top to bottom, as in the Web spell. These strands regrow in 10 minutes if they are destroyed while Guards and Wards lasts.

Other Spell Effect. Place one of the following magical effects within the warded area:

  • Dancing Lights in four corridors, with a simple program that the lights repeat as long as Guards and Wards lasts
  • Magic Mouth in two locations
  • Stinking Cloud in two locations (the vapors return within 10 minutes if dispersed while Guards and Wards lasts)
  • Gust of Wind in one corridor or room (the wind blows continuously while the spell lasts)
  • Suggestion in one 5-foot square; any creature that enters that square receives the suggestion mentally

Guidance

Divination Cantrip

Casting Time: Action Range: Touch Components: V, S Duration: Concentration, up to 1 minute

You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill.

Guiding Bolt

1st-level Evocation

Casting Time: Action Range: 120 ft Components: V, S Duration: 1 round

You hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 4d6 Radiant damage, and the next attack roll made against it before the end of your next turn has Advantage.

Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.

Gust of Wind

2nd-level Evocation

Casting Time: Action Range: Self Components: V, S, M (a legume seed) Duration: Concentration, up to 1 minute

A Line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the duration. Each creature in the Line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the Line. A creature that ends its turn in the Line must make the same save.

Any creature in the Line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.

The gust disperses gas or vapor, and it extinguishes candles and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.

As a Bonus Action on your later turns, you can change the direction in which the Line blasts from you.

Hail of Thorns

1st-level Conjuration

Casting Time: Bonus (immediately after hitting a creature with a ranged weapon) Range: Self Components: V Duration: Instantaneous

As you hit the creature, this spell creates a rain of thorns that sprouts from your Ranged weapon or ammunition. The target of the attack and each creature within 5 feet of it make a Dexterity saving throw, taking 1d10 Piercing damage on a failed save or half as much damage on a successful one.

Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 1.

Hallow

5th-level Abjuration

Casting Time: 24 hour Range: Touch Components: V, S, M (incense worth 1,000+ GP, which the spell consumes) Duration: Disp

You touch a point and infuse an area around it with holy or unholy power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect of Hallow. The affected area has the following effects.

Hallowed Ward. Choose any of these creature types: Aberration, Celestial, Elemental, Fey, Fiend, or Undead. Creatures of the chosen types can’t willingly enter the area, and any creature that is possessed by or that has the Charmed or Frightened condition from such creatures isn’t possessed, Charmed, or Frightened by them while in the area.

Extra Effect. You bind an extra effect to the area from the list below:

Courage. Creatures of any types you choose can’t gain the Frightened condition while in the area.

Darkness. Darkness fills the area. Normal light, as well as magical light created by spells of a level lower than this spell, can’t illuminate the area.

Daylight. Bright light fills the area. Magical Darkness created by spells of a level lower than this spell can’t extinguish the light.

Peaceful Rest. Dead bodies interred in the area can’t be turned into Undead.

Extradimensional Interference. Creatures of any types you choose can’t enter or exit the area using teleportation or interplanar travel.

Fear. Creatures of any types you choose have the Frightened condition while in the area.

Resistance. Creatures of any types you choose have damageresistance{Resistance} to one damage type of your choice while in the area.

Silence. No sound can emanate from within the area, and no sound can reach into it.

Tongues. Creatures of any types you choose can communicate with any other creature in the area even if they don’t share a common language.

Vulnerability. Creatures of any types you choose have damagevulnerability{Vulnerability} to one damage type of your choice while in the area.

Hallucinatory Terrain

4th-level Illusion

Casting Time: 10 minute Range: 300 ft Components: V, S, M (a mushroom) Duration: 24 hour

You make natural terrain in a 150-foot Cube in range look, sound, and smell like another sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren’t changed.

The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to notice the illusion. If the difference isn’t obvious by touch, a creature examining the illusion can take the Study action to make an Ability=int check check against your spell save DC to disbelieve it. If a creature discerns that the terrain is illusory, the creature sees a vague image superimposed on the real terrain.

Harm

6th-level Necromancy

Casting Time: Action Range: 60 ft Components: V, S Duration: Instantaneous

You unleash virulent magic on a creature you can see within range. The target makes a Constitution saving throw. On a failed save, it takes 14d6 Necrotic damage, and its Hit Point maximum is reduced by an amount equal to the Necrotic damage it took. On a successful save, it takes half as much damage only. This spell can’t reduce a target’s Hit Point maximum below 1.

Haste

3rd-level Transmutation

Casting Time: Action Range: 30 ft Components: V, S, M (a shaving of licorice root) Duration: Concentration, up to 1 minute

Choose a willing creature that you can see within range. Until the spell ends, the target’s Speed is doubled, it gains a +2 bonus to Armor Class, it has Advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used to take only the Attack (one attack only), Dash, Disengage, Hide, or Utilize action.

When the spell ends, the target is Incapacitated apply=false and has a Speed of 0 until the end of its next turn, as a wave of lethargy washes over it.

Heal

6th-level Abjuration

Casting Time: Action Range: 60 ft Components: V, S Duration: Instantaneous

Choose a creature that you can see within range. Positive energy washes through the target, restoring 70 Hit Points. This spell also ends the Blinded, Deafened, and Poisoned conditions on the target.

Using a Higher-Level Spell Slot. The healing increases by 10 for each spell slot level above 6.

Healing Word

1st-level Abjuration

Casting Time: Bonus Range: 60 ft Components: V Duration: Instantaneous

A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier.

Using a Higher-Level Spell Slot. The healing increases by 2d4 for each spell slot level above 1.

Heat Metal

2nd-level Transmutation

Casting Time: Action Range: 60 ft Components: V, S, M (a piece of iron and a flame) Duration: Concentration, up to 1 minute

Choose a manufactured metal object, such as a metal weapon or a suit of Heavy or Medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 Fire damage when you cast the spell. Until the spell ends, you can take a Bonus Action on each of your later turns to deal this damage again if the object is within range.

If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop the object, it has Disadvantage on attack rolls and ability checks until the start of your next turn.

Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.

Hellish Rebuke

1st-level Evocation

Casting Time: Reaction (taking damage from a creature that you can see within 60 feet of yourself) Range: 60 ft Components: V, S Duration: Instantaneous

The creature that damaged you is momentarily surrounded by green flames. It makes a Dexterity saving throw, taking 2d10 Fire damage on a failed save or half as much damage on a successful one.

Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 1.

Heroes' Feast

6th-level Conjuration

Casting Time: 10 minute Range: Self Components: V, S, M (a gem-encrusted bowl worth 1,000+ GP, which the spell consumes) Duration: Instantaneous

You conjure a feast that appears on a surface in an unoccupied 10-foot Cube next to you. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don’t set in until this hour is over. Up to twelve creatures can partake of the feast.

A creature that partakes gains several benefits, which last for 24 hours. The creature has damageResistance{Resistance} to Poison damage, and it has Immunity to the Frightened and Poisoned conditions. Its Hit Point maximum also increases by 2d10, and it gains the same number of Hit Points.

Heroism

1st-level Enchantment

Casting Time: Action Range: Touch Components: V, S Duration: Concentration, up to 1 minute

A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to the Frightened condition and gains Temporary Hit Points equal to your spellcasting ability modifier at the start of each of its turns.

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.

Hex

1st-level Enchantment

Casting Time: Bonus Range: 90 ft Components: V, S, M (the petrified eye of a newt) Duration: Concentration, up to 1 hour

You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 Necrotic damage to the target whenever you hit it with an attack roll. Also, choose one ability when you cast the spell. The target has Disadvantage on ability checks made with the chosen ability.

If the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action on a later turn to curse a new creature.

Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 2 (up to 4 hours), 3–4 (up to 8 hours), or 5+ (24 hours).

Hold Monster

5th-level Enchantment

Casting Time: Action Range: 90 ft Components: V, S, M (a straight piece of iron) Duration: Concentration, up to 1 minute

Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 5.

Hold Person

2nd-level Enchantment

Casting Time: Action Range: 60 ft Components: V, S, M (a straight piece of iron) Duration: Concentration, up to 1 minute

Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the paralyzed apply=false condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.

Using a Higher-Level Spell Slot. You can target one additional Humanoid for each spell slot level above 2.

Holy Aura

8th-level Abjuration

Casting Time: Action Range: Self Components: V, S, M (a reliquary worth 1,000+ GP) Duration: Concentration, up to 1 minute

For the duration, you emit an aura in a 30-foot Emanation. While in the aura, creatures of your choice have Advantage on all saving throws, and other creatures have Disadvantage on attack rolls against them. In addition, when a Fiend or an Undead hits an affected creature with a melee attack roll, the attacker must succeed on a Constitution saving throw or have the Blinded apply=false condition until the end of its next turn.

Hunger of Hadar

3rd-level Conjuration

Casting Time: Action Range: 150 ft Components: V, S, M (a pickled tentacle) Duration: Concentration, up to 1 minute

You open a gateway to the Far Realm, a region infested with unspeakable horrors. A 20-foot-radius Sphere of Darkness appears, centered on a point with range and lasting for the duration. The Sphere is DifficultTerrain, and it is filled with strange whispers and slurping noises, which can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within it have the Blinded condition.

Any creature that starts its turn in the area takes 2d6 Cold damage. Any creature that ends its turn there must succeed on a Dexterity saving throw or take 2d6 Acid damage from otherworldly tentacles.

Using a Higher-Level Spell Slot. The Cold or Acid damage (your choice) increases by 1d6 for each spell slot level above 3.

Hunter's Mark

1st-level Divination

Casting Time: Bonus Range: 90 ft Components: V Duration: Concentration, up to 1 hour

You magically mark one creature you can see within range as your quarry. Until the spell ends, you deal an extra [[/damage]] damage to the target whenever you hit it with an attack roll. You also have Advantage on any Ability=wis check or Ability=wis check check you make to find it.

If the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action to move the mark to a new creature you can see within range.

Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 3–4 (up to 8 hours) or 5+ (up to 24 hours).

Hypnotic Pattern

3rd-level Illusion

Casting Time: Action Range: 120 ft Components: S, M (a pinch of confetti) Duration: Concentration, up to 1 minute

You create a twisting pattern of colors in a 30-foot Cube within range. The pattern appears for a moment and vanishes. Each creature in the area who can see the pattern must succeed on a Wisdom saving throw or have the charmed apply=false condition for the duration. While Charmed, the creature has the incapacitated apply=false condition and a Speed of 0.

The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.

Ice Knife

1st-level Conjuration

Casting Time: Action Range: 60 ft Components: S, M (a drop of water or a piece of ice) Duration: Instantaneous

You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 Cold damage.

Using a Higher-Level Spell Slot. The Cold damage increases by 1d6 for each spell slot level above 1.

Ice Storm

4th-level Evocation

Casting Time: Action Range: 300 ft Components: V, S, M (a mitten) Duration: Instantaneous

Hail falls in a 20-foot-radius, 40-foot-high Cylinder centered on a point within range. Each creature in the Cylinder makes a Dexterity saving throw. A creature takes 2d10 Bludgeoning damage and 4d6 Cold damage on a failed save or half as much damage on a successful one.

Hailstones turn ground in the Cylinder into DifficultTerrain until the end of your next turn.

Using a Higher-Level Spell Slot. The Bludgeoning damage increases by 1d10 for each spell slot level above 4.

Identify

1st-level Divination (Ritual)

Casting Time: Minute Range: Touch Components: V, S, M (a pearl worth 100+ GP) Duration: Instantaneous

You touch an object throughout the spell’s casting. If the object is a magic item or some other magical object, you learn its properties and how to use them, whether it requires Attunement, and how many charges it has, if any. You learn whether any ongoing spells are affecting the item and what they are. If the item was created by a spell, you learn that spell’s name.

If you instead touch a creature throughout the casting, you learn which ongoing spells, if any, are currently affecting it.

Illusory Script

1st-level Illusion (Ritual)

Casting Time: Minute Range: Touch Components: S, M (ink worth 10+ GP, which the spell consumes) Duration: 10 day

You write on parchment, paper, or another suitable material and imbue it with an illusion that lasts for the duration. To you and any creatures you designate when you cast the spell, the writing appears normal, seems to be written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, the illusion can alter the meaning, handwriting, and language of the text, though the language must be one you know.

If the spell is dispelled, the original script and the illusion both disappear.

A creature that has truesight can read the hidden message.

Imprisonment

9th-level Abjuration

Casting Time: Minute Range: 30 ft Components: V, S, M (a statuette of the target worth 5,000+ GP) Duration: Disp

You create a magical restraint to hold a creature that you can see within range. The target must make a Wisdom saving throw. On a successful save, the target is unaffected, and it is immune to this spell for the next 24 hours. On a failed save, the target is imprisoned. While imprisoned, the target doesn’t need to breathe, eat, or drink, and it doesn’t age. Divination spells can’t locate or perceive the imprisoned target, and the target can’t teleport.

Until the spell ends, the target is also affected by one of the following effects of your choice:

Burial. The target is entombed beneath the earth in a hollow globe of magical force that is just large enough to contain the target. Nothing can pass into or out of the globe.

Chaining. Chains firmly rooted in the ground hold the target in place. The target has the Restrained apply=false condition and can’t be moved by any means.

Hedged Prison. The target is trapped in a demiplane that is warded against teleportation and planar travel. The demiplane is your choice of a labyrinth, a cage, a tower, or the like.

Minimus Containment. The target becomes 1 inch tall and is trapped inside an indestructible gemstone or a similar object. Light can pass through the gemstone (allowing the target to see out and other creatures to see in), but nothing else can pass through by any means.

Slumber. The target has the Unconscious apply=false condition and can’t be awoken.

Ending the Spell. When you cast the spell, specify a trigger that will end it. The trigger can be as simple or as elaborate as you choose, but the DM must agree that it has a high likelihood of happening within the next decade. The trigger must be an observable action, such as someone making a particular offering at the temple of your god, saving your true love, or defeating a specific monster.

A Dispel Magic spell can end the spell only if it is cast with a level 9 spell slot, targeting either the prison or the component used to create it.

Incendiary Cloud

8th-level Conjuration

Casting Time: Action Range: 150 ft Components: V, S Duration: Concentration, up to 1 minute

A swirling cloud of embers and smoke fills a 20-foot-radius Sphere centered on a point within range. The cloud’s area is HeavilyObscured. It lasts for the duration or until a strong wind (like that created by Gust of Wind) disperses it.

When the cloud appears, each creature in it makes a Dexterity saving throw, taking 10d8 Fire damage on a failed save or half as much damage on a successful one. A creature must also make this save when the Sphere moves into its space and when it enters the Sphere or ends its turn there. A creature makes this save only once per turn.

The cloud moves 10 feet away from you in a direction you choose at the start of each of your turns.

Inflict Wounds

1st-level Necromancy

Casting Time: Action Range: Touch Components: V, S Duration: Instantaneous

A creature you touch makes a Constitution saving throw, taking 2d10 Necrotic damage on a failed save or half as much damage on a successful one.

Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 1.

Insect Plague

5th-level Conjuration

Casting Time: Action Range: 300 ft Components: V, S, M (a locust) Duration: Concentration, up to 10 minute

Swarming locusts fill a 20-foot-radius Sphere centered on a point you choose within range. The Sphere remains for the duration, and its area is LightlyObscured and DifficultTerrain.

When the swarm appears, each creature in it makes a Constitution saving throw, taking 4d10 Piercing damage on a failed save or half as much damage on a successful one. A creature also makes this save when it enters the spell’s area for the first time on a turn or ends its turn there. A creature makes this save only once per turn.

Using a Higher-Level Spell Slot.The damage increases by 1d10 for each spell slot level above 5.

Invisibility

2nd-level Illusion

Casting Time: Action Range: Touch Components: V, S, M (an eyelash in gum arabic) Duration: Concentration, up to 1 hour

A creature you touch has the invisible apply=false condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2.

Jallarzi's Storm of Radiance

5th-level Evocation

Casting Time: Action Range: 120 ft Components: V, S, M (a pinch of phosphorus) Duration: Concentration, up to 1 minute

You unleash a storm of flashing light and raging thunder in a 10-foot-radius, 40-foot-high Cylinder centered on a point you can see within range. While in this area, creatures have the Blinded apply=false and Deafened apply=false conditions, and they can’t cast spells with a Verbal component.

When the storm appears, each creature in it makes a Constitution saving throw, taking 2d10 Radiant damage and 2d10 Thunder damage on a failed save or half as much damage on a successful one. A creature also makes this save when it enters the spell’s area for the first time on a turn or ends its turn there. A creature makes this save only once per turn.

Using a Higher-Level Spell Slot. The Radiant and Thunder damage increase by 1d10 for each spell slot level above 5.

Jump

1st-level Transmutation

Casting Time: Bonus Range: Touch Components: V, S, M (a grasshopper’s hind leg) Duration: 1 minute

You touch a willing creature. Once on each of its turns until the spell ends, that creature can jump up to 30 feet by spending 10 feet of movement.

Using a Higher-Level Spell Slot.You can target one additional creature for each spell slot level above 1.

Knock

2nd-level Transmutation

Casting Time: Action Range: 60 ft Components: V Duration: Instantaneous

Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.

A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.

If the target is held shut by Arcane Lock, that spell is suppressed for 10 minutes, during which time the target can be opened and closed.

When you cast the spell, a loud knock, audible up to 300 feet away, emanates from the target.

Legend Lore

5th-level Divination

Casting Time: 10 minute Range: Self Components: V, S, M (incense worth 250+ GP, which the spell consumes, and four ivory strips worth 50+ GP each) Duration: Instantaneous

Name or describe a famous person, place, or object. The spell brings to your mind a brief summary of the significant lore about that famous thing, as described by the DM.

The lore might consist of important details, amusing revelations, or even secret lore that has never been widely known. The more information you already know about the thing, the more precise and detailed the information you receive is. That information is accurate but might be couched in figurative language or poetry, as determined by the DM.

If the famous thing you chose isn’t actually famous, you hear sad musical notes played on a trombone, and the spell fails.

Leomund's Secret Chest

4th-level Conjuration

Casting Time: Action Range: Touch Components: V, S, M (a chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth 5,000+ GP, and a Tiny replica of the chest made from the same materials worth 50+ GP) Duration: Disp

You hide a chest and all its contents on the Ethereal Plane. You must touch the chest and the miniature replica that serve as Material components for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet).

While the chest remains on the Ethereal Plane, you can take a Magic action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by taking a Magic action to touch the chest and the replica.

After 60 days, there is a cumulative 5 percent chance at the end of each day that the spell ends. The spell also ends if you cast this spell again or if the Tiny replica chest is destroyed. If the spell ends and the larger chest is on the Ethereal Plane, the chest remains there for you or someone else to find.

Foundry Note

The Recall Chest activity will summon a linked Actor associated with this specific spell Item to serve as the chest.

Leomund's Tiny Hut

3rd-level Evocation (Ritual)

Casting Time: Minute Range: Self Components: V, S, M (a crystal bead) Duration: 8 hour

A 10-foot Emanation springs into existence around you and remains stationary for the duration. The spell fails when you cast it if the Emanation isn’t big enough to fully encapsulate all creatures in its area.

Creatures and objects within the Emanation when you cast the spell can move through it freely. All other creatures and objects are barred from passing through it. Spells of level 3 or lower can’t be cast through it, and the effects of such spells can’t extend into it.

The atmosphere inside the Emanation is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to have dimlight or darkness (no action required). The Emanation is opaque from the outside and of any color you choose, but it’s transparent from the inside.

The spell ends early if you leave the Emanation or if you cast it again.

Lesser Restoration

2nd-level Abjuration

Casting Time: Bonus Range: Touch Components: V, S Duration: Instantaneous

You touch a creature and end one condition on it: blinded, deafened, paralyzed, or poisoned.

Levitate

2nd-level Transmutation

Casting Time: Action Range: 60 ft Components: V, S, M (a metal spring) Duration: Concentration, up to 10 minute

One creature or loose object of your choice that you can see within range rises vertically up to 20 feet and remains suspended there for the duration. The spell can levitate an object that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.

The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can take a Magic action to move the target, which must remain within the spell’s range.

When the spell ends, the target floats gently to the ground if it is still aloft.

Light

Evocation Cantrip

Casting Time: Action Range: Touch Components: V, M (a firefly or phosphorescent moss) Duration: 1 hour

You touch one Large or smaller object that isn’t being worn or carried by someone else. Until the spell ends, the object sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The light can be colored as you like.

Covering the object with something opaque blocks the light. The spell ends if you cast it again.

Lightning Arrow

3rd-level Transmutation

Casting Time: Bonus (immediately after hitting or missing a target with a ranged attack using a weapon) Range: Self Components: V, S Duration: Instantaneous

As your attack hits or misses the target, the weapon or ammunition you’re using transforms into a lightning bolt. Instead of taking any damage or other effects from the attack, the target takes 4d8 Lightning damage on a hit or half as much damage on a miss. Each creature within 10 feet of the target then makes a Dexterity saving throw, taking 2d8 Lightning damage on a failed save or half as much damage on a successful one.

The weapon or ammunition then returns to its normal form.

Using a Higher-Level Spell Slot. The damage for both effects of the spell increases by 1d8 for each spell slot level above 3.

Lightning Bolt

3rd-level Evocation

Casting Time: Action Range: Self Components: V, S, M (a bit of fur and a crystal rod) Duration: Instantaneous

A stroke of lightning forming a 100-foot-long, 5-foot-wide Line blasts out from you in a direction you choose. Each creature in the Line makes a Dexterity saving throw, taking 8d6 Lightning damage on a failed save or half as much damage on a successful one.

Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.

Locate Animals or Plants

2nd-level Divination (Ritual)

Casting Time: Action Range: Self Components: V, S, M (fur from a bloodhound) Duration: Instantaneous

Describe or name a specific kind of Beast, Plant creature, or nonmagical plant. You learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.

Locate Creature

4th-level Divination

Casting Time: Action Range: Self Components: V, S, M (fur from a bloodhound) Duration: Concentration, up to 1 hour

Describe or name a creature that is familiar to you. You sense the direction to the creature’s location if that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.

The spell can locate a specific creature known to you or the nearest creature of a specific kind (such as a human or a unicorn) if you have seen such a creature up close—within 30 feet—at least once. If the creature you described or named is in a different form, such as under the effects of a Flesh to Stone or Polymorph spell, this spell doesn’t locate the creature.

This spell can’t locate a creature if any thickness of lead blocks a direct path between you and the creature.

Locate Object

2nd-level Divination

Casting Time: Action Range: Self Components: V, S, M (a forked twig) Duration: Concentration, up to 10 minute

Describe or name an object that is familiar to you. You sense the direction to the object’s location if that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.

The spell can locate a specific object known to you if you have seen it up close—within 30 feet—at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.

This spell can’t locate an object if any thickness of lead blocks a direct path between you and the object.

Longstrider

1st-level Transmutation

Casting Time: Action Range: Touch Components: V, S, M (a pinch of dirt) Duration: 1 hour

You touch a creature. The target’s Speed increases by 10 feet until the spell ends.

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.

Mage Armor

1st-level Abjuration

Casting Time: Action Range: Touch Components: V, S, M (a piece of cured leather) Duration: 8 hour

You touch a willing creature who isn’t wearing armor. Until the spell ends, the target’s base AC becomes 13 plus its Dexterity modifier. The spell ends early if the target dons armor.

Mage Hand

Conjuration Cantrip

Casting Time: Action Range: 30 ft Components: V, S Duration: 1 minute

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

When you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.

As a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.

The hand can’t attack, activate magic items, or carry more than 10 pounds.

Magic Circle

3rd-level Abjuration

Casting Time: Minute Range: 10 ft Components: V, S, M (salt and powdered silver worth 100+ GP, which the spell consumes) Duration: @item.level - 2 hour

You create a 10-foot-radius, 20-foot-tall Cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the Cylinder intersects with the floor or other surface.

Choose one or more of the following types of creatures: Celestials, Elementals, Fey, Fiends, or Undead. The circle affects a creature of the chosen type in the following ways:

  • The creature can’t willingly enter the Cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.
  • The creature has Disadvantage on attack rolls against targets within the Cylinder.
  • Targets within the Cylinder can’t be possessed by or gain the charmed apply=false or &reference[frightened apply=false] condition from the creature.

Each time you cast this spell, you can cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the Cylinder and protecting targets outside it.

Using a Higher-Level Spell Slot. The duration increases by 1 hour for each spell slot level above 3.

Magic Jar

6th-level Necromancy

Casting Time: Minute Range: Self Components: V, S, M (a gem, crystal, or reliquary worth 500+ GP) Duration: Disp

Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell’s Material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container’s space. You can’t move or take Reaction{Reactions}. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the spell) or attempting to possess a Humanoid’s body.

You can attempt to possess any Humanoid within 100 feet of you that you can see (creatures warded by a Protection from Evil and Good or Magic Circle spell can’t be possessed). The target makes a Charisma saving throw. On a failed save, your soul enters the target’s body, and the target’s soul becomes trapped in the container. On a successful save, the target resists your efforts to possess it, and you can’t attempt to possess it again for 24 hours.

Once you possess a creature’s body, you control it. Your Hit Points, Hit Point Dice, Strength, Dexterity, Constitution, Speed, and senses are replaced by the creature’s. You otherwise keep your game statistics.

Meanwhile, the possessed creature’s soul can perceive from the container using its own senses, but it can’t move and it is Incapacitated.

While possessing a body, you can take a Magic action to return from the host body to the container if it is within 100 feet of you, returning the host creature’s soul to its body. If the host body dies while you’re in it, the creature dies, and you make a Charisma saving throw against your own spellcasting DC. On a success, you return to the container if it is within 100 feet of you. Otherwise, you die.

If the container is destroyed or the spell ends, your soul returns to your body. If your body is more than 100 feet away from you or if your body is dead, you die. If another creature’s soul is in the container when it is destroyed, the creature’s soul returns to its body if the body is alive and within 100 feet. Otherwise, that creature dies.

When the spell ends, the container is destroyed.

Magic Missile

1st-level Evocation

Casting Time: Action Range: 120 ft Components: V, S Duration: Instantaneous

You create three glowing darts of magical force. Each dart strikes a creature of your choice that you can see within range. A dart deals 1d4 + 1 Force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

Using a Higher-Level Spell Slot. The spell creates one more dart for each spell slot level above 1.

[[2 + @item.level]]{Level [[lookup @item.level]] darts}

Magic Mouth

2nd-level Illusion (Ritual)

Casting Time: Minute Range: 30 ft Components: V, S, M (jade dust worth 10+ GP, which the spell consumes) Duration: Disp

You implant a message within an object in range—a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn’t being worn or carried by another creature. Then speak the message, which must be 25 words or fewer, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message.

When that trigger occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there, so the words appear to come from the object’s mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs.

The trigger can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.

Magic Weapon

2nd-level Transmutation

Casting Time: Bonus Range: Touch Components: V, S Duration: 1 hour

You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. The spell ends early if you cast it again.

Using a Higher-Level Spell Slot. The bonus increases to +2 with a level 3–5 spell slot. The bonus increases to +3 with a level 6+ spell slot.

Major Image

3rd-level Illusion

Casting Time: Action Range: 120 ft Components: V, S, M (a bit of fleece) Duration: Concentration, up to 10 minute

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot Cube. The image appears at a spot that you can see within range and lasts for the duration. It seems real, including sounds, smells, and temperature appropriate to the thing depicted, but it can’t deal damage or cause conditions.

If you are within range of the illusion, you can take a Magic action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.

Physical interaction with the image reveals it to be an illusion, for things can pass through it. A creature that takes a Study action to examine the image can determine that it is an illusion with a successful Ability=int check check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.

Using a Higher-Level Spell Slot. The spell lasts until dispelled, without requiring Concentration, if cast with a level 4+ spell slot.

Mass Cure Wounds

5th-level Abjuration

Casting Time: Action Range: 60 ft Components: V, S Duration: Instantaneous

A wave of healing energy washes out from a point you can see within range. Choose up to six creatures in a 30-foot-radius Sphere centered on that point. Each target regains Hit Points equal to 5d8 plus your spellcasting ability modifier.

Using a Higher-Level Spell Slot. The healing increases by 1d8 for each spell slot level above 5.

Mass Heal

9th-level Abjuration

Casting Time: Action Range: 60 ft Components: V, S Duration: Instantaneous

A flood of healing energy flows from you into creatures around you. You restore up to 700 Hit Points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell also have the Blinded, Deafened, and Poisoned conditions removed from them.

Foundry Note

The Heal activity is configured to restore 700 Hit Points to the selected creature. This spell's healing pool should be divided among the target creatures manually.

Mass Healing Word

3rd-level Abjuration

Casting Time: Bonus Range: 60 ft Components: V Duration: Instantaneous

Up to six creatures of your choice that you can see within range regain Hit Points equal to 2d4 plus your spellcasting ability modifier.

Using a Higher-Level Spell Slot. The healing increases by 1d4 for each spell slot level above 3.

Mass Suggestion

6th-level Enchantment

Casting Time: Action Range: 60 ft Components: V, M (a snake’s tongue) Duration: 24 hour

You suggest a course of activity—described in no more than 25 words—to twelve or fewer creatures you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to any of the targets or their allies. For example, you could say, “Walk to the village down that road, and help the villagers there harvest crops until sunset.” Or you could say, “Now is not the time for violence. Drop your weapons, and dance! Stop in an hour.”

Each target must succeed on a Wisdom saving throw or have the Charmed apply=false condition for the duration or until you or your allies deal damage to the target. Each Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for a target upon completing it.

Using a Higher-Level Spell Slot. The duration is longer with a spell slot of level 7 (10 days), 8 (30 days), or 9 (366 days).

Maze

8th-level Conjuration

Casting Time: Action Range: 60 ft Components: V, S Duration: Concentration, up to 10 minute

You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze.

The target can take a Study action to try to escape. When it does so, it makes a DC 20 Intelligence (Investigation) check. If it succeeds, it escapes, and the spell ends.

When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.

Meld into Stone

3rd-level Transmutation (Ritual)

Casting Time: Action Range: Touch Components: V, S Duration: 8 hour

You step into a stone object or surface large enough to fully contain your body, merging yourself and your equipment with the stone for the duration. You must touch the stone to do so. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.

While merged with the stone, you can’t see what occurs outside it, and any Ability=wis check checks you make to hear sounds outside it are made with Disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use 5 feet of movement to leave the stone where you entered it, which ends the spell. You otherwise can’t move.

Minor physical damage to the stone doesn’t harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 force damage damage to you. The stone’s complete destruction (or transmutation into a different substance) expels you and deals 50 type=force force damage damage to you. If expelled, you move into an unoccupied space closest to where you first entered and have the prone condition.

Melf's Acid Arrow

2nd-level Evocation

Casting Time: Action Range: 90 ft Components: V, S, M (powdered rhubarb leaf) Duration: Instantaneous

A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 Acid damage and 2d4 Acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage only.

Using a Higher-Level Spell Slot. The damage (both initial and later) increases by 1d4 for each spell slot level above 2.

Mending

Transmutation Cantrip

Casting Time: Minute Range: Touch Components: V, S, M (two lodestones) Duration: Instantaneous

This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

This spell can physically repair a magic item, but it can’t restore magic to such an object.

Message

Transmutation Cantrip

Casting Time: Action Range: 120 ft Components: S, M (a copper wire) Duration: 1 round

You point toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.

You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence; 1 foot of stone, metal, or wood; or a thin sheet of lead blocks the spell.

Meteor Swarm

9th-level Evocation

Casting Time: Action Range: 1 mi Components: V, S Duration: Instantaneous

Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius Sphere centered on each of those points makes a Dexterity saving throw. A creature takes 20d6 Fire damage and 20d6 Bludgeoning damage on a failed save or half as much damage on a successful one. A creature in the area of more than one fiery Sphere is affected only once.

A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area, and the object starts burning if it’s flammable.

Mind Blank

8th-level Abjuration

Casting Time: Action Range: Touch Components: V, S Duration: 24 hour

Until the spell ends, one willing creature you touch has Immunity to Psychic damage and the Charmed condition. The target is also unaffected by anything that would sense its emotions or alignment, read its thoughts, or magically detect its location, and no spell—not even Wish—can gather information about the target, observe it remotely, or control its mind.

Mind Sliver

Enchantment Cantrip

Casting Time: Action Range: 60 ft Components: V Duration: 1 round

You try to temporarily sliver the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 Psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.

Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).

Mind Spike

2nd-level Divination

Casting Time: Action Range: 120 ft Components: S Duration: Concentration, up to 1 hour

You drive a spike of psionic energy into the mind of one creature you can see within range. The target makes a Wisdom saving throw, taking 3d8 Psychic damage on a failed save or half as much damage on a successful one. On a failed save, you also always know the target’s location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can’t become hidden from you, and if it has the invisible apply=false condition, it gains no benefit from that condition against you.

Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.

Minor Illusion

Illusion Cantrip

Casting Time: Action Range: 30 ft Components: S, M (a bit of fleece) Duration: 1 minute

You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again.

If a creature takes a Study action to examine the sound or image, the creature can determine that it is an illusion with a successful Ability=int check check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

Sound. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

Image. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot Cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.

Mirage Arcane

7th-level Illusion

Casting Time: 10 minute Range: Any Components: V, S Duration: 10 day

You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other rough or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road.

Similarly, you can alter the appearance of structures or add them where none are present. The spell doesn’t disguise, conceal, or add creatures.

The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into Difficult Terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell’s area disappears immediately.

Creatures with Truesight can see through the illusion to the terrain’s true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion’s presence, the creature can still physically interact with the illusion.

Mirror Image

2nd-level Illusion

Casting Time: Action Range: Self Components: V, S Duration: 1 minute

Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real.

Each time a creature hits you with an attack roll during the spell’s duration, roll a (@flags.dnd-players-handbook.mirrorImages)d6kh1cs>2#Duplicate destroyed{d6 for each} of your remaining duplicates. If any of the d6s rolls a 3 or higher, one of the duplicates is hit instead of you, and the duplicate is destroyed. The duplicates otherwise ignore all other damage and effects. The spell ends when all three duplicates are destroyed.

A creature is unaffected by this spell if it has the blinded apply=false condition, blindsight, or truesight.

Mislead

5th-level Illusion

Casting Time: Action Range: Self Components: S Duration: Concentration, up to 1 hour

You gain the Invisible apply=false condition at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends immediately after you make an attack roll, deal damage, or cast a spell.

As a Magic action, you can move the illusory double up to twice your Speed and make it gesture, speak, and behave in whatever way you choose. It is intangible and invulnerable.

You can see through its eyes and hear through its ears as if you were located where it is.

Misty Step

2nd-level Conjuration

Casting Time: Bonus Range: Self Components: V Duration: Instantaneous

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space you can see.

Modify Memory

5th-level Enchantment

Casting Time: Action Range: 30 ft Components: V, S Duration: Concentration, up to 1 minute

You attempt to reshape another creature’s memories. One creature that you can see within range makes a Wisdom saving throw. If you are fighting the creature, it has Advantage on the save. On a failed save, the target has the Charmed apply=false condition for the duration. While Charmed in this way, the target also has the Incapacitated apply=false condition and is unaware of its surroundings, though it can hear you. If it takes any damage or is targeted by another spell, this spell ends, and no memories are modified.

While this charm lasts, you can affect the target’s memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity, change its memory of the event’s details, or create a memory of some other event.

You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you finish describing the modified memories, the creature’s memory isn’t altered. Otherwise, the modified memories take hold when the spell ends.

A modified memory doesn’t necessarily affect how a creature behaves, particularly if the memory contradicts the creature’s natural inclinations, alignment, or beliefs. An illogical modified memory, such as a false memory of how much the creature enjoyed swimming in acid, is dismissed as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature.

A Remove Curse or Greater Restoration spell cast on the target restores the creature’s true memory.

Using a Higher-Level Spell Slot. You can alter the target’s memories of an event that took place up to 7 days ago (level 6 spell slot), 30 days ago (level 7 spell slot), 365 days ago (level 8 spell slot), or any time in the creature’s past (level 9 spell slot).

Moonbeam

2nd-level Evocation

Casting Time: Action Range: 120 ft Components: V, S, M (a moonseed leaf) Duration: Concentration, up to 1 minute

A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high Cylinder centered on a point within range. Until the spell ends, Dim Light fills the Cylinder, and you can take a Magic action on later turns to move the Cylinder up to 60 feet.

When the Cylinder appears, each creature in it makes a Constitution saving throw. On a failed save, a creature takes 2d10 Radiant damage, and if the creature is shape-shifted (as a result of the Polymorph spell, for example), it reverts to its true form and can’t shape-shift until it leaves the Cylinder. On a successful save, a creature takes half as much damage only. A creature also makes this save when the spell’s area moves into its space and when it enters the spell’s area or ends its turn there. A creature makes this save only once per turn.

Using a Higher-Level Spell Slot.The damage increases by 1d10 for each spell slot level above 2.

Mordenkainen's Faithful Hound

4th-level Conjuration

Casting Time: Action Range: 30 ft Components: V, S, M (a silver whistle) Duration: 8 hour

You conjure a phantom watchdog in an unoccupied space that you can see within range. The hound remains for the duration or until the two of you are more than 300 feet apart from each other.

No one but you can see the hound, and it is intangible and invulnerable. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound has Truesight with a range of 30 feet.

At the start of each of your turns, the hound attempts to bite one enemy within 5 feet of it. That enemy must succeed on a Dexterity saving throw or take 4d8 Force damage.

On your later turns, you can take a Magic action to move the hound up to 30 feet.

Mordenkainen's Magnificent Mansion

7th-level Conjuration

Casting Time: Minute Range: 300 ft Components: V, S, M (a miniature door worth 15+ GP) Duration: 24 hour

You conjure a shimmering door in range that lasts for the duration. The door leads to an extradimensional dwelling and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the door remains open. You can open or close it (no action required) if you are within 30 feet of it. While closed, the door is imperceptible.

Beyond the door is a magnificent foyer with numerous chambers beyond. The dwelling’s atmosphere is clean, fresh, and warm.

You can create any floor plan you like for the dwelling, but it can’t exceed 50 contiguous 10-foot Cubes. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. Furnishings and other objects created by this spell dissipate into smoke if removed from it.

A staff of 100 near-transparent servants attends all who enter. You determine the appearance of these servants and their attire. They are invulnerable and obey your commands. Each servant can perform tasks that a human could perform, but they can’t attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can’t leave the dwelling.

When the spell ends, any creatures or objects left inside the extradimensional space are expelled into the unoccupied spaces nearest to the entrance.

Mordenkainen's Private Sanctum

4th-level Abjuration

Casting Time: 10 minute Range: 120 ft Components: V, S, M (a thin sheet of lead) Duration: 24 hour

You make an area within range magically secure. The area is a Cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration.

When you cast the spell, you decide what sort of security the spell provides, choosing any of the following properties:

  • Sound can’t pass through the barrier at the edge of the warded area.
  • The barrier of the warded area appears dark and foggy, preventing vision (including Darkvision) through it.
  • Sensors created by Divination spells can’t appear inside the protected area or pass through the barrier at its perimeter.
  • Creatures in the area can’t be targeted by Divination spells.
  • Nothing can teleport into or out of the warded area.
  • Planar travel is blocked within the warded area.

Casting this spell on the same spot every day for 365 days makes the spell last until dispelled.

Using a Higher-Level Spell Slot. You can increase the size of the Cube by 100 feet for each spell slot level above 4.

Mordenkainen's Sword

7th-level Evocation

Casting Time: Action Range: 90 ft Components: V, S, M (a miniature sword worth 250+ GP) Duration: Concentration, up to 1 minute

You create a spectral sword that hovers within range. It lasts for the duration.

When the sword appears, you make a melee spell attack against a target within 5 feet of the sword. On a hit, the target takes Force damage equal to 4d12 plus your spellcasting ability modifier.

On your later turns, you can take a Bonus Action to move the sword up to 30 feet to a spot you can see and repeat the attack against the same target or a different one.

Move Earth

6th-level Transmutation

Casting Time: Action Range: 120 ft Components: V, S, M (a miniature shovel) Duration: Concentration, up to 2 hour

Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension. For example, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square’s elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete. Because the terrain’s transformation occurs slowly, creatures in the area can’t usually be trapped or injured by the ground’s movement.

At the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect within range.

This spell can’t manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse.

Similarly, this spell doesn’t directly affect plant growth. The moved earth carries any plants along with it.

Nondetection

3rd-level Abjuration

Casting Time: Action Range: Touch Components: V, S, M (a pinch of diamond dust worth 25+ GP, which the spell consumes) Duration: 8 hour

For the duration, you hide a target that you touch from Divination spells. The target can be a willing creature, or it can be a place or an object no larger than 10 feet in any dimension. The target can’t be targeted by any Divination spell or perceived through magical scrying sensors.

Nystul's Magic Aura

2nd-level Illusion

Casting Time: Action Range: Touch Components: V, S, M (a small square of silk) Duration: 24 hour

With a touch, you place an illusion on a willing creature or an object that isn’t being worn or carried. A creature gains the Mask effect below, and an object gains the False Aura effect below. The effect lasts for the duration. If you cast the spell on the same target every day for 30 days, the illusion lasts until dispelled.

Mask (Creature). Choose a creature type other than the target’s actual type. Spells and other magical effects treat the target as if it were a creature of the chosen type.

False Aura (Object). You change the way the target appears to spells and magical effects that detect magical auras, such as Detect Magic. You can make a nonmagical object appear magical, make a magic item appear nonmagical, or change the object’s aura so that it appears to belong to a school of magic you choose.

Otiluke's Freezing Sphere

6th-level Evocation

Casting Time: Action Range: 300 ft Components: V, S, M (a miniature crystal sphere) Duration: Instantaneous

A frigid globe streaks from you to a point of your choice within range, where it explodes in a 60-foot-radius Sphere. Each creature in that area makes a Constitution saving throw, taking 10d6 Cold damage on failed save or half as much damage on a successful one.

If the globe strikes a body of water, it freezes the water to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice and have the Restrained apply=false condition. A trapped creature can take an action to make a Ability=str check check against your spell save DC to break free.

You can refrain from firing the globe after completing the spell’s casting. If you do so, a globe about the size of a sling bullet, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling’s normal range). It shatters on impact, with the same effect as a normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn’t already shattered, it explodes.

Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 6.

Otiluke's Resilient Sphere

4th-level Abjuration

Casting Time: Action Range: 30 ft Components: V, S, M (a glass sphere) Duration: Concentration, up to 1 minute

A shimmering sphere encloses a Large or smaller creature or object within range. An unwilling creature must succeed on a Dexterity saving throw or be enclosed for the duration.

Nothing—not physical objects, energy, or other spell effects—can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can’t be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.

The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can take an action to push against the sphere’s walls and thus roll the sphere at up to half the creature’s Speed. Similarly, the globe can be picked up and moved by other creatures.

A Disintegrate spell targeting the globe destroys it without harming anything inside.

Otto's Irresistible Dance

6th-level Enchantment

Casting Time: Action Range: 30 ft Components: V Duration: Concentration, up to 1 minute

One creature that you can see within range must make a Wisdom saving throw. On a successful save, the target dances comically until the end of its next turn, during which it must spend all its movement to dance in place.

On a failed save, the target has the Charmed condition for the duration. While Charmed, the target dances comically, must use all its movement to dance in place, and has Disadvantage on Dexterity saving throws and attack rolls, and other creatures have Advantage on attack rolls against it. On each of its turns, the target can take an action to collect itself and repeat the save, ending the spell on itself on a success.

Pass without Trace

2nd-level Abjuration

Casting Time: Action Range: Self Components: V, S, M (ashes from burned mistletoe) Duration: Concentration, up to 1 hour

You radiate a concealing aura in a 30-foot Emanation for the duration. While in the aura, you and each creature you choose have a +10 bonus to Ability=dex check checks and leave no tracks.

Passwall

5th-level Transmutation

Casting Time: Action Range: 30 ft Components: V, S, M (a pinch of sesame seeds) Duration: 1 hour

A passage appears at a point that you can see on a wooden, plaster, or stone surface (such as a wall, ceiling, or floor) within range and lasts for the duration. You choose the opening’s dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it.

When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell.

Phantasmal Force

2nd-level Illusion

Casting Time: Action Range: 60 ft Components: V, S, M (a bit of fleece) Duration: Concentration, up to 1 minute

You attempt to craft an illusion in the mind of a creature you can see within range. The target makes an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other phenomenon that is no larger than a 10-foot Cube and that is perceivable only to the target for the duration. The phantasm includes sound, temperature, and other stimuli.

The target can take a Study{Study} action to examine the phantasm with an Ability=int check check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.

While affected by the spell, the target treats the phantasm as if it were real and rationalizes any illogical outcomes from interacting with it. For example, if the target steps through a phantasmal bridge and survives the fall, it believes the bridge exists and something else caused it to fall.

An affected target can even take damage from the illusion if the phantasm represents a dangerous creature or hazard. On each of your turns, such a phantasm can deal 2d8 Psychic damage to the target if it is in the phantasm’s area or within 5 feet of the phantasm. The target perceives the damage as a type appropriate to the illusion.

Phantasmal Killer

4th-level Illusion

Casting Time: Action Range: 120 ft Components: V, S Duration: Concentration, up to 1 minute

You tap into the nightmares of a creature you can see within range and create an illusion of its deepest fears, visible only to that creature. The target makes a Wisdom saving throw. On a failed save, the target takes 4d10 Psychic damage and has Disadvantage on ability checks and attack rolls for the duration. On a successful save, the target takes half as much damage, and the spell ends.

For the duration, the target makes a DC ? Wisdom saving throw saving throw at the end of each of its turns. On a failed save, it takes the Psychic damage again. On a successful save, the spell ends.

Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 4.

Foundry Note

The associated Active Effect does not include changes to provide Disadvantage on attack rolls and should be handled manually.

Phantom Steed

3rd-level Illusion (Ritual)

Casting Time: Minute Range: 30 ft Components: V, S Duration: 1 hour

A Large, quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature’s appearance, and it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed.

For the duration, you or a creature you choose can ride the steed. The steed uses the Riding Horse stat block (see appendix B), except it has a Speed of 100 feet and can travel 13 miles in an hour. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends early if the steed takes any damage.

Planar Ally

6th-level Conjuration

Casting Time: 10 minute Range: 60 ft Components: V, S Duration: Instantaneous

You beseech an otherworldly entity for aid. The being must be known to you: a god, a demon prince, or some other being of cosmic power. That entity sends a Celestial, an Elemental, or a Fiend loyal to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature’s name, you can speak that name when you cast this spell to request that creature, though you might get a different creature anyway (DM’s choice).

When the creature appears, it is under no compulsion to behave a particular way. You can ask it to perform a service in exchange for payment, but it isn’t obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for its services.

Payment can take a variety of forms. A Celestial might require a sizable donation of gold or magic items to an allied temple, while a Fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you.

A task that can be measured in minutes requires a payment worth 100 GP per minute. A task measured in hours requires 1,000 GP per hour. And a task measured in days (up to 10 days) requires 10,000 GP per day. The DM can adjust these payments based on the circumstances under which you cast the spell. If the task is aligned with the creature’s ethos, the payment might be halved or even waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal.

After the creature completes the task, or when the agreed-upon duration of service expires, the creature returns to its home plane after reporting back to you if possible. If you are unable to agree on a price for the creature’s service, the creature immediately returns to its home plane.

Planar Binding

5th-level Abjuration

Casting Time: Hour Range: 60 ft Components: V, S, M (a jewel worth 1,000+ GP, which the spell consumes) Duration: 24 hour

You attempt to bind a Celestial, an Elemental, a Fey, or a Fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of the inverted version of the Magic Circle spell to trap it while this spell is cast.) At the completion of the casting, the target must succeed on a Charisma saving throw or be bound to serve you for the duration. If the creature was summoned or created by another spell, that spell’s duration is extended to match the duration of this spell.

A bound creature must follow your commands to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. If the creature is Hostile, it strives to twist your commands to achieve its own objectives. If the creature carries out your commands completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane, it returns to the place where you bound it and remains there until the spell ends.

Using a Higher-Level Spell Slot. The duration increases with a spell slot of level 6 (10 days), 7 (30 days), 8 (180 days), and 9 (366 days).

Plane Shift

7th-level Conjuration

Casting Time: Action Range: Touch Components: V, S, M (a forked, metal rod worth 250+ GP and attuned to a plane of existence) Duration: Instantaneous

You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination, as determined by the DM.

Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.

Plant Growth

3rd-level Transmutation

Casting Time: Special Range: 150 ft Components: V, S Duration: Instantaneous

Casting Time: Action (Overgrowth) or 8 hours (Enrichment)

This spell channels vitality into plants. The casting time you use determines whether the spell has the Overgrowth or the Enrichment effect below.

Overgrowth. Choose a point within range. All normal plants in a 100-foot-radius Sphere centered on that point become thick and overgrown. A creature moving through that area must spend 4 feet of movement for every 1 foot it moves. You can exclude one or more areas of any size within the spell’s area from being affected.

Enrichment. All plants in a half-mile radius centered on a point within range become enriched for 365 days. The plants yield twice the normal amount of food when harvested. They can benefit from only one Plant Growth per year.

Poison Spray

Necromancy Cantrip

Casting Time: Action Range: 30 ft Components: V, S Duration: Instantaneous

You spray toxic mist at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d12 Poison damage.

Cantrip Upgrade. The damage increases by 1d12 when you reach levels 5 (2d12), 11 (3d12), and 17 (4d12).

Polymorph

4th-level Transmutation

Casting Time: Action Range: 60 ft Components: V, S, M (a caterpillar cocoon) Duration: Concentration, up to 1 hour

You attempt to transform a creature that you can see within range into a Beast. The target must succeed on a Wisdom saving throw or shape-shift into a Beast form for the duration. That form can be any Beast you choose that has a Challenge Rating equal to or less than the target’s (or the target’s level if it doesn’t have a Challenge Rating). The target’s game statistics are replaced by the stat block of the chosen Beast, but the target retains its alignment, personality, creature type, Hit Points, and Hit Point Dice. See appendix B for a sample of Beast stat blocks.

The target gains a number of Temporary Hit Points equal to the Hit Points of the Beast form. These Temporary Hit Points vanish if any remain when the spell ends. The spell ends early on the target if it has no Temporary Hit Points left.

The target is limited in the actions it can perform by the anatomy of its new form, and it can’t speak or cast spells.

The target’s gear melds into the new form. The creature can’t use or otherwise benefit from any of that equipment.

Power Word Fortify

7th-level Enchantment

Casting Time: Action Range: 60 ft Components: V Duration: Instantaneous

You fortify up to six creatures you can see within range. The spell bestows 120 Temporary Hit Points, which you divide among the spell’s recipients. Temporary HP Shortcuts 20 healing

30 healing

40 healing

60 healing

120 healing

Power Word Heal

9th-level Enchantment

Casting Time: Action Range: 60 ft Components: V Duration: Instantaneous

A wave of healing energy washes over one creature you can see within range. The target regains all its Hit Points. If the creature has the Charmed, Frightened, Paralyzed, Poisoned, or Stunned condition, the condition ends. If the creature has the Prone condition, it can use its Reaction to stand up.

Foundry Note

The Heal Fully activity is configured to heal 1,000 Hit Points such that any single creature can be healed fully.

Power Word Kill

9th-level Enchantment

Casting Time: Action Range: 60 ft Components: V Duration: Instantaneous

You compel one creature you can see within range to die. If the target has 100 Hit Points or fewer, it dies. Otherwise, it takes 12d12 Psychic damage.

Power Word Stun

8th-level Enchantment

Casting Time: Action Range: 60 ft Components: V Duration: Instantaneous

You overwhelm the mind of one creature you can see within range. If the target has 150 Hit Points or fewer, it has the Stunned condition. Otherwise, its Speed is 0 until the start of your next turn.

The Stunned apply=false target makes a DC ? Constitution saving throw saving throw at the end of each of its turns, ending the condition on itself on a success.

Prayer of Healing

2nd-level Abjuration

Casting Time: 10 minute Range: 30 ft Components: V Duration: Instantaneous

Up to five creatures of your choice who remain within range for the spell’s entire casting gain the benefits of a shortrest and also regain 2d8 Hit Points. A creature can’t be affected by this spell again until that creature finishes a Long Rest.

Using a Higher-Level Spell Slot. The healing increases by 1d8 for each spell slot level above 2.

Prestidigitation

Transmutation Cantrip

Casting Time: Action Range: 10 ft Components: V, S Duration: 1 hour

You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time.

Sensory Effect. You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.

Fire Play. You instantaneously light or snuff out a candle, a torch, or a small campfire.

Clean or Soil. You instantaneously clean or soil an object no larger than 1 cubic foot.

Minor Sensation. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.

Magic Mark. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.

Minor Creation. You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth.

Prismatic Spray

7th-level Evocation

Casting Time: Action Range: Self Components: V, S Duration: Instantaneous

Eight rays of light flash from you in a 60-foot Cone. Each creature in the Cone makes a Dexterity saving throw. For each target, roll 1d8 to determine which color ray affects it, consulting the Prismatic Rays table.

Prismatic Wall

9th-level Abjuration

Casting Time: Action Range: 60 ft Components: V, S Duration: 10 minute

A shimmering, multicolored plane of light forms a vertical opaque wall—up to 90 feet long, 30 feet high, and 1 inch thick—centered on a point within range. Alternatively, you shape the wall into a globe up to 30 feet in diameter centered on a point within range. The wall lasts for the duration. If you position the wall in a space occupied by a creature, the spell ends instantly without effect.

The wall sheds BrightLight within 100 feet and DimLight for an additional 100 feet. You and creatures you designate when you cast the spell can pass through and be near the wall without harm. If another creature that can see the wall moves within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or have the Blinded apply=false condition for 1 minute.

The wall consists of seven layers, each with a different color. When a creature reaches into or passes through the wall, it does so one layer at a time through all the layers. Each layer forces the creature to make a Dexterity saving throw or be affected by that layer’s properties as described in the Prismatic Layers table.

The wall, which has AC 10, can be destroyed one layer at a time, in order from red to violet, by means specific to each layer. If a layer is destroyed, it is gone for the duration. Antimagic Field has no effect on the wall, and Dispel Magic can affect only the violet layer.

Order Effects
1 Red. Failed Save: 12d6 Fire damage. Successful Save: Half as much damage. Additional Effects: Nonmagical ranged attacks can’t pass through this layer, which is destroyed if it takes at least 25 Cold damage.
2 Orange. Failed Save: 12d6 Acid damage. Successful Save: Half as much damage. Additional Effects: Magical ranged attacks can’t pass through this layer, which is destroyed by a strong wind (such as the one created by Gust of Wind).
3 Yellow. Failed Save: 12d6 Lightning damage. Successful Save: Half as much damage. Additional Effects: The layer is destroyed if it takes at least 60 Force damage.
4 Green. Failed Save: 12d6 Poison damage. Successful Save: Half as much damage. Additional Effects: A Passwall spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer.
5 Blue. Failed Save: 12d6 Cold damage. Successful Save: Half as much damage. Additional Effects: The layer is destroyed if it takes at least 25 Fire damage.
6 Indigo. Failed Save: The target has the Restrained apply=false condition and makes a DC ? Constitution saving throw at the end of each of its turns. If it successfully saves three times, the condition ends. If it fails three times, it has the Petrified condition until it is freed by an effect like the Greater Restoration spell. The successes and failures needn’t be consecutive; keep track of both until the target collects three of a kind. Additional Effects: Spells can’t be cast through this layer, which is destroyed by Bright Light shed by the Daylight spell.
7 Violet. Failed Save: The target has the Blinded apply=false condition and makes a DC ? Wisdom saving throw at the start of your next turn. On a successful save, the condition ends. On a failed save, the condition ends, and the creature teleports to another plane of existence (DM’s choice). Additional Effects: This layer is destroyed by Dispel Magic.

Produce Flame

Conjuration Cantrip

Casting Time: Bonus Range: Self Components: V, S Duration: 10 minute

A flickering flame appears in your hand and remains there for the duration. While there, the flame emits no heat and ignites nothing, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The spell ends if you cast it again.

Until the spell ends, you can take a Magic action to hurl fire at a creature or an object within 60 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 Fire damage.

Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).

Programmed Illusion

6th-level Illusion

Casting Time: Action Range: 120 ft Components: V, S, M (jade dust worth 25+ GP) Duration: Disp

You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific trigger occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot Cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.

When the trigger you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes, after which the illusion can be activated again.

The trigger can be as general or as detailed as you like, though it must be based on visual or audible phenomena that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door.

Physical interaction with the image reveals it to be illusory, since things can pass through it. A creature that takes the Study action to examine the image can determine that it is an illusion with a successful Ability=int check check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.

Project Image

7th-level Illusion

Casting Time: Action Range: 500 mi Components: V, S, M (a statuette of yourself worth 5+ GP) Duration: Concentration, up to 1 day

You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you, but it is intangible. If the illusion takes any damage, it disappears, and the spell ends.

You can see through the illusion’s eyes and hear through its ears as if you were in its space. As a Magic action, you can move it up to 60 feet and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.

Physical interaction with the image reveals it to be illusory, since things can pass through it. A creature that takes the Study action to examine the image can determine that it is an illusion with a successful Ability=int check check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.

Protection from Energy

3rd-level Abjuration

Casting Time: Action Range: Touch Components: V, S Duration: Concentration, up to 1 hour

For the duration, the willing creature you touch has Resistance to one damage type of your choice: Acid, Cold, Fire, Lightning, or Thunder.

Protection from Evil and Good

1st-level Abjuration

Casting Time: Action Range: Touch Components: V, S, M (a flask of Holy Water worth 25+ GP, which the spell consumes) Duration: Concentration, up to 10 minute

Until the spell ends, one willing creature you touch is protected against creatures that are Aberrations, Celestials, Elementals, Fey, Fiends, or Undead. The protection grants several benefits. Creatures of those types have Disadvantage on attack rolls against the target. The target also can’t be possessed by or gain the Charmed apply=false or Frightened apply=false conditions from them. If the target is already possessed, Charmed, or Frightened by such a creature, the target has Advantage on any new saving throw against the relevant effect.

Protection from Poison

2nd-level Abjuration

Casting Time: Action Range: Touch Components: V, S Duration: 1 hour

You touch a creature and end the poisoned condition on it. For the duration, the target has Advantage on saving throws to avoid or end the Poisoned condition, and it has Resistance to Poison damage.

Purify Food and Drink

1st-level Transmutation (Ritual)

Casting Time: Action Range: 10 ft Components: V, S Duration: Instantaneous

You remove poison and rot from nonmagical food and drink in a 5-foot-radius Sphere centered on a point within range.

Raise Dead

5th-level Necromancy

Casting Time: Hour Range: Self Components: V, S, M (a diamond worth 500+ GP, which the spell consumes) Duration: Instantaneous

With a touch, you revive a dead creature if it has been dead no longer than 10 days and it wasn’t Undead when it died.

The creature returns to life with 1 Hit Point. This spell also neutralizes any poisons that affected the creature at the time of death.

This spell closes all mortal wounds, but it doesn’t restore missing body parts. If the creature is lacking body parts or organs integral for its survival—its head, for instance—the spell automatically fails.

Coming back from the dead is an ordeal. The target takes a −4 penalty to D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0.

Rary's Telepathic Bond

5th-level Divination (Ritual)

Casting Time: Action Range: 30 ft Components: V, S, M (two eggs) Duration: 1 hour

You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures that can’t communicate in any languages aren’t affected by this spell.

Until the spell ends, the targets can communicate telepathically through the bond whether or not they share a language. The communication is possible over any distance, though it can’t extend to other planes of existence.

Ray of Enfeeblement

2nd-level Necromancy

Casting Time: Action Range: 60 ft Components: V, S Duration: Concentration, up to 1 minute

A beam of enervating energy shoots from you toward a creature within range. The target must make a Constitution saving throw. On a successful save, the target has Disadvantage on the next attack roll it makes until the start of your next turn.

On a failed save, the target has Disadvantage on Strength-based D20 Tests for the duration. During that time, it also subtracts 1d8 from all its damage rolls. The target repeats the save at the end of each of its turns, ending the spell on a success.

Ray of Frost

Evocation Cantrip

Casting Time: Action Range: 60 ft Components: V, S Duration: Instantaneous

A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 Cold damage, and its Speed is reduced by 10 feet until the start of your next turn.

Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).

Ray of Sickness

1st-level Necromancy

Casting Time: Action Range: 60 ft Components: V, S Duration: Instantaneous

You shoot a greenish ray at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 Poison damage and has the poisoned condition until the end of your next turn.

Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.

Regenerate

7th-level Transmutation

Casting Time: Minute Range: Touch Components: V, S, M (a prayer wheel) Duration: 1 hour

A creature you touch regains 4d8 + 15 Hit Points. For the duration, the target regains 1 healing{1 Hit Point} at the start of each of its turns, and any severed body parts regrow after 2 minutes.

Reincarnate

5th-level Necromancy

Casting Time: Hour Range: Touch Components: V, S, M (rare oils worth 1,000+ GP, which the spell consumes) Duration: Instantaneous

You touch a dead Humanoid or a piece of one. If the creature has been dead no longer than 10 days, the spell forms a new body for it and calls the soul to enter that body.

The reincarnated creature makes any choices that a species’ description offers, and the creature recalls its former life. It retains the capabilities it had in its original form, except it loses the traits of its previous species and gains the traits of its new one.

Remove Curse

3rd-level Abjuration

Casting Time: Action Range: Touch Components: V, S Duration: Instantaneous

At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner’s Attunement to the object so it can be removed or discarded.

Resistance

Abjuration Cantrip

Casting Time: Action Range: Touch Components: V, S Duration: Concentration, up to 1 minute

You touch a willing creature and choose a damage type: Acid, Bludgeoning, Cold, Fire, Lightning, Necrotic, Piercing, Poison, Radiant, Slashing, or Thunder. When the creature takes damage of the chosen type before the spell ends, the creature reduces the total damage taken by 1d4. A creature can benefit from this spell only once per turn.

Resurrection

7th-level Necromancy

Casting Time: Hour Range: Touch Components: V, S, M (a diamond worth 1,000+ GP, which the spell consumes) Duration: Instantaneous

With a touch, you revive a dead creature that has been dead for no more than a century, didn’t die of old age, and wasn’t Undead when it died.

The creature returns to life with all its Hit Points. This spell also neutralizes any poisons that affected the creature at the time of death. This spell closes all mortal wounds and restores any missing body parts.

Coming back from the dead is an ordeal. The target takes a −4 penalty to D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0.

Casting this spell to revive a creature that has been dead for 365 days or longer taxes you. Until you finish a Long Rest, you can’t cast spells again, and you have Disadvantage on D20 Tests.

Reverse Gravity

7th-level Transmutation

Casting Time: Action Range: 100 ft Components: V, S, M (a lodestone and iron filings) Duration: Concentration, up to 1 minute

This spell reverses gravity in a 50-foot-radius, 100-foot high Cylinder centered on a point within range. All creatures and objects in that area that aren’t anchored to the ground fall upward and reach the top of the Cylinder. A creature can make a Dexterity saving throw to grab a fixed object it can reach, thus avoiding the fall upward.

If a ceiling or an anchored object is encountered in this upward fall, creatures and objects strike it just as they would during a downward fall. If an affected creature or object reaches the Cylinder’s top without striking anything, it hovers there for the duration. When the spell ends, affected objects and creatures fall downward.

Revivify

3rd-level Necromancy

Casting Time: Action Range: Touch Components: V, S, M (a diamond worth 300+ GP, which the spell consumes) Duration: Instantaneous

You touch a creature that has died within the last minute. That creature revives with 1 Hit Point. This spell can’t revive a creature that has died of old age, nor does it restore any missing body parts.

Rope Trick

2nd-level Transmutation

Casting Time: Action Range: Touch Components: V, S, M (a segment of rope) Duration: 1 hour

You touch a rope. One end of it hovers upward until the rope hangs perpendicular to the ground or the rope reaches a ceiling. At the rope’s upper end, an Invisible 3-foot-by-5-foot portal opens to an extra­dimensional space that lasts until the spell ends. That space can be reached by climbing the rope, which can be pulled into or dropped out of it.

The space can hold up to eight Medium or smaller creatures. Attacks, spells, and other effects can’t pass into or out of the space, but creatures inside it can see through the portal. Anything inside the space drops out when the spell ends.

Sacred Flame

Evocation Cantrip

Casting Time: Action Range: 60 ft Components: V, S Duration: Instantaneous

Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 Radiant damage. The target gains no benefit from Half Cover or Three-Quarters Cover for this save.

Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).

Sanctuary

1st-level Abjuration

Casting Time: Bonus Range: 30 ft Components: V, S, M (a shard of glass from a mirror) Duration: 1 minute

You ward a creature within range. Until the spell ends, any creature who targets the warded creature with an attack roll or a damaging spell must succeed on a DC ? Wisdom saving throw or either choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from areas of effect. The spell ends if the warded creature makes an attack roll, casts a spell, or deals damage.

Scorching Ray

2nd-level Evocation

Casting Time: Action Range: 120 ft Components: V, S Duration: Instantaneous

You hurl three fiery rays. You can hurl them at one target within range or at several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 Fire damage.

Using a Higher-Level Spell Slot. You create one additional ray for each spell slot level above 2.

[[@item.level + 1]]{Total Rays}

Scrying

5th-level Divination

Casting Time: 10 minute Range: Self Components: V, S, M (a focus worth 1,000+ GP, such as a crystal ball, mirror, or water-filled font) Duration: Concentration, up to 10 minute

You can see and hear a creature you choose that is on the same plane of existence as you. The target makes a Wisdom saving throw, which is modified (see the tables below) by how well you know the target and the sort of physical connection you have to it. The target doesn’t know what it is making the save against, only that it feels uneasy.

Your Knowledge of the Target Is … Save Modifier
Secondhand (heard of the target) +5
Firsthand (met the target) +0
Extensive (know the target well) −5
You Have the Target’s … Save Modifier
Picture or other likeness −2
Garment or other possession −4
Body part, lock of hair, or bit of nail −10

On a successful save, the target isn’t affected, and you can’t use this spell on it again for 24 hours.

On a failed save, the spell creates an Invisible, intangible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. If something can see the sensor, it appears as a luminous orb about the size of your fist.

Instead of targeting a creature, you can target a location you have seen. When you do so, the sensor appears at that location and doesn’t move.

Searing Smite

1st-level Evocation

Casting Time: Bonus (immediately after hitting a target with a melee weapon or an unarmed strike) Range: Self Components: V Duration: 1 minute

As you hit the target, it takes an extra 1d6 Fire damage from the attack. At the start of each of its turns until the spell ends, the target takes 1d6 Fire damage and then makes a Constitution saving throw. On a failed save, the spell continues. On a successful save, the spell ends.

Using a Higher-Level Spell Slot. All the damage increases by 1d6 for each spell slot level above 1.

See Invisibility

2nd-level Divination

Casting Time: Action Range: Self Components: V, S, M (a pinch of talc) Duration: 1 hour

For the duration, you see creatures and objects that have the invisible apply=false condition as if they were visible, and you can see into the Ethereal Plane. Creatures and objects there appear ghostly.

Seeming

5th-level Illusion

Casting Time: Action Range: 30 ft Components: V, S Duration: 8 hour

You give an illusory appearance to each creature of your choice that you can see within range. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell.

You can give the same appearance or different ones to the targets. The spell can change the appearance of the targets’ bodies and equipment. You can make each creature seem 1 foot shorter or taller and appear heavier or lighter. A target’s new appearance must have the same basic arrangement of limbs as the target, but the extent of the illusion is otherwise up to you. The spell lasts for the duration.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to a creature’s outfit, objects pass through the hat.

A creature that takes the Study action to examine a target can make an Ability=int check check against your spell save DC. If it succeeds, it becomes aware that the target is disguised.

Sending

3rd-level Divination

Casting Time: Action Range: Any Components: V, S, M (a copper wire) Duration: Instantaneous

You send a short message of 25 words or fewer to a creature you have met or a creature described to you by someone who has met it. The target hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables targets to understand the meaning of your message.

You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn’t arrive. You know if the delivery fails.

Upon receiving your message, a creature can block your ability to reach it again with this spell for 8 hours. If you try to send another message during that time, you learn that you are blocked, and the spell fails.

Sequester

7th-level Transmutation

Casting Time: Action Range: Touch Components: V, S, M (gem dust worth 5,000+ GP, which the spell consumes) Duration: Disp

With a touch, you magically sequester an object or a willing creature. For the duration, the target has the Invisible condition and can’t be targeted by Divination spells, detected by magic, or viewed remotely with magic.

If the target is a creature, it enters a state of suspended animation; it has the Unconscious condition, doesn’t age, and doesn’t need food, water, or air.

You can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include “after 1,000 years” or “when the tarrasque awakens.” This spell also ends if the target takes any damage.

Shapechange

9th-level Transmutation

Casting Time: Action Range: Self Components: V, S, M (a jade circlet worth 1,500+ GP) Duration: Concentration, up to 1 hour

You shape-shift into another creature for the duration or until you take a Magic action to shape-shift into a different eligible form. The new form must be of a creature that has a Challenge Rating no higher than your level or Challenge Rating. You must have seen the sort of creature before, and it can’t be a Construct or an Undead.

When you cast the spell, you gain a number of Temporary Hit Points equal to the Hit Points of the first form into which you shape-shift. These Temporary Hit Points vanish if any remain when the spell ends.

Your game statistics are replaced by the stat block of the chosen form, but you retain your creature type; alignment; personality; Intelligence, Wisdom, and Charisma scores; Hit Points; Hit Point Dice; proficiencies; and ability to communicate. If you have the Spellcasting feature, you retain it too.

Upon shape-shifting, you determine whether your equipment drops to the ground or changes in size and shape to fit the new form while you’re in it.

Shatter

2nd-level Evocation

Casting Time: Action Range: 60 ft Components: V, S, M (a chip of mica) Duration: Instantaneous

A loud noise erupts from a point of your choice within range. Each creature in a 10-foot-radius Sphere centered there makes a Constitution saving throw, taking 3d8 Thunder damage on a failed save or half as much damage on a successful one. A Construct has Disadvantage on the save.

A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area.

Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.

Shield

1st-level Abjuration

Casting Time: Reaction (when you are hit by an attack roll or targeted by the magic missile spell) Range: Self Components: V, S Duration: 1 round

An imperceptible barrier of magical force protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile.

Shield of Faith

1st-level Abjuration

Casting Time: Bonus Range: 60 ft Components: V, S, M (a prayer scroll) Duration: Concentration, up to 10 minute

A shimmering field surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

Shillelagh

Transmutation Cantrip

Casting Time: Bonus Range: Self Components: V, S, M (mistletoe) Duration: 1 minute

A Club or Quarterstaff you are holding is imbued with nature’s power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon’s damage die becomes a d8. If the attack deals damage, it can be Force damage or the weapon’s normal damage type (your choice).

The spell ends early if you cast it again or if you let go of the weapon.

Cantrip Upgrade. The damage die changes when you reach levels 5 (d10), 11 (d12), and 17 (2d6).

Shining Smite

2nd-level Transmutation

Casting Time: Bonus (immediately after hitting a creature with a melee weapon or an unarmed strike) Range: Self Components: V Duration: Concentration, up to 1 minute

The target hit by the strike takes an extra 2d6 Radiant damage from the attack. Until the spell ends, the target sheds BrightLight in a 5-foot radius, attack rolls against it have Advantage, and it can’t benefit from the Invisible condition.

Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.

Shocking Grasp

Evocation Cantrip

Casting Time: Action Range: Touch Components: V, S Duration: Instantaneous

Lightning springs from you to a creature that you try to touch. Make a melee spell attack against the target. On a hit, the target takes 1d8 Lightning damage, and it can’t make Opportunity Attacks until the start of its next turn.

Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).

Silence

2nd-level Illusion (Ritual)

Casting Time: Action Range: 120 ft Components: V, S Duration: Concentration, up to 10 minute

For the duration, no sound can be created within or pass through a 20-foot-radius Sphere centered on a point you choose within range. Any creature or object entirely inside the Sphere has Immunity to Thunder damage, and creatures have the deafened apply=false condition while entirely inside it. Casting a spell that includes a Verbal component is impossible there.

Silent Image

1st-level Illusion

Casting Time: Action (a bit of fleece) Range: 60 ft Components: V, S, M (a bit of fleece) Duration: Concentration, up to 10 minute

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot Cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn’t accompanied by sound, smell, or other sensory effects.

As a Magic action, you can cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.

Physical interaction with the image reveals it to be an illusion, since things can pass through it. A creature that takes a Study action to examine the image can determine that it is an illusion with a successful Ability=int check check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.

Simulacrum

7th-level Illusion

Casting Time: 12 hour Range: Touch Components: V, S, M (powdered ruby worth 1,500+ GP, which the spell consumes) Duration: Disp

You create a simulacrum of one Beast or Humanoid that is within 10 feet of you for the entire casting of the spell. You finish the casting by touching both the creature and a pile of ice or snow that is the same size as that creature, and the pile turns into the simulacrum, which is a creature. It uses the game statistics of the original creature at the time of casting, except it is a Construct, its Hit Point maximum is half as much, and it can’t cast this spell.

The simulacrum is Friendly to you and creatures you designate. It obeys your commands and acts on your turn in combat. The simulacrum can’t gain levels, and it can’t take Short or Long Rests.

If the simulacrum takes damage, the only way to restore its Hit Points is to repair it as you take a Long Rest, during which you expend components worth 100 GP per Hit Point restored. The simulacrum must stay within 5 feet of you for the repair.

The simulacrum lasts until it drops to 0 Hit Points, at which point it reverts to snow and melts away. If you cast this spell again, any simulacrum you created with this spell is instantly destroyed.

Sleep

1st-level Enchantment

Casting Time: Action Range: 60 ft Components: V, S, M (a pinch of sand or rose petals) Duration: Concentration, up to 1 minute

Each creature of your choice in a 5-foot-radius Sphere centered on a point within range must succeed on a Wisdom saving throw or have the incapacitated apply=false condition until the end of its next turn, at which point it must repeat the save. If the target fails the second save, the target has the unconscious condition for the duration. The spell ends on a target if it takes damage or someone within 5 feet of it takes an action to shake it out of the spell’s effect.

Creatures that don’t sleep, such as elves, or that have Immunity to the Exhaustion condition automatically succeed on saves against this spell.

Sleet Storm

3rd-level Conjuration

Casting Time: Action Range: 150 ft Components: V, S, M (a miniature umbrella) Duration: Concentration, up to 1 minute

Until the spell ends, sleet falls in a 40-foot-tall, 20-foot-radius Cylinder centered on a point you choose within range. The area is heavilyobscured, and exposed flames in the area are doused.

Ground in the Cylinder is difficultterrain. When a creature enters the Cylinder for the first time on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the prone condition and lose concentration.

Slow

3rd-level Transmutation

Casting Time: Action Range: 120 ft Components: V, S, M (a drop of molasses) Duration: Concentration, up to 1 minute

You alter time around up to six creatures of your choice in a 40-foot Cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.

An affected target’s Speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can’t take Reactions. On its turns, it can take either an action or a Bonus Action, not both, and it can make only one attack if it takes the Attack action. If it casts a spell with a Somatic component, there is a 1d100cs>25#Spell cast successfully on 1{25 percent} chance the spell fails as a result of the target making the spell’s gestures too slowly.

An affected target repeats the save at the end of each of its turns, ending the spell on itself on a success.

Foundry Note

The inline roll above will return 1 if it succeeded or 0 if it failed.

Sorcerous Burst

Evocation Cantrip

Casting Time: Action Range: 120 ft Components: V, S Duration: Instantaneous

You cast sorcerous energy at one creature or object within range. Make a ranged attack roll against the target. On a hit, the target takes 1d8 damage of a type you choose: Acid, Cold, Fire, Lightning, Poison, Psychic, or Thunder.

If you roll an 8 on a d8 for this spell, you can roll another d8, and add it to the damage. When you cast this spell, the maximum number of these d8s you can add to the spell’s damage equals your spellcasting ability modifier.

Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).

Spare the Dying

Necromancy Cantrip

Casting Time: Action Range: 15 * pow(2, @scaling.increase) ft Components: V, S Duration: Instantaneous

Choose a creature within range that has 0 Hit Points and isn’t dead. The creature becomes Stable.

Cantrip Upgrade. The range doubles when you reach levels 5 (30 feet), 11 (60 feet), and 17 (120 feet).

Speak with Animals

1st-level Divination (Ritual)

Casting Time: Action Range: Self Components: V, S Duration: 10 minute

For the duration, you can comprehend and verbally communicate with Beasts, and you can use any of the Influence action’s skill options with them.

Most Beasts have little to say about topics that don’t pertain to survival or companionship, but at minimum, a Beast can give you information about nearby locations and monsters, including whatever it has perceived within the past day.

Speak with Dead

3rd-level Necromancy

Casting Time: Action Range: 10 ft Components: V, S, M (burning incense) Duration: 10 minute

You grant the semblance of life to a corpse of your choice within range, allowing it to answer questions you pose. The corpse must have a mouth, and this spell fails if the deceased creature was Undead when it died. The spell also fails if the corpse was the target of this spell within the past 10 days.

Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are antagonistic toward it or it recognizes you as an enemy. This spell doesn’t return the creature’s soul to its body, only its animating spirit. Thus, the corpse can’t learn new information, doesn’t comprehend anything that has happened since it died, and can’t speculate about future events.

Speak with Plants

3rd-level Transmutation

Casting Time: Action Range: Self Components: V, S Duration: 10 minute

You imbue plants in an immobile 30-foot Emanation with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell’s area within the past day, gaining information about creatures that have passed, weather, and other circumstances.

You can also turn difficultterrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into Difficult Terrain that lasts for the duration.

The spell doesn’t enable plants to uproot themselves and move about, but they can move their branches, tendrils, and stalks for you.

If a Plant creature is in the area, you can communicate with it as if you shared a common language.

Spider Climb

2nd-level Transmutation

Casting Time: Action Range: Touch Components: V, S, M (a drop of bitumen and a spider) Duration: Concentration, up to 1 hour

Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and along ceilings, while leaving its hands free. The target also gains a Climb Speed equal to its Speed.

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level about 2.

Foundry Note

The Active Effect provided by the Cast activity upgrades the character's Climb Speed to a value of "1" to indicate equivalence to (walk) Speed.

Spike Growth

2nd-level Transmutation

Casting Time: Action Range: 150 ft Components: V, S, M (seven thorns) Duration: Concentration, up to 10 minute

The ground in a 20-foot-radius Sphere centered on a point within range sprouts hard spikes and thorns. The area becomes Difficult Terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage damage for every 5 feet it travels.

The transformation of the ground is camouflaged to look natural. Any creature that can’t see the area when the spell is cast must take a Search action and succeed on a Ability=wis check or Ability=wis check check against your spell save DC to recognize the terrain as hazardous before entering it.

Spirit Guardians

3rd-level Conjuration

Casting Time: Action Range: Self Components: V, S, M (a prayer scroll) Duration: Concentration, up to 10 minute

Protective spirits flit around you in a 15-foot Emanation for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.

When you cast this spell, you can designate creatures to be unaffected by it. Any other creature’s Speed is halved in the Emanation, and whenever the Emanation enters a creature’s space and whenever a creature enters the Emanation or ends its turn there, the creature must make a Wisdom saving throw. On a failed save, the creature takes 3d8 Radiant damage (if you are good or neutral) or 3d8 Necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. A creature makes this save only once per turn.

Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 3.

Spiritual Weapon

2nd-level Evocation

Casting Time: Bonus Range: 60 ft Components: V, S Duration: Concentration, up to 1 minute

You create a floating, spectral force that resembles a weapon of your choice and lasts for the duration. The force appears within range in a space of your choice, and you can immediately make one melee spell attack against one creature within 5 feet of the force. On a hit, the target takes Force damage equal to 1d8 plus your spellcasting ability modifier.

As a Bonus Action on your later turns, you can move the force up to 20 feet and repeat the attack against a creature within 5 feet of it.

Using a Higher-Level Spell Slot. The damage increases by 1d8 for every slot level above 2.

Staggering Smite

4th-level Enchantment

Casting Time: Bonus (immediately after hitting a creature with a melee weapon or an unarmed strike) Range: Self Components: V Duration: Instantaneous

The target takes an extra 4d6 Psychic damage from the attack, and the target must succeed on a Wisdom saving throw or have the Stunned condition until the end of your next turn.

Using a Higher-Level Spell Slot. The extra damage increases by 1d6 for each spell slot level above 4.

Starry Wisp

Evocation Cantrip

Casting Time: Action Range: 60 ft Components: V, S Duration: Instantaneous

You launch a mote of light at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 Radiant damage, and until the end of your next turn, it emits Dim Light in a 10-foot radius and can’t benefit from the Invisible condition.

Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).

Steel Wind Strike

5th-level Conjuration

Casting Time: Action Range: 30 ft Components: S, M (a Melee weapon worth 1+ SP) Duration: Instantaneous

You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 Force damage.

You then teleport to an unoccupied space you can see within 5 feet of one of the targets.

Stinking Cloud

3rd-level Conjuration

Casting Time: Action Range: 90 ft Components: V, S, M (a rotten egg) Duration: Concentration, up to 1 minute

You create a 20-foot-radius Sphere of yellow, nauseating gas centered on a point within range. The cloud is heavilyobscured. The cloud lingers in the air for the duration or until a strong wind (such as the one created by Gust of Wind) disperses it.

Each creature that starts its turn in the Sphere must succeed on a Constitution saving throw or have the poisoned apply=false condition until the end of the current turn. While Poisoned in this way, the creature can’t take an action or a Bonus Action.

Stone Shape

4th-level Transmutation

Casting Time: Action Range: Touch Components: V, S, M (soft clay) Duration: Instantaneous

You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape you like. For example, you could shape a large rock into a weapon, statue, or coffer, or you could make a small passage through a wall that is 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn’t possible.

Stoneskin

4th-level Transmutation

Casting Time: Action Range: Touch Components: V, S, M (diamond dust worth 100+ GP, which the spell consumes) Duration: Concentration, up to 1 hour

Until the spell ends, one willing creature you touch has damageresistance{Resistance} to Bludgeoning, Piercing, and Slashing damage.

Storm of Vengeance

9th-level Conjuration

Casting Time: Action Range: 1 mi Components: V, S Duration: Concentration, up to 1 minute

A churning storm cloud forms for the duration, centered on a point within range and spreading to a radius of 300 feet. Each creature under the cloud when it appears must succeed on a Constitution saving throw or take 2d6 Thunder damage and have the Deafened apply=false condition for the duration.

At the start of each of your later turns, the storm produces different effects, as detailed below.

Turn 2. Acidic rain falls. Each creature and object under the cloud takes 4d6 Acid damage.

Turn 3. You call six bolts of lightning from the cloud to strike six different creatures or objects beneath it. Each target makes a Dexterity saving throw, taking 10d6 Lightning damage on a failed save or half as much damage on a successful one.

Turn 4. Hailstones rain down. Each creature under the cloud takes 2d6 Bludgeoning damage.

Turns 5–10. Gusts and freezing rain assail the area under the cloud. Each creature there takes 1d6 Cold damage. Until the spell ends, the area is DifficultTerrain and HeavilyObscured, ranged attacks with weapons are impossible there, and strong wind blows through the area.

Suggestion

2nd-level Enchantment

Casting Time: Action Range: 30 ft Components: V, M (a drop of honey) Duration: Concentration, up to 8 hour

You suggest a course of activity—described in no more than 25 words—to one creature you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to the target or its allies. For example, you could say, “Fetch the key to the cult’s treasure vault, and give the key to me.” Or you could say, “Stop fighting, leave this library peacefully, and don’t return.”

The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal damage to the target. The Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for the target upon completing it.

Summon Aberration

4th-level Conjuration

Casting Time: Action Range: 90 ft Components: V, S, M (a pickled tentacle and an eyeball in a platinum-inlaid vial worth 400+ GP) Duration: Concentration, up to 1 hour

You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range and uses the Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Mind Flayer, or Slaad. The creature resembles an Aberration of that kind, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.

The creature is an ally to you and your allies. In combat, it shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.

Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.

In addition to the noted usage of the spell's level in the spirit's Traits and Actions, the following attributes are also affected.

AC 11 + the spell’s level
HP 40 + 10 for each spell level above 4
Speed 30 ft.; Fly 30 ft. (hover; Beholderkin only)
PB equals your Proficiency Bonus

Summon Beast

2nd-level Conjuration

Casting Time: Action Range: 90 ft Components: V, S, M (a feather, tuft of fur, and fish tail inside a gilded acorn worth 200+ GP) Duration: Concentration, up to 1 hour

You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range and uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.

The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.

Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.

In addition to the noted usage of the spell's level in the spirit's Traits and Actions, the following attributes are also affected.

AC 11 + the spell’s level
HP 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2
Speed 30 ft.; Climb 30 ft. (Land only); Fly 60 ft. (Air only); Swim 30 ft. (Water only)
PB equals your Proficiency Bonus

Summon Celestial

5th-level Conjuration

Casting Time: Action Range: 90 ft Components: V, S, M (a reliquary worth 500+ GP) Duration: Concentration, up to 1 hour

You call forth a Celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range and uses the Celestial Spirit stat block. When you cast the spell, choose Avenger or Defender. Your choice determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.

The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.

Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.

In addition to the noted usage of the spell's level in the spirit's Traits and Actions, the following attributes are also affected.

AC 11 + the spell’s level + 2 (Defender only)
HP 40 + 10 for each spell level above 5
PB equals your Proficiency Bonus

Summon Construct

4th-level Conjuration

Casting Time: Action Range: 90 ft Components: V, S, M (a lockbox worth 400+ GP) Duration: Concentration, up to 1 hour

You call forth the spirit of a Construct. It manifests in an unoccupied space that you can see within range and uses the Construct Spirit stat block. When you cast the spell, choose a material: Clay, Metal, or Stone. The creature resembles an animate statue (you determine the appearance) made of the chosen material, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.

The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.

Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.

In addition to the noted usage of the spell's level in the spirit's Traits and Actions, the following attributes are also affected.

AC 13 + the spell’s level
HP 40 + 15 for each spell level above 4
PB equals your Proficiency Bonus

Summon Dragon

5th-level Conjuration

Casting Time: Action Range: 60 ft Components: V, S, M (an object with the image of a dragon engraved on it worth 500+ GP) Duration: Concentration, up to 1 hour

You call forth a Dragon spirit. It manifests in an unoccupied space that you can see within range and uses the Draconic Spirit stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.

The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.

Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.

In addition to the noted usage of the spell's level in the spirit's Traits and Actions, the following attributes are also affected.

AC 14 + the spell’s level
HP 50 + 10 for each spell level above 5
PB equals your Proficiency Bonus

Summon Elemental

4th-level Conjuration

Casting Time: Action Range: 90 ft Components: V, S, M (air, a pebble, ash, and water inside a gold-inlaid vial worth 400+ GP) Duration: Concentration, up to 1 hour

You call forth an Elemental spirit. It manifests in an unoccupied space that you can see within range and uses the Elemental Spirit stat block. When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature resembles a bipedal form wreathed in the chosen element, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.

The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.

Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.

In addition to the noted usage of the spell's level in the spirit's Traits and Actions, the following attributes are also affected.

AC 11 + the spell’s level
HP 50 + 10 for each spell level above 4
Speed 40 ft.; Burrow 40 ft. (Earth only); Fly 40 ft. (hover; Air only); Swim 40 ft. (Water only)
PB equals your Proficiency Bonus

Summon Fey

3rd-level Conjuration

Casting Time: Action Range: 90 ft Components: V, S, M (a gilded flower worth 300+ GP) Duration: Concentration, up to 1 hour

You call forth a Fey spirit. It manifests in an unoccupied space that you can see within range and uses the Fey Spirit stat block. When you cast the spell, choose a mood: Fuming, Mirthful, or Tricksy. The creature resembles a Fey creature of your choice marked by the chosen mood, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.

The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the dodge action and uses its movement to avoid danger.

Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.

In addition to the noted usage of the spell's level in the spirit's Traits and Actions, the following attributes are also affected.

AC 12 + the spell’s level
HP 30 + 10 for each spell level above 3
PB equals your Proficiency Bonus

Summon Fiend

6th-level Conjuration

Casting Time: Action Range: 90 ft Components: V, S, M (a bloody vial worth 600+ GP) Duration: Concentration, up to 1 hour

You call forth a fiendish spirit. It manifests in an unoccupied space that you can see within range and uses the Fiendish Spirit stat block. When you cast the spell, choose Demon, Devil, or Yugoloth. The creature resembles a Fiend of the chosen type, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.

The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.

Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.

In addition to the noted usage of the spell's level in the spirit's Traits and Actions, the following attributes are also affected.

AC 12 + the spell’s level
HP 50 (Demon only) or 40 (Devil only) or 60 (Yugoloth only) + 15 for each spell level above 6
Speed 40 ft.; Climb 40 ft. (Demon only); Fly 60 ft. (Devil only)
PB equals your Proficiency Bonus

Summon Undead

3rd-level Necromancy

Casting Time: Action Range: 90 ft Components: V, S, M (a gilded skull worth 300+ GP) Duration: Concentration, up to 1 hour

You call forth an Undead spirit. It manifests in an unoccupied space that you can see within range and uses the Undead Spirit stat block. When you cast the spell, choose the creature’s form: Ghostly, Putrid, or Skeletal. The spirit resembles an Undead creature with the chosen form, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.

The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.

Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.

In addition to the noted usage of the spell's level in the spirit's Traits and Actions, the following attributes are also affected.

AC 11 + the spell’s level
HP 30 (Ghostly and Putrid only) or 20 (Skeletal only) + 10 for each spell level above 3
Speed 30 ft.; Fly 40 ft. (hover; Ghostly only)
PB equals your Proficiency Bonus

Sunbeam

6th-level Evocation

Casting Time: Action Range: Self Components: V, S, M (a magnifying glass) Duration: Concentration, up to 1 minute

You launch a sunbeam in a 5-foot-wide, 60-foot-long Line. Each creature in the Line makes a Constitution saving throw. On a failed save, a creature takes 6d8 Radiant damage and has the Blinded condition until the start of your next turn. On a successful save, it takes half as much damage only.

Until the spell ends, you can take a Magic action to create a new Line of radiance.

For the duration, a mote of brilliant radiance shines above you. It sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. This light is sunlight.

Sunburst

8th-level Evocation

Casting Time: Action Range: 150 ft Components: V, S, M (a piece of sunstone) Duration: Instantaneous

Brilliant sunlight flashes in a 60-foot-radius Sphere centered on a point you choose within range. Each creature in the Sphere makes a Constitution saving throw. On a failed save, a creature takes 12d6 Radiant damage and has the Blinded apply=false condition for 1 minute. On a successful save, it takes half as much damage only.

A creature Blinded by this spell makes another DC ? Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.

This spell dispels Darkness in its area that was created by any spell.

Swift Quiver

5th-level Transmutation

Casting Time: Bonus Range: Self Components: V, S, M (a Quiver worth 1+ GP) Duration: Concentration, up to 1 minute

When you cast the spell and as a Bonus Action until it ends, you can make two attacks with a weapon that fires Arrows or Bolts, such as a Longbow or a Light Crossbow. The spell magically creates the ammunition needed for each attack. Each Arrow or Bolt created by the spell deals damage like a nonmagical piece of ammunition of its kind and disintegrates immediately after it hits or misses.

Foundry Note

The default Cast activity simply consumes a spell slot with no other effects.

The optional Cast and Enchant activity is configured to also apply an enchantment to a given weapon which removes its ammunition consumption.

Symbol

7th-level Abjuration

Casting Time: Minute Range: Touch Components: V, S, M (powdered diamond worth 1,000+ GP, which the spell consumes) Duration: Dstr

You inscribe a harmful glyph either on a surface (such as a section of floor or wall) or within an object that can be closed (such as a book or chest). The glyph can cover an area no larger than 10 feet in diameter. If you choose an object, it must remain in place; if it is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.

The glyph is nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice.

When you inscribe the glyph, you set its trigger and choose which effect the symbol bears: Death, Discord, Fear, Pain, Sleep, or Stunning. Each one is explained below.

Set the Trigger. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an object, common triggers include opening that object or seeing the glyph.

You can refine the trigger so that only creatures of certain types activate it (for example, the glyph could be set to affect Aberrations). You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password.

Once triggered, the glyph glows, filling a 60-foot-radius Sphere with Dim Light for 10 minutes, after which time the spell ends. Each creature in the Sphere when the glyph activates is targeted by its effect, as is a creature that enters the Sphere for the first time on a turn or ends its turn there. A creature is targeted only once per turn.

Death. Each target makes a Constitution saving throw, taking 10d10 Necrotic damage on a failed save or half as much damage on a successful save.

Discord. Each target makes a Wisdom saving throw. On a failed save, a target argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has Disadvantage on attack rolls and ability checks.

Fear. Each target must succeed on a Wisdom saving throw or have the Frightened condition for 1 minute. While Frightened, the target must move at least 30 feet away from the glyph on each of its turns, if able.

Pain. Each target must succeed on a Constitution saving throw or have the Incapacitated condition for 1 minute.

Sleep. Each target must succeed on a Wisdom saving throw or have the Unconscious condition for 10 minutes. A creature awakens if it takes damage or if someone takes an action to shake it awake.

Stunning. Each target must succeed on a Wisdom saving throw or have the Stunned condition for 1 minute.

Synaptic Static

5th-level Enchantment

Casting Time: Action Range: 120 ft Components: V, S Duration: Instantaneous

You cause psychic energy to erupt at a point within range. Each creature in a 20-foot-radius Sphere centered on that point makes an Intelligence saving throw, taking 8d6 Psychic damage on a failed save or half as much damage on a successful one.

On a failed save, a target also has muddled thoughts for 1 minute. During that time, it subtracts 1d6 from all its attack rolls and ability checks, as well as any Constitution saving throws to maintain Concentration. The target makes an DC ? Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.

Tasha's Bubbling Cauldron

6th-level Conjuration

Casting Time: Action Range: 5 ft Components: V, S, M (a gilded ladle worth 500+ GP) Duration: 10 minute

You conjure a claw-footed cauldron filled with bubbling liquid. The cauldron appears in an unoccupied space on the ground within 5 feet of you and lasts for the duration. The cauldron can’t be moved and disappears when the spell ends, along with the bubbling liquid inside it.

The liquid in the cauldron duplicates the properties of a Common or an Uncommon potion of your choice (such as a Potion of Healing). As a Bonus Action, you or an ally can reach into the cauldron and withdraw one potion of that kind. The potion is contained in a vial that disappears when the potion is consumed. The cauldron can produce a number of these potions equal to your spellcasting ability modifier (minimum 1). When the last of these potions is withdrawn from the cauldron, the cauldron disappears, and the spell ends.

Potions obtained from the cauldron that aren’t consumed disappear when you cast this spell again.

Foundry Note

The Limited Uses of this spell represent the number of potions remaining in the cauldron, which is reset by the Create Cauldron activity.

The optional Withdraw Potion activity will consume a use of the cauldron.

Tasha's Hideous Laughter

1st-level Enchantment

Casting Time: Action Range: 30 ft Components: V, S, M (a tart and a feather) Duration: Concentration, up to 1 minute

One creature of your choice that you can see within range makes a Wisdom saving throw. On a failed save, it has the prone apply=false and incapacitated apply=false conditions for the duration. During that time, it laughs uncontrollably if it’s capable of laughter, and it can’t end the Prone condition on itself.

At the end of each of its turns and each time it takes damage, it makes another DC ? Wisdom saving throw saving throw. The target has Advantage on the save if the save is triggered by damage. On a successful save, the spell ends.

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level about 1.

Telekinesis

5th-level Transmutation

Casting Time: Action Range: 60 ft Components: V, S Duration: Concentration, up to 10 minute

You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell and as a Magic action on your later turns before the spell ends, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.

Creature. You can try to move a Huge or smaller creature. The target must succeed on a Strength saving throw, or you move it up to 30 feet in any direction within the spell’s range. Until the end of your next turn, the creature has the Restrained condition, and if you lift it into the air, it is suspended there. It falls at the end of your next turn unless you use this option on it again and it fails the save.

Object. You can try to move a Huge or smaller object. If the object isn’t being worn or carried, you automatically move it up to 30 feet in any direction within the spell’s range.

If the object is worn or carried by a creature, that creature must succeed on a Strength saving throw, or you pull the object away and move it up to 30 feet in any direction within the spell’s range.

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

Telepathy

8th-level Divination

Casting Time: Action Range: Any Components: V, S, M (a pair of linked silver rings) Duration: 24 hour

You create a telepathic link between yourself and a willing creature with which you are familiar. The creature can be anywhere on the same plane of existence as you. The spell ends if you or the target are no longer on the same plane.

Until the spell ends, you and the target can instantly share words, images, sounds, and other sensory messages with each other through the link, and the target recognizes you as the creature it is communicating with. The spell enables a creature to understand the meaning of your words and any sensory messages you send to it.

Teleport

7th-level Conjuration

Casting Time: Action Range: 10 ft Components: V Duration: Instantaneous

This spell instantly transports you and up to eight willing creatures that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be Large or smaller, and it can’t be held or carried by an unwilling creature.

The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls [[/gmr 1d100]] and consults the Teleportation Outcome table and the explanations after it. Teleportation Outcome | Familiarity | Mishap | Similar Area | Off Target | On Target | |---|---|---|---|---| | Permanent circle | — | — | — | 01–00 | | Linked object | — | — | — | 01–00 | | Very familiar | 01–05 | 06–13 | 14–24 | 25–00 | | Seen casually | 01–33 | 34–43 | 44–53 | 54–00 | | Viewed once or described | 01–43 | 44–53 | 54–73 | 74–00 | | False destination | 01–50 | 51–00 | — | — |

Familiarity. Here are the meanings of the terms in the table’s Familiarity column:

  • “Permanent circle” means a permanent teleportation circle whose sigil sequence you know.
  • “Linked object” means you possess an object taken from the desired destination within the last six months, such as a book from a wizard’s library.
  • “Very familiar” is a place you have visited often, a place you have carefully studied, or a place you can see when you cast the spell.
  • “Seen casually” is a place you have seen more than once but with which you aren’t very familiar.
  • “Viewed once or described” is a place you have seen once, possibly using magic, or a place you know through someone else’s description, perhaps from a map.
  • “False destination” is a place that doesn’t exist. Perhaps you tried to scry an enemy’s sanctum but instead viewed an illusion, or you are attempting to teleport to a location that no longer exists.

Mishap. The spell’s unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).

Similar Area. You and your group (or the target object) appear in a different area that’s visually or thematically similar to the target area. You appear in the closest similar place. If you are heading for your home laboratory, for example, you might appear in another person’s laboratory in the same city.

Off Target. You and your group (or the target object) appear 2d12 miles away from the destination in a random direction. Roll 1d8 for the direction: 1, east; 2, southeast; 3, south; 4, southwest; 5, west; 6, northwest; 7, north; or 8, northeast.

On Target. You and your group (or the target object) appear where you intended.

Teleportation Circle

5th-level Conjuration

Casting Time: Minute Range: 10 ft Components: V, M (rare inks worth 50+ GP, which the spell consumes) Duration: 1 round

As you cast the spell, you draw a 5-foot-radius circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.

Many major temples, guildhalls, and other important places have permanent teleportation circles. Each circle includes a unique sigil sequence—a string of runes arranged in a particular pattern.

When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the DM. You might learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.

You can create a permanent teleportation circle by casting this spell in the same location every day for 365 days.

Tenser's Floating Disk

1st-level Conjuration (Ritual)

Casting Time: Action Range: 30 ft Components: V, S, M (a drop of mercury) Duration: 1 hour

This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.

The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.

If you move more than 100 feet from the disk (typically because it can’t move around an obstacle to follow you), the spell ends.

Thaumaturgy

Transmutation Cantrip

Casting Time: Action Range: 30 ft Components: V Duration: 1 minute

You manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time.

Altered Eyes. You alter the appearance of your eyes for 1 minute.

Booming Voice. Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on Ability=cha check checks.

Fire Play. You cause flames to flicker, brighten, dim, or change color for 1 minute.

Invisible Hand. You instantaneously cause an unlocked door or window to fly open or slam shut.

Phantom Sound. You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.

Tremors. You cause harmless tremors in the ground for 1 minute.

Thorn Whip

Transmutation Cantrip

Casting Time: Action Range: 30 ft Components: V, S, M (the stem of a thorny plant) Duration: Instantaneous

You create a vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. On a hit, the target takes 1d6 Piercing damage, and if it is Large or smaller, you can pull it up to 10 feet closer to you.

Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).

Thunderclap

Evocation Cantrip

Casting Time: Action Range: Self Components: S Duration: Instantaneous

Each creature in a 5-foot Emanation originating from you must succeed on a Constitution saving throw or take 1d6 Thunder damage. The spell’s thunderous sound can be heard up to 100 feet away.

Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).

Thunderous Smite

1st-level Evocation

Casting Time: Bonus (immediately after hitting a target with a melee weapon or an unarmed strike) Range: Self Components: V Duration: Instantaneous

Your strike rings with thunder that is audible within 300 feet of you, and the target takes an extra 2d6 Thunder damage from the attack. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and have the prone apply=false condition.

Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.

Thunderwave

1st-level Evocation

Casting Time: Action Range: Self Components: V, S Duration: Instantaneous

You unleash a wave of thunderous energy. Each creature in a 15-foot Cube originating from you makes a Constitution saving throw. On a failed save, a creature takes 2d8 Thunder damage and is pushed 10 feet away from you. On a successful save, a creature takes half as much damage only.

In addition, unsecured objects that are entirely within the Cube are pushed 10 feet away from you, and a thunderous boom is audible within 300 feet.

Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.

Time Stop

9th-level Transmutation

Casting Time: Action Range: Self Components: V Duration: Instantaneous

You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal.

This spell ends if one of the actions you use during this period, or any effects that you create during it, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it.

Toll the Dead

Necromancy Cantrip

Casting Time: Action Range: 60 ft Components: V, S Duration: Instantaneous

You point at one creature you can see within range, and the single chime of a dolorous bell is audible within 10 feet of the target. The target must succeed on a Wisdom saving throw or take 1d8 Necrotic damage. If the target is missing any of its Hit Points, it instead takes 1d12 Necrotic damage.

Cantrip Upgrade. The damage increases by one die when you reach levels 5 (2d8 or 2d12), 11 (3d8 or 3d12), and 17 (4d8 or 4d12).

Tongues

3rd-level Divination

Casting Time: Action Range: Touch Components: V, M (a miniature ziggurat) Duration: 1 hour

This spell grants the creature you touch the ability to understand any spoken or signed language that it hears or sees. Moreover, when the target communicates by speaking or signing, any creature that knows at least one language can understand it if that creature can hear the speech or see the signing.

Transport via Plants

6th-level Conjuration

Casting Time: Action Range: 10 ft Components: V, S Duration: 1 minute

This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration, any creature can step into the target plant and exit from the destination plant by using 5 feet of movement.

Tree Stride

5th-level Conjuration

Casting Time: Action Range: Self Components: V, S Duration: Concentration, up to 1 minute

You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you’re in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered.

You can use this transportation ability only once on each of your turns. You must end each turn outside a tree.

True Polymorph

9th-level Transmutation

Casting Time: Action Range: 30 ft Components: V, S, M (a drop of mercury, a dollop of gum arabic, and a wisp of smoke) Duration: Concentration, up to 1 hour

Choose one creature or nonmagical object that you can see within range. The creature shape-shifts into a different creature or a nonmagical object, or the object shape-shifts into a creature (the object must be neither worn nor carried). The transformation lasts for the duration or until the target dies or is destroyed, but if you maintain Concentration on this spell for the full duration, the spell lasts until dispelled.

An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn’t affected by this spell.

Creature into Creature. If you turn a creature into another kind of creature, the new form can be any kind you choose that has a Challenge Rating equal to or less than the target’s Challenge Rating or level. The target’s game statistics are replaced by the stat block of the new form, but it retains its Hit Points, Hit Point Dice, alignment, and personality.

The target gains a number of Temporary Hit Points equal to the Hit Points of the new form. These Temporary Hit Points vanish if any remain when the spell ends.

The target is limited in the actions it can perform by the anatomy of its new form, and it can’t speak or cast spells.

The target’s gear melds into the new form. The creature can’t use or otherwise benefit from any of that equipment.

Object into Creature. You can turn an object into any kind of creature, as long as the creature’s size is no larger than the object’s size and the creature has a Challenge Rating of 9 or lower. The creature is Friendly to you and your allies. In combat, it takes its turns immediately after yours, and it obeys your commands.

If the spell lasts more than an hour, you no longer control the creature. It might remain Friendly to you, depending on how you have treated it.

Creature into Object. If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form, as long as the object’s size is no larger than the creature’s size. The creature’s statistics become those of the object, and the creature has no memory of time spent in this form after the spell ends and it returns to normal.

True Resurrection

9th-level Necromancy

Casting Time: Hour Range: Touch Components: V, S, M (diamonds worth 25,000+ GP, which the spell consumes) Duration: Instantaneous

You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. The creature is revived with all its Hit Points.

This spell closes all wounds, neutralizes any poison, cures all magical contagions, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was Undead, it is restored to its non-Undead form.

The spell can provide a new body if the original no longer exists, in which case you must speak the creature’s name. The creature then appears in an unoccupied space you choose within 10 feet of you.

True Seeing

6th-level Divination

Casting Time: Action Range: Touch Components: V, S, M (mushroom powder worth 25+ GP, which the spell consumes) Duration: 1 hour

For the duration, the willing creature you touch has Truesight with a range of 120 feet.

True Strike

Divination Cantrip

Casting Time: Action Range: Self Components: S, M (a weapon with which you have proficiency and that is worth 1+ CP) Duration: Instantaneous

Guided by a flash of magical insight, you make one attack with the weapon used in the spell’s casting. The attack uses your spellcasting ability for the attack and damage rolls instead of using Strength or Dexterity. If the attack deals damage, it can be Radiant damage or the weapon’s normal damage type (your choice).

Cantrip Upgrade. Whether you deal Radiant damage or the weapon’s normal damage type, the attack deals extra Radiant damage when you reach levels 5 (1d6), 11 (2d6), and 17 (3d6).

Tsunami

8th-level Conjuration

Casting Time: Minute Range: 1 mi Components: V, S Duration: Concentration, up to 6 round

A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration.

When the wall appears, each creature in its area makes a Strength saving throw, taking 6d10 Bludgeoning damage on a failed save or half as much damage on a successful one.

At the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 5d10 Bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, the wall’s height is reduced by 50 feet, and the damage the wall deals on later rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends.

A creature caught in the wall can move by swimming. Because of the wave’s force, though, the creature must succeed on a Ability=str check check against your spell save DC to move at all. If it fails the check, it can’t move. A creature that moves out of the wall falls to the ground.

Foundry Note

The limited uses value of this spell tracks the number of rounds remaining from its initial 6, which is reset as part of the Create Tsunami activity.

The Start of Turn Effects activity consumes one use to represent one round passing and uses the updated count for its damage rolls.

Unseen Servant

1st-level Conjuration (Ritual)

Casting Time: Action Range: 60 ft Components: V, S, M (a bit of string and of wood) Duration: 1 hour

This spell creates an Invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 Hit Point, and a Strength of 2, and it can’t attack. If it drops to 0 Hit Points, the spell ends.

Once on each of your turns as a Bonus Action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring drinks. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.

If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.

Vampiric Touch

3rd-level Necromancy

Casting Time: Action Range: Self Components: V, S Duration: Concentration, up to 1 minute

The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against one creature within reach. On a hit, the target takes 3d6 Necrotic damage, and you regain Hit Points equal to half the amount of Necrotic damage dealt.

Until the spell ends, you can make the attack again on each of your turns as a Magic action, targeting the same creature or a different one.

Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.

Vicious Mockery

Enchantment Cantrip

Casting Time: Action Range: 60 ft Components: V Duration: Instantaneous

You unleash a string of insults laced with subtle enchantments at one creature you can see or hear within range. The target must succeed on a Wisdom saving throw or take 1d6 Psychic damage and have Disadvantage on the next attack roll it makes before the end of its next turn.

Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).

Vitriolic Sphere

4th-level Evocation

Casting Time: Action Range: 150 ft Components: V, S, M (a drop of bile) Duration: Instantaneous

You point at a location within range, and a glowing, 1-foot-diameter ball of acid streaks there and explodes in a 20-foot-radius Sphere. Each creature in that area makes a Dexterity saving throw. On a failed save, a creature takes 10d4 Acid damage and another 5d4 acid damage damage at the end of its next turn. On a successful save, a creature takes half the initial damage only.

Using a Higher-Level Spell Slot. The initial damage increases by 2d4 for each spell slot level above 4.

Wall of Fire

4th-level Evocation

Casting Time: Action Range: 120 ft Components: V, S, M (a piece of charcoal) Duration: Concentration, up to 1 minute

You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.

When the wall appears, each creature in its area makes a Dexterity saving throw, taking 5d8 Fire damage on a failed save or half as much damage on a successful one.

One side of the wall, selected by you when you cast this spell, deals 5d8 Fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.

Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4.

Wall of Force

5th-level Evocation

Casting Time: Action Range: 120 ft Components: V, S, M (a shard of glass) Duration: Concentration, up to 10 minute

An Invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a globe with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick and lasts for the duration. If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (you choose which side).

Nothing can physically pass through the wall. It is immune to all damage and can’t be dispelled by Dispel Magic. A Disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane and blocks ethereal travel through the wall.

Wall of Ice

6th-level Evocation

Casting Time: Action Range: 120 ft Components: V, S, M (a piece of quartz) Duration: Concentration, up to 10 minute

You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a globe with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration.

If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (you choose which side) and makes a Dexterity saving throw, taking 10d6 Cold damage on a failed save or half as much damage on a successful one.

The wall is an object that can be damaged and thus breached. It has AC 12 and 30 Hit Points per 10-foot section, and it has Immunity to Cold, Poison, and Psychic damage and Vulnerability to Fire damage. Reducing a 10-foot section of wall to 0 Hit Points destroys it and leaves behind a sheet of frigid air in the space the wall occupied.

A creature moving through the sheet of frigid air for the first time on a turn makes a Constitution saving throw, taking 5d6 Cold damage on a failed save or half as much damage on a successful one.

Using a Higher-Level Spell Slot. The damage the wall deals when it appears increases by 2d6 and the damage from passing through the sheet of frigid air increases by 1d6 for each spell slot level above 6.

Wall of Stone

5th-level Evocation

Casting Time: Action Range: 120 ft Components: V, S, M (a cube of granite) Duration: Concentration, up to 10 minute

A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.

If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (you choose which side). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its Reaction to move up to its Speed so that it is no longer enclosed by the wall.

The wall can have any shape you desire, though it can’t occupy the same space as a creature or object. The wall doesn’t need to be vertical or rest on a firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp.

If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create battlements and the like.

The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 Hit Points per inch of thickness, and it has Immunity to Poison and Psychic damage. Reducing a panel to 0 Hit Points destroys it and might cause connected panels to collapse at the DM’s discretion.

If you maintain your Concentration on this spell for its full duration, the wall becomes permanent and can’t be dispelled. Otherwise, the wall disappears when the spell ends.

Wall of Thorns

6th-level Conjuration

Casting Time: Action Range: 120 ft Components: V, S, M (a handful of thorns) Duration: Concentration, up to 10 minute

You create a wall of tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.

When the wall appears, each creature in its area makes a Dexterity saving throw, taking 7d8 Piercing damage on a failed save or half as much damage on a successful one.

A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters a space in the wall on a turn or ends its turn there, the creature makes a Dexterity saving throw, taking 7d8 Slashing damage on a failed save or half as much damage on a successful one. A creature makes this save only once per turn.

Using a Higher-Level Spell Slot. Both types of damage increase by 1d8 for each spell slot level above 6.

Warding Bond

2nd-level Abjuration

Casting Time: Action Range: Touch Components: V, S, M (a pair of platinum rings worth 50+ GP each, which you and the target must wear for the duration) Duration: 1 hour

You touch another creature that is willing and create a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has damageresistance{Resistance} to all damage. Also, each time it takes damage, you take the same amount of damage.

The spell ends if you drop to 0 Hit Points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures.

Water Breathing

3rd-level Transmutation (Ritual)

Casting Time: Action Range: 30 ft Components: V, S, M (a short reed) Duration: 24 hour

This spell grants up to ten willing creatures of your choice within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.

Water Walk

3rd-level Transmutation (Ritual)

Casting Time: Action Range: 30 ft Components: V, S, M (a piece of cork) Duration: 1 hour

This spell grants the ability to move across any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures of your choice within range gain this ability for the duration.

An affected target must take a Bonus Action to pass from the liquid’s surface into the liquid itself and vice versa, but if the target falls into the liquid, the target passes through the surface into the liquid below.

Web

2nd-level Conjuration

Casting Time: Action Range: 60 ft Components: V, S, M (a bit of spiderweb) Duration: Concentration, up to 1 hour

You conjure a mass of sticky webbing at a point within range. The webs fill a 20-foot Cube there for the duration. The webs are difficultterrain, and the area within them is lightlyobscured.

If the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.

The first time a creature enters the webs on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the restrained condition while in the webs or until it breaks free.

A creature Restrained by the webs can take an action to make a Ability=str check check against your spell save DC. If it succeeds, it is no longer Restrained.

The webs are flammable. Any 5-foot Cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage damage to any creature that starts its turn in the fire.

Weird

9th-level Illusion

Casting Time: Action Range: 120 ft Components: V, S Duration: Concentration, up to 1 minute

You try to create illusory terrors in others’ minds. Each creature of your choice in a 30-foot-radius Sphere centered on a point within range makes a Wisdom saving throw. On a failed save, a target takes 10d10 Psychic damage and has the Frightened apply=false condition for the duration. On a successful save, a target takes half as much damage only.

A Frightened target makes a Wisdom saving throw at the end of each of its turns. On a failed save, it takes 5d10 psychic damage damage. On a successful save, the spell ends on that target.

Wind Walk

6th-level Transmutation

Casting Time: Minute Range: 30 ft Components: V, S, M (a candle) Duration: 8 hour

You and up to ten willing creatures of your choice within range assume gaseous forms for the duration, appearing as wisps of cloud. While in this cloud form, a target has a Fly Speed of 300 feet and can hover; it has Immunity to the Prone condition; and it has Resistance to Bludgeoning, Piercing, and Slashing damage. The only actions a target can take in this form are the Dash action or a Magic action to begin reverting to its normal form. Reverting takes 1 minute, during which the target has the Stunned apply=false condition. Until the spell ends, the target can revert to cloud form, which also requires a Magic action followed by a 1-minute transformation.

If a target is in cloud form and flying when the effect ends, the target descends 60 feet per round for 1 minute until it lands, which it does safely. If it can’t land after 1 minute, it falls the remaining distance.

Wind Wall

3rd-level Evocation

Casting Time: Action Range: 120 ft Components: V, S, M (a fan and a feather) Duration: Concentration, up to 1 minute

A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.

When the wall appears, each creature in its area makes a Strength saving throw, taking 4d8 Bludgeoning damage on a failed save or half as much damage on a successful one.

The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can’t pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and miss automatically. Boulders hurled by Giants or siege engines, and similar projectiles, are unaffected. Creatures in gaseous form can’t pass through it.

Wish

9th-level Conjuration

Casting Time: Action Range: Self Components: V Duration: Instantaneous

Wish is the mightiest spell a mortal can cast. By simply speaking aloud, you can alter reality itself.

The basic use of this spell is to duplicate any other spell of level 8 or lower. If you use it this way, you don’t need to meet any requirements to cast that spell, including costly components. The spell simply takes effect.

Alternatively, you can create one of the following effects of your choice:

Object Creation. You create one object of up to 25,000 GP in value that isn’t a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space that you can see on the ground.

Instant Health. You allow yourself and up to twenty creatures that you can see to regain all Hit Points, and you end all effects on them listed in the Greater Restoration spell.

Resistance. You grant up to ten creatures that you can see Resistance to one damage type that you choose. This Resistance is permanent.

Spell Immunity. You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours.

Sudden Learning. You replace one of your feats with another feat for which you are eligible. You lose all the benefits of the old feat and gain the benefits of the new one. You can’t replace a feat that is a prerequisite for any of your other feats or features.

Roll Redo. You undo a single recent event by forcing a reroll of any die roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a Wish spell could undo an ally’s failed saving throw or a foe’s Critical Hit. You can force the reroll to be made with Advantage or Disadvantage, and you choose whether to use the reroll or the original roll.

Reshape Reality. You may wish for something not included in any of the other effects. To do so, state your wish to the DM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might be achieved only in part, or you might suffer an unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a Legendary magic item or an Artifact might instantly transport you to the presence of the item’s current owner. If your wish is granted and its effects have consequences for a whole community, region, or world, you are likely to attract powerful foes. If your wish would affect a god, the god’s divine servants might instantly intervene to prevent it or to encourage you to craft the wish in a particular way. If your wish would undo the multiverse itself, threaten the City of Sigil, or affect the Lady of Pain in any way, you see an image of her in your mind for a moment; she shakes her head, and your wish fails.

The stress of casting Wish to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a Long Rest, you take 1d10 Necrotic damage per level of that spell. This damage can’t be reduced or prevented in any way. In addition, your Strength score becomes 3 for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 1d3cs1{33 percent chance} that you are unable to cast Wish ever again if you suffer this stress.

Witch Bolt

1st-level Evocation

Casting Time: Action Range: 60 ft Components: V, S, M (a twig struck by lightning) Duration: Concentration, up to 1 minute

A beam of crackling energy lances toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against it. On a hit, the target takes 2d12 Lightning damage.

On each of your subsequent turns, you can take a Bonus Action to deal 1d12 Lightning damage to the target automatically, even if the first attack missed.

The spell ends if the target is ever outside the spell’s range or if it has totalcover from you.

Using a Higher-Level Spell Slot. The initial damage increases by 1d12 for each spell slot level above 1.

Word of Radiance

Evocation Cantrip

Casting Time: Action Range: Self Components: V, M (a sunburst token) Duration: Instantaneous

Burning radiance erupts from you in a 5-foot Emanation. Each creature of your choice that you can see in it must succeed on a Constitution saving throw or take 1d6 Radiant damage.

Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).

Word of Recall

6th-level Conjuration

Casting Time: Action Range: 5 ft Components: V Duration: Instantaneous

You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect.

You must designate a location, such as a temple, as a sanctuary by casting this spell there.

Wrathful Smite

1st-level Necromancy

Casting Time: Bonus (immediately after hitting a creature with a melee weapon or an unarmed strike) Range: Self Components: V Duration: 1 minute

The target takes an extra 1d6 Necrotic damage from the attack, and it must succeed on a Wisdom saving throw or have the frightened apply=false condition until the spell ends. At the end of each of its turns, the Frightened target repeats the save, ending the spell on itself on a success.

Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.

Yolande's Regal Presence

5th-level Enchantment

Casting Time: Action Range: Self Components: V, S, M (a miniature tiara) Duration: Concentration, up to 1 minute

You surround yourself with unearthly majesty in a 10-foot Emanation. Whenever the Emanation enters the space of a creature you can see and whenever a creature you can see enters the Emanation or ends its turn there, you can force that creature to make a Wisdom saving throw. On a failed save, the target takes 4d6 Psychic damage and has the Prone condition, and you can push it up to 10 feet away. On a successful save, the target takes half as much damage only. A creature makes this save only once per turn.

Zone of Truth

2nd-level Enchantment

Casting Time: Action Range: 60 ft Components: V, S Duration: 10 minute

You create a magical zone that guards against deception in a 15-foot-radius Sphere centered on a point within range. Until the spell ends, a creature that enters the spell’s area for the first time on a turn or starts its turn there makes a Charisma saving throw. On a failed save, a creature can’t speak a deliberate lie while in the radius. You know whether a creature succeeds or fails on this save.

An affected creature is aware of the spell and can avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive yet must be truthful.

Consumables

Magical Berries

Food


Equipment

Weapons

Battleaxe

Martialm

Price: 10 gp Weight: 4 lb. Damage: 1d8 slashing (versatile 1d10) Properties: ver

Blowgun

Martialr

Price: 10 gp Weight: 1 lb. Damage: Noned0 piercing (versatile NonedNone) Properties: amm, lod

Club

Simplem

Price: 1 sp Weight: 2 lb. Damage: 1d4 bludgeoning (versatile NonedNone) Properties: lgt

Dagger

Simplem

Price: 2 gp Weight: 1 lb. Damage: 1d4 piercing (versatile NonedNone) Properties: fin, lgt, thr

Dart

Simpler

Price: 5 cp Weight: 0.25 lb. Damage: 1d4 piercing (versatile NonedNone) Properties: fin, thr

Flail

Martialm

Price: 10 gp Weight: 2 lb. Damage: 1d8 bludgeoning (versatile NonedNone)

Glaive

Martialm

Price: 20 gp Weight: 6 lb. Damage: 1d10 slashing (versatile NonedNone) Properties: hvy, rch, two

Greataxe

Martialm

Price: 30 gp Weight: 7 lb. Damage: 1d12 slashing (versatile NonedNone) Properties: hvy, two

Greatclub

Simplem

Price: 2 sp Weight: 10 lb. Damage: 1d8 bludgeoning (versatile NonedNone) Properties: two

Greatsword

Martialm

Price: 50 gp Weight: 6 lb. Damage: 2d6 slashing (versatile NonedNone) Properties: hvy, two

Halberd

Martialm

Price: 20 gp Weight: 6 lb. Damage: 1d10 slashing (versatile NonedNone) Properties: hvy, rch, two

Hand Crossbow

Martialr

Price: 75 gp Weight: 3 lb. Damage: 1d6 piercing (versatile NonedNone) Properties: amm, lgt, lod

Handaxe

Simplem

Price: 5 gp Weight: 2 lb. Damage: 1d6 slashing (versatile NonedNone) Properties: lgt, thr

Heavy Crossbow

Martialr

Price: 50 gp Weight: 18 lb. Damage: 1d10 piercing (versatile NonedNone) Properties: amm, hvy, lod, two

Improvised Weapon

Improv

Damage: 1d4 bludgeoning (versatile 1d8) Properties: thr

Javelin

Simplem

Price: 5 sp Weight: 2 lb. Damage: 1d6 piercing (versatile NonedNone) Properties: thr

Lance

Martialm

Price: 10 gp Weight: 6 lb. Damage: 1d10 piercing (versatile NonedNone) Properties: hvy, rch, two

Light Crossbow

Simpler

Price: 25 gp Weight: 5 lb. Damage: 1d8 piercing (versatile NonedNone) Properties: amm, lod, two

Light Hammer

Simplem

Price: 2 gp Weight: 2 lb. Damage: 1d4 bludgeoning (versatile NonedNone) Properties: lgt, thr

Longbow

Martialr

Price: 50 gp Weight: 2 lb. Damage: 1d8 piercing (versatile NonedNone) Properties: amm, hvy, two

Longsword

Martialm

Price: 15 gp Weight: 3 lb. Damage: 1d8 slashing (versatile 1d10) Properties: ver

Mace

Simplem

Price: 5 gp Weight: 4 lb. Damage: 1d6 bludgeoning (versatile NonedNone)

Maul

Martialm

Price: 10 gp Weight: 10 lb. Damage: 2d6 bludgeoning (versatile NonedNone) Properties: hvy, two

Morningstar

Martialm

Price: 15 gp Weight: 4 lb. Damage: 1d8 piercing (versatile NonedNone)

Musket

Martialr

Price: 500 gp Weight: 10 lb. Damage: 1d12 piercing (versatile NonedNone) Properties: amm, lod, two

Pike

Martialm

Price: 5 gp Weight: 18 lb. Damage: 1d10 piercing (versatile NonedNone) Properties: hvy, rch, two

Pistol

Martialr

Price: 250 gp Weight: 3 lb. Damage: 1d10 piercing (versatile NonedNone) Properties: amm, lod

Quarterstaff

Simplem

Price: 2 sp Weight: 4 lb. Damage: 1d6 bludgeoning (versatile Noned0) Properties: ver

Rapier

Martialm

Price: 25 gp Weight: 2 lb. Damage: 1d8 piercing (versatile NonedNone) Properties: fin

Scimitar

Martialm

Price: 25 gp Weight: 3 lb. Damage: 1d6 slashing (versatile NonedNone) Properties: fin, lgt

Shortbow

Simpler

Price: 25 gp Weight: 2 lb. Damage: 1d6 piercing (versatile NonedNone) Properties: amm, two

Shortsword

Martialm

Price: 10 gp Weight: 2 lb. Damage: 1d6 piercing (versatile NonedNone) Properties: fin, lgt

Sickle

Simplem

Price: 1 gp Weight: 2 lb. Damage: 1d4 slashing (versatile NonedNone) Properties: lgt

Sling

Simpler

Price: 1 sp Damage: 1d4 bludgeoning (versatile NonedNone) Properties: amm

Spear

Simplem

Price: 1 gp Weight: 3 lb. Damage: 1d6 piercing (versatile Noned0) Properties: thr, ver

Staff

Simplem

Price: 5 gp Weight: 4 lb. Damage: 1d6 bludgeoning (versatile Noned0) Properties: foc, ver

An Arcane Focus is bejeweled or carved to channel arcane magic. A Sorcerer, Warlock, or Wizard can use such an item as a Spellcasting Focus.

This item also functions as a Quarterstaff

Foundry Note

This item has been configured with the additional properties of a Quarterstaff.

Trident

Martialm

Price: 5 gp Weight: 4 lb. Damage: 1d8 piercing (versatile Noned0) Properties: thr, ver

Unarmed Strike

Natural

Damage: NonedNone bludgeoning (versatile NonedNone)

See: unarmedstrike

War Pick

Martialm

Price: 5 gp Weight: 2 lb. Damage: 1d8 piercing (versatile Noned0) Properties: ver

Warhammer

Martialm

Price: 15 gp Weight: 5 lb. Damage: 1d8 bludgeoning (versatile Noned0) Properties: ver

Whip

Martialm

Price: 2 gp Weight: 3 lb. Damage: 1d4 slashing (versatile NonedNone) Properties: fin, rch

Wooden staff

Simplem

Price: 5 gp Weight: 4 lb. Damage: 1d6 bludgeoning (versatile Noned0) Properties: foc, ver

A Druidic Focus takes one of the forms in the Druidic Focuses table and is carved, tied with ribbon, or painted to channel primal magic. A Druid or Ranger can use such an object as a Spellcasting Focus.

This item also functions as a Quarterstaff

Foundry Note

This item has been configured with the additional properties of a Quarterstaff.

Equipments

Amulet

Trinket

Price: 5 gp Weight: 1 lb.

Usage Requirement: Worn or held

A Holy Symbol takes one of the forms in the Holy Symbol table and is bejeweled or painted to channel divine magic. A Cleric or Paladin can use a Holy Symbol as a Spellcasting Focus.

Bell

Trinket

Price: 1 gp

When rung as a Utilize action, a Bell produces a sound that can be heard up to 60 feet away.

Bell

Trinket

Price: 1 gp

When rung as a Utilize action, a Bell produces a sound that can be heard up to 60 feet away.

Bell

Trinket

Price: 1 gp

When rung as a Utilize action, a Bell produces a sound that can be heard up to 60 feet away.

Breastplate

Medium

Price: 400 gp Weight: 20 lb.

Chain Mail

Heavy

Price: 75 gp Weight: 55 lb.

Chain Shirt

Medium

Price: 50 gp Weight: 20 lb.

Climber's Kit

Price: 25 gp Weight: 12 lb.

A Climber’s Kit includes boot tips, gloves, pitons, and a harness. As a Utilize action, you can use the Climber’s Kit to anchor yourself; when you do, you can’t fall more than 25 feet from the anchor point, and you can’t move more than 25 feet from there without undoing the anchor as a Bonus Action.

Clothes, Fine

Clothing

Price: 15 gp Weight: 6 lb.

Fine Clothes are made of expensive fabrics and adorned with expertly crafted details. Some events and locations admit only people wearing these clothes.

Clothes, Traveler's

Clothing

Price: 2 gp Weight: 4 lb.

Traveler’s Clothes are resilient garments designed for travel in various environments.

Constellations Scroll

Trinket

A scroll bearing depictions of constellations that can be used as a Spellcasting Focus by Circle of the Star Druids. It is a Tiny object.

Costume

Clothing

Price: 5 gp Weight: 4 lb.

While wearing a Costume, you have Advantage on any ability check you make to impersonate the person or type of person it represents.

Costume

Clothing

Price: 5 gp Weight: 4 lb.

While wearing a Costume, you have Advantage on any ability check you make to impersonate the person or type of person it represents.

Crystal

Trinket

Price: 10 gp Weight: 1 lb.

An Arcane Focus is bejeweled or carved to channel arcane magic. A Sorcerer, Warlock, or Wizard can use such an item as a Spellcasting Focus.

Ebony-bound Atlas

Trinket

A collection of maps bound in an ebony cover that can be used as a Spellcasting Focus by Circle of the Star Druids. It is a Tiny object.

Emblem

Trinket

Price: 5 gp

Usage Requirement: Borne on fabric or a Shield

A Holy Symbol takes one of the forms in the Holy Symbol table and is bejeweled or painted to channel divine magic. A Cleric or Paladin can use a Holy Symbol as a Spellcasting Focus.

Engraved Crystal

Trinket

A crystal engraved with starry patterns that can be used as a Spellcasting Focus by Circle of the Star Druids. It is a Tiny object.

Etched Glass Disk

Trinket

A glass disk etched with constellations that can be used as a Spellcasting Focus by Circle of the Star Druids. It is a Tiny object.

Fine Clothes

Clothing

Price: 15 gp Weight: 6 lb.

Set of clothes designed specifically to be expensive and show it.

Grappling Hook

Trinket

Price: 2 gp Weight: 4 lb.

As a Utilize action, you can throw the Grappling Hook at a railing, a ledge, or another catch within 50 feet of yourself, and the hook catches on if you succeed on a DC 13 Dexterity (Acrobatics) check. If you tied a Rope to the hook, you can then climb it.

Half Plate Armor

Medium

Price: 750 gp Weight: 40 lb.

Hide Armor

Medium

Price: 10 gp Weight: 12 lb.

Ink Pen

Trinket

Price: 2 cp

Using Ink, an Ink Pen is used to write or draw.

Ink Pen

Trinket

Price: 2 cp

Using Ink, an Ink Pen is used to write or draw.

Ink Pen

Trinket

Price: 2 cp

Using Ink, an Ink Pen is used to write or draw.

Lamp

Trinket

Price: 5 sp Weight: 1 lb.

A Lamp burns Oil as fuel to cast Bright Light in a 15-foot radius and Dim Light for an additional 30 feet.

Lamp

Trinket

Price: 5 sp Weight: 1 lb.

A Lamp burns Oil as fuel to cast Bright Light in a 15-foot radius and Dim Light for an additional 30 feet.

Lamp

Trinket

Price: 5 sp Weight: 1 lb.

A Lamp burns Oil as fuel to cast Bright Light in a 15-foot radius and Dim Light for an additional 30 feet.

Lamp

Trinket

Price: 5 sp Weight: 1 lb.

A Lamp burns Oil as fuel to cast Bright Light in a 15-foot radius and Dim Light for an additional 30 feet.

Lantern, Bullseye

Trinket

Price: 10 gp Weight: 2 lb.

A Bullseye Lantern burns Oil as fuel to cast Bright Light in a 60-foot Cone and Dim Light for an additional 60 feet.

Lantern, Hooded

Trinket

Price: 5 gp Weight: 2 lb.

A Hooded Lantern burns Oil as fuel to cast Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. As a Bonus Action, you can lower the hood, reducing the light to Dim Light in a 5-foot radius, or raise it again.

Leather Armor

Light

Price: 10 gp Weight: 10 lb.

Net

Trinket

Price: 1 gp Weight: 3 lb.

When you take the Attack action, you can replace one of your attacks with throwing a Net. Target a creature you can see within 15 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or have the Restrained condition until it escapes. The target succeeds automatically if it is Huge or larger.

To escape, the target or a creature within 5 feet of it must take an action to make a [[/skill ath 10]] check, freeing the Restrained creature on a success. Destroying the Net (AC 10; 5 HP; Immunity to Bludgeoning, Poison, and Psychic damage) also frees the target, ending the effect.

Orb

Trinket

Price: 20 gp Weight: 3 lb.

An Arcane Focus is bejeweled or carved to channel arcane magic. A Sorcerer, Warlock, or Wizard can use such an item as a Spellcasting Focus.

Padded Armor

Light

Price: 5 gp Weight: 8 lb.

Plate Armor

Heavy

Price: 1500 gp Weight: 65 lb.

Reliquary

Trinket

Price: 5 gp Weight: 2 lb.

Usage Requirement: Held

A Holy Symbol takes one of the forms in the Holy Symbol table and is bejeweled or painted to channel divine magic. A Cleric or Paladin can use a Holy Symbol as a Spellcasting Focus.

Ring Mail

Heavy

Price: 30 gp Weight: 40 lb.

Robe

Clothing

Price: 1 gp Weight: 4 lb.

A Robe has vocational or ceremonial significance. Some events and locations admit only people wearing a Robe bearing certain colors or symbols.

Robe

Clothing

Price: 1 gp Weight: 4 lb.

A Robe has vocational or ceremonial significance. Some events and locations admit only people wearing a Robe bearing certain colors or symbols.

Rod

Trinket

Price: 10 gp Weight: 2 lb.

An Arcane Focus is bejeweled or carved to channel arcane magic. A Sorcerer, Warlock, or Wizard can use such an item as a Spellcasting Focus.

Scale Mail

Medium

Price: 50 gp Weight: 45 lb.

Shield

Shield

Price: 10 gp Weight: 6 lb.

You gain the Armor Class benefit of a Shield only if you have training with it.

Signal Whistle

Trinket

Price: 5 cp

When blown as a Utilize action, a Signal Whistle produces a sound that can be heard up to 600 feet away.

Splint Armor

Heavy

Price: 200 gp Weight: 60 lb.

Sprig of mistletoe

Trinket

Price: 1 gp

A Druidic Focus takes one of the forms in the Druidic Focuses table and is carved, tied with ribbon, or painted to channel primal magic. A Druid or Ranger can use such an object as a Spellcasting Focus.

Stone Tablet

Trinket

A stone tablet with fine holes drilled through it that can be used as a Spellcasting Focus by Circle of the Star Druids. It is a Tiny object.

Studded Leather Armor

Light

Price: 45 gp Weight: 13 lb.

Tinderbox

Trinket

Price: 5 sp Weight: 1 lb.

A Tinderbox is a small container holding flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a Candle, Lamp, Lantern, or Torch—or anything else with exposed fuel—takes a Bonus Action. Lighting any other fire takes 1 minute.

Tinderbox

Trinket

Price: 5 sp Weight: 1 lb.

A Tinderbox is a small container holding flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a Candle, Lamp, Lantern, or Torch—or anything else with exposed fuel—takes a Bonus Action. Lighting any other fire takes 1 minute.

Tinderbox

Trinket

Price: 5 sp Weight: 1 lb.

A Tinderbox is a small container holding flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a Candle, Lamp, Lantern, or Torch—or anything else with exposed fuel—takes a Bonus Action. Lighting any other fire takes 1 minute.

Tinderbox

Trinket

Price: 5 sp Weight: 1 lb.

A Tinderbox is a small container holding flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a Candle, Lamp, Lantern, or Torch—or anything else with exposed fuel—takes a Bonus Action. Lighting any other fire takes 1 minute.

Tinderbox

Trinket

Price: 5 sp Weight: 1 lb.

A Tinderbox is a small container holding flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a Candle, Lamp, Lantern, or Torch—or anything else with exposed fuel—takes a Bonus Action. Lighting any other fire takes 1 minute.

Tinderbox

Trinket

Price: 5 sp Weight: 1 lb.

A Tinderbox is a small container holding flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a Candle, Lamp, Lantern, or Torch—or anything else with exposed fuel—takes a Bonus Action. Lighting any other fire takes 1 minute.

Tinderbox

Trinket

Price: 5 sp Weight: 1 lb.

A Tinderbox is a small container holding flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a Candle, Lamp, Lantern, or Torch—or anything else with exposed fuel—takes a Bonus Action. Lighting any other fire takes 1 minute.

Tinderbox

Trinket

Price: 5 sp Weight: 1 lb.

A Tinderbox is a small container holding flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a Candle, Lamp, Lantern, or Torch—or anything else with exposed fuel—takes a Bonus Action. Lighting any other fire takes 1 minute.

Tooled Owlbear Hide

Trinket

An owlbear hide tooled with stellar symbols that can be used as a Spellcasting Focus by Circle of the Star Druids. It is a Tiny object.

Wand

Trinket

Price: 10 gp Weight: 1 lb.

An Arcane Focus is bejeweled or carved to channel arcane magic. A Sorcerer, Warlock, or Wizard can use such an item as a Spellcasting Focus.

Yew wand

Trinket

Price: 10 gp Weight: 1 lb.

A Druidic Focus takes one of the forms in the Druidic Focuses table and is carved, tied with ribbon, or painted to channel primal magic. A Druid or Ranger can use such an object as a Spellcasting Focus.

Consumables

Acid

Potion

Price: 25 gp Weight: 1 lb.

When you take the Attack action, you can replace one of your attacks with throwing a vial of Acid. Target one creature or object you can see within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 2d6 Acid damage.

Alchemist's Fire

Potion

Price: 50 gp Weight: 1 lb.

When you take the Attack action, you can replace one of your attacks with throwing a flask of Alchemist’s Fire. Target one creature or object you can see within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 1d4 fire damage damage and start burning.

Antitoxin

Potion

Price: 50 gp

As a Bonus Action, you can drink a vial of Antitoxin to gain Advantage on saving throws to avoid or end the Poisoned condition for 1 hour.

Arrows

Arrow Ammo

Price: 1 gp Weight: 0.05 lb.

Storage: Quiver

Ammunition is required by a weapon that has the Ammunition property. A weapon’s description specifies the type of ammunition used by the weapon. The Ammunition table lists the different types and the amount you get when you buy them. The table also lists the item that is typically used to store each type; storage must be bought separately.

Ball Bearings

Trinket

Price: 1 gp Weight: 2 lb.

As a Utilize action, you can spill Ball Bearings from their pouch. They spread to cover a level, 10-foot-square area within 10 feet of yourself. A creature that enters this area for the first time on a turn must succeed on a DC 10 Dexterity saving throw or have the Prone condition. It takes 10 minutes to recover the Ball Bearings.

Foundry Note

The Recover Ball Bearings activity grants another use of this item.

Ball Bearings

Trinket

Price: 1 gp Weight: 2 lb.

As a Utilize action, you can spill Ball Bearings from their pouch. They spread to cover a level, 10-foot-square area within 10 feet of yourself. A creature that enters this area for the first time on a turn must succeed on a DC 10 Dexterity saving throw or have the Prone condition. It takes 10 minutes to recover the Ball Bearings.

Foundry Note

The Recover Ball Bearings activity grants another use of this item.

Bolts

Crossbowbolt Ammo

Price: 1 gp Weight: 0.075 lb.

Storage: Case

Ammunition is required by a weapon that has the Ammunition property. A weapon’s description specifies the type of ammunition used by the weapon. The Ammunition table lists the different types and the amount you get when you buy them. The table also lists the item that is typically used to store each type; storage must be bought separately.

Bullets, Firearm

Firearmbullet Ammo

Price: 3 gp Weight: 0.2 lb.

Storage: Pouch

Ammunition is required by a weapon that has the Ammunition property. A weapon’s description specifies the type of ammunition used by the weapon. The Ammunition table lists the different types and the amount you get when you buy them. The table also lists the item that is typically used to store each type; storage must be bought separately.

Bullets, Sling

Slingbullet Ammo

Price: 4 cp Weight: 0.075 lb.

Storage: Pouch

Ammunition is required by a weapon that has the Ammunition property. A weapon’s description specifies the type of ammunition used by the weapon. The Ammunition table lists the different types and the amount you get when you buy them. The table also lists the item that is typically used to store each type; storage must be bought separately.

Bullseye Lantern

Trinket

Price: 10 gp Weight: 2 lb.

A bullseye lantern casts bright light in a 60-foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.

Caltrops

Trinket

Price: 1 gp Weight: 2 lb.

As a Utilize action, you can spread Caltrops from their bag to cover a 5-foot-square area within 5 feet of yourself. A creature that enters this area for the first time on a turn must succeed on a DC 15 Dexterity saving throw or take 1 Piercing damage and have its Speed reduced to 0 until the start of its next turn. It takes 10 minutes to recover the Caltrops.

Caltrops

Trinket

Price: 1 gp Weight: 2 lb.

As a Utilize action, you can spread Caltrops from their bag to cover a 5-foot-square area within 5 feet of yourself. A creature that enters this area for the first time on a turn must succeed on a DC 15 Dexterity saving throw or take 1 Piercing damage and have its Speed reduced to 0 until the start of its next turn. It takes 10 minutes to recover the Caltrops.

Candle

Trinket

Price: 1 cp

For 1 hour, a lit Candle sheds Bright Light in a 5-foot radius and Dim Light for an additional 5 feet.

Candle

Trinket

Price: 1 cp

For 1 hour, a lit Candle sheds Bright Light in a 5-foot radius and Dim Light for an additional 5 feet.

Chain

Trinket

Price: 5 gp

As a Utilize action, you can wrap a Chain around an unwilling creature within 5 feet of yourself that has the Grappled, Incapacitated, or Restrained condition if you succeed on a DC 13 Strength (Athletics) check. If the creature’s legs are bound, the creature has the Restrained condition until it escapes. Escaping the Chain requires the creature to make a successful DC 18 Dexterity (Acrobatics) check as an action. Bursting the Chain requires a successful DC 20 Strength (Athletics) check as an action.

Healer's Kit

Trinket

Price: 5 gp Weight: 3 lb.

A Healer’s Kit has ten uses. As a Utilize action, you can expend one of its uses to stabilize an Unconscious creature that has 0 Hit Points without needing to make a Wisdom (Medicine) check.

Holy Water

Potion

Price: 25 gp Weight: 1 lb.

When you take the Attack action, you can replace one of your attacks with throwing a flask of Holy Water. Target one creature you can see within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 2d8 Radiant damage if it is a Fiend or an Undead.

Holy Water

Potion

Price: 25 gp Weight: 1 lb.

When you take the Attack action, you can replace one of your attacks with throwing a flask of Holy Water. Target one creature you can see within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 2d8 Radiant damage if it is a Fiend or an Undead.

Hooded Lantern

Trinket

Price: 10 gp Weight: 2 lb.

A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius.

Hunting Trap

Trinket

Price: 5 gp Weight: 25 lb.

As a Utilize action, you can set a Hunting Trap, which is a sawtooth steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 Piercing damage and have its Speed reduced to 0 until the start of its next turn. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet). A creature can use its action to make a DC 13 Strength (Athletics) check, freeing itself or another creature within its reach on a success. Each failed check deals 1 type=piercing piercing damage damage to the trapped creature.

Ink

Trinket

Price: 10 gp

Ink comes in a 1-ounce bottle, which provides enough ink to write about 500 pages.

Ink

Trinket

Price: 10 gp

Ink comes in a 1-ounce bottle, which provides enough ink to write about 500 pages.

Ink

Trinket

Price: 10 gp

Ink comes in a 1-ounce bottle, which provides enough ink to write about 500 pages.

Manacles

Trinket

Price: 2 gp Weight: 6 lb.

As a Utilize action, you can use Manacles to bind an unwilling Small or Medium creature within 5 feet of yourself that has the Grappled, Incapacitated, or Restrained condition if you succeed on a DC 13 Dexterity (Sleight of Hand) check. While bound, a creature has Disadvantage on attack rolls, and the creature is Restrained if the Manacles are attached to a chain or hook that is fixed in place. Escaping the Manacles requires a successful DC 20 Dexterity (Sleight of Hand) check as an action. Bursting them requires a successful DC 25 Strength (Athletics) check as an action.

Each set of Manacles comes with a key. Without the key, a creature can use Thieves’ Tools to pick the Manacles’ lock with a successful [[/tool thief dex 15]] check.

Needles

Blowgunneedle Ammo

Price: 1 gp Weight: 0.02 lb.

Storage: Pouch

Ammunition is required by a weapon that has the Ammunition property. A weapon’s description specifies the type of ammunition used by the weapon. The Ammunition table lists the different types and the amount you get when you buy them. The table also lists the item that is typically used to store each type; storage must be bought separately.

Oil

Potion

Price: 1 sp Weight: 1 lb.

You can douse a creature, object, or space with Oil or use it as fuel, as detailed below.

Dousing a Creature or an Object. When you take the Attack action, you can replace one of your attacks with throwing an Oil flask. Target one creature or object within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or be covered in oil. If the target takes Fire damage before the oil dries (after 1 minute), the target takes an extra 5 type=fire fire damage damage from burning oil.

Dousing a Space. You can take the Utilize action to pour an Oil flask on level ground to cover a 5-foot-square area within 5 feet of yourself. If lit, the oil burns until the end of the turn 2 rounds from when the oil was lit (or 12 seconds) and deals 5 Fire damage to any creature that enters the area or ends its turn there. A creature can take this damage only once per turn.

Fuel. Oil serves as fuel for Lamps and Lanterns. Once lit, a flask of Oil burns for 6 hours in a Lamp or Lantern. That duration doesn’t need to be consecutive; you can extinguish the burning Oil (as a Utilize action) and rekindle it again until it has burned for a total of 6 hours.

Oil

Potion

Price: 1 sp Weight: 1 lb.

You can douse a creature, object, or space with Oil or use it as fuel, as detailed below.

Dousing a Creature or an Object. When you take the Attack action, you can replace one of your attacks with throwing an Oil flask. Target one creature or object within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or be covered in oil. If the target takes Fire damage before the oil dries (after 1 minute), the target takes an extra 5 type=fire fire damage damage from burning oil.

Dousing a Space. You can take the Utilize action to pour an Oil flask on level ground to cover a 5-foot-square area within 5 feet of yourself. If lit, the oil burns until the end of the turn 2 rounds from when the oil was lit (or 12 seconds) and deals 5 Fire damage to any creature that enters the area or ends its turn there. A creature can take this damage only once per turn.

Fuel. Oil serves as fuel for Lamps and Lanterns. Once lit, a flask of Oil burns for 6 hours in a Lamp or Lantern. That duration doesn’t need to be consecutive; you can extinguish the burning Oil (as a Utilize action) and rekindle it again until it has burned for a total of 6 hours.

Oil

Potion

Price: 1 sp Weight: 1 lb.

You can douse a creature, object, or space with Oil or use it as fuel, as detailed below.

Dousing a Creature or an Object. When you take the Attack action, you can replace one of your attacks with throwing an Oil flask. Target one creature or object within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or be covered in oil. If the target takes Fire damage before the oil dries (after 1 minute), the target takes an extra 5 type=fire fire damage damage from burning oil.

Dousing a Space. You can take the Utilize action to pour an Oil flask on level ground to cover a 5-foot-square area within 5 feet of yourself. If lit, the oil burns until the end of the turn 2 rounds from when the oil was lit (or 12 seconds) and deals 5 Fire damage to any creature that enters the area or ends its turn there. A creature can take this damage only once per turn.

Fuel. Oil serves as fuel for Lamps and Lanterns. Once lit, a flask of Oil burns for 6 hours in a Lamp or Lantern. That duration doesn’t need to be consecutive; you can extinguish the burning Oil (as a Utilize action) and rekindle it again until it has burned for a total of 6 hours.

Oil

Potion

Price: 1 sp Weight: 1 lb.

You can douse a creature, object, or space with Oil or use it as fuel, as detailed below.

Dousing a Creature or an Object. When you take the Attack action, you can replace one of your attacks with throwing an Oil flask. Target one creature or object within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or be covered in oil. If the target takes Fire damage before the oil dries (after 1 minute), the target takes an extra 5 type=fire fire damage damage from burning oil.

Dousing a Space. You can take the Utilize action to pour an Oil flask on level ground to cover a 5-foot-square area within 5 feet of yourself. If lit, the oil burns until the end of the turn 2 rounds from when the oil was lit (or 12 seconds) and deals 5 Fire damage to any creature that enters the area or ends its turn there. A creature can take this damage only once per turn.

Fuel. Oil serves as fuel for Lamps and Lanterns. Once lit, a flask of Oil burns for 6 hours in a Lamp or Lantern. That duration doesn’t need to be consecutive; you can extinguish the burning Oil (as a Utilize action) and rekindle it again until it has burned for a total of 6 hours.

Oil

Potion

Price: 1 sp Weight: 1 lb.

You can douse a creature, object, or space with Oil or use it as fuel, as detailed below.

Dousing a Creature or an Object. When you take the Attack action, you can replace one of your attacks with throwing an Oil flask. Target one creature or object within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or be covered in oil. If the target takes Fire damage before the oil dries (after 1 minute), the target takes an extra 5 type=fire fire damage damage from burning oil.

Dousing a Space. You can take the Utilize action to pour an Oil flask on level ground to cover a 5-foot-square area within 5 feet of yourself. If lit, the oil burns until the end of the turn 2 rounds from when the oil was lit (or 12 seconds) and deals 5 Fire damage to any creature that enters the area or ends its turn there. A creature can take this damage only once per turn.

Fuel. Oil serves as fuel for Lamps and Lanterns. Once lit, a flask of Oil burns for 6 hours in a Lamp or Lantern. That duration doesn’t need to be consecutive; you can extinguish the burning Oil (as a Utilize action) and rekindle it again until it has burned for a total of 6 hours.

Oil

Potion

Price: 1 sp Weight: 1 lb.

You can douse a creature, object, or space with Oil or use it as fuel, as detailed below.

Dousing a Creature or an Object. When you take the Attack action, you can replace one of your attacks with throwing an Oil flask. Target one creature or object within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or be covered in oil. If the target takes Fire damage before the oil dries (after 1 minute), the target takes an extra 5 type=fire fire damage damage from burning oil.

Dousing a Space. You can take the Utilize action to pour an Oil flask on level ground to cover a 5-foot-square area within 5 feet of yourself. If lit, the oil burns until the end of the turn 2 rounds from when the oil was lit (or 12 seconds) and deals 5 Fire damage to any creature that enters the area or ends its turn there. A creature can take this damage only once per turn.

Fuel. Oil serves as fuel for Lamps and Lanterns. Once lit, a flask of Oil burns for 6 hours in a Lamp or Lantern. That duration doesn’t need to be consecutive; you can extinguish the burning Oil (as a Utilize action) and rekindle it again until it has burned for a total of 6 hours.

Oil

Potion

Price: 1 sp Weight: 1 lb.

You can douse a creature, object, or space with Oil or use it as fuel, as detailed below.

Dousing a Creature or an Object. When you take the Attack action, you can replace one of your attacks with throwing an Oil flask. Target one creature or object within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or be covered in oil. If the target takes Fire damage before the oil dries (after 1 minute), the target takes an extra 5 type=fire fire damage damage from burning oil.

Dousing a Space. You can take the Utilize action to pour an Oil flask on level ground to cover a 5-foot-square area within 5 feet of yourself. If lit, the oil burns until the end of the turn 2 rounds from when the oil was lit (or 12 seconds) and deals 5 Fire damage to any creature that enters the area or ends its turn there. A creature can take this damage only once per turn.

Fuel. Oil serves as fuel for Lamps and Lanterns. Once lit, a flask of Oil burns for 6 hours in a Lamp or Lantern. That duration doesn’t need to be consecutive; you can extinguish the burning Oil (as a Utilize action) and rekindle it again until it has burned for a total of 6 hours.

Poison, Basic

Potion

Price: 100 gp

As a Bonus Action, you can use a vial of Basic Poison to coat one weapon or up to three pieces of ammunition. A creature that takes Piercing or Slashing damage from the poisoned weapon or ammunition takes an extra 1d4 Poison damage. Once applied, the poison retains potency for 1 minute or until its damage is dealt, whichever comes first.

Foundry Note

This feature includes a roll for the Poison damage.

Potion of Healing

Potion

Price: 50 gp Weight: 0.5 lb.

This potion is a magic item. As a Bonus Action, you can drink it or administer it to another creature within 5 feet of yourself. The creature that drinks the magical red fluid in this vial regains 2d4 + 2 Hit Points.

Rations

Food

Price: 5 sp Weight: 2 lb.

Rations consist of travel-ready food, including jerky, dried fruit, hardtack, and nuts. See Malnutrition in the rules glossary for the risks of not eating.

Rations

Food

Price: 5 sp Weight: 2 lb.

Rations consist of travel-ready food, including jerky, dried fruit, hardtack, and nuts. See Malnutrition in the rules glossary for the risks of not eating.

Rations

Food

Price: 5 sp Weight: 2 lb.

Rations consist of travel-ready food, including jerky, dried fruit, hardtack, and nuts. See Malnutrition in the rules glossary for the risks of not eating.

Rations

Food

Price: 5 sp Weight: 2 lb.

Rations consist of travel-ready food, including jerky, dried fruit, hardtack, and nuts. See Malnutrition in the rules glossary for the risks of not eating.

Rations

Food

Price: 5 sp Weight: 2 lb.

Rations consist of travel-ready food, including jerky, dried fruit, hardtack, and nuts. See Malnutrition in the rules glossary for the risks of not eating.

Rations

Food

Price: 5 sp Weight: 2 lb.

Rations consist of travel-ready food, including jerky, dried fruit, hardtack, and nuts. See Malnutrition in the rules glossary for the risks of not eating.

Rope

Trinket

Price: 1 gp Weight: 5 lb.

As a Utilize action, you can tie a knot with Rope if you succeed on a DC 10 Dexterity (Sleight of Hand) check. The Rope can be burst with a successful DC 20 Strength (Athletics) check.

You can bind an unwilling creature with the Rope only if the creature has the Grappled, Incapacitated, or Restrained condition. If the creature’s legs are bound, the creature has the Restrained condition until it escapes. Escaping the Rope requires the creature to make a successful DC 15 Dexterity (Acrobatics) check as an action.

Rope

Trinket

Price: 1 gp Weight: 5 lb.

As a Utilize action, you can tie a knot with Rope if you succeed on a DC 10 Dexterity (Sleight of Hand) check. The Rope can be burst with a successful DC 20 Strength (Athletics) check.

You can bind an unwilling creature with the Rope only if the creature has the Grappled, Incapacitated, or Restrained condition. If the creature’s legs are bound, the creature has the Restrained condition until it escapes. Escaping the Rope requires the creature to make a successful DC 15 Dexterity (Acrobatics) check as an action.

Rope

Trinket

Price: 1 gp Weight: 5 lb.

As a Utilize action, you can tie a knot with Rope if you succeed on a DC 10 Dexterity (Sleight of Hand) check. The Rope can be burst with a successful DC 20 Strength (Athletics) check.

You can bind an unwilling creature with the Rope only if the creature has the Grappled, Incapacitated, or Restrained condition. If the creature’s legs are bound, the creature has the Restrained condition until it escapes. Escaping the Rope requires the creature to make a successful DC 15 Dexterity (Acrobatics) check as an action.

Rope

Trinket

Price: 1 gp Weight: 5 lb.

As a Utilize action, you can tie a knot with Rope if you succeed on a DC 10 Dexterity (Sleight of Hand) check. The Rope can be burst with a successful DC 20 Strength (Athletics) check.

You can bind an unwilling creature with the Rope only if the creature has the Grappled, Incapacitated, or Restrained condition. If the creature’s legs are bound, the creature has the Restrained condition until it escapes. Escaping the Rope requires the creature to make a successful DC 15 Dexterity (Acrobatics) check as an action.

Spell Scroll, Cantrip

Scroll

Price: 30 gp

A Spell Scroll (Cantrip) or Spell Scroll (Level 1) is a magic item that bears the words of a cantrip or level 1 spell, respectively, determined by the scroll’s creator. If the spell is on your class’s spell list, you can read the scroll and cast the spell using its normal casting time and without providing any Material components.

If the spell requires a saving throw or an attack roll, the spell save DC is 13, and the attack bonus is +5. The scroll disintegrates when the casting is completed.

Spell Scroll, Level 1

Scroll

Price: 50 gp

A Spell Scroll (Cantrip) or Spell Scroll (Level 1) is a magic item that bears the words of a cantrip or level 1 spell, respectively, determined by the scroll’s creator. If the spell is on your class’s spell list, you can read the scroll and cast the spell using its normal casting time and without providing any Material components.

If the spell requires a saving throw or an attack roll, the spell save DC is 13, and the attack bonus is +5. The scroll disintegrates when the casting is completed.

Torch

Trinket

Price: 1 cp Weight: 1 lb.

A Torch burns for 1 hour, casting Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. When you take the Attack action, you can attack with the Torch, using it as a Simple Melee weapon. On a hit, the target takes 1 Fire damage.

Torch

Trinket

Price: 1 cp Weight: 1 lb.

A Torch burns for 1 hour, casting Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. When you take the Attack action, you can attack with the Torch, using it as a Simple Melee weapon. On a hit, the target takes 1 Fire damage.

Torch

Trinket

Price: 1 cp Weight: 1 lb.

A Torch burns for 1 hour, casting Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. When you take the Attack action, you can attack with the Torch, using it as a Simple Melee weapon. On a hit, the target takes 1 Fire damage.

Water (Pint)

Food

Weight: 1 lb.

If you don’t drink sufficient water, you risk dehydration.

Water (Pint)

Food

Weight: 1 lb.

If you don’t drink sufficient water, you risk dehydration.

Water (Pint)

Food

Weight: 1 lb.

If you don’t drink sufficient water, you risk dehydration.

Water (Pint)

Food

Weight: 1 lb.

If you don’t drink sufficient water, you risk dehydration.

Water (Pint)

Food

Weight: 1 lb.

If you don’t drink sufficient water, you risk dehydration.

Water (Pint)

Food

Weight: 1 lb.

If you don’t drink sufficient water, you risk dehydration.

Tools

Alchemist's Supplies

Art

Price: 50 gp Weight: 8 lb.

Ability: Intelligence

Utilize: Identify a substance (DC 15), or start a fire (DC 15)

Craft: Acid, Alchemist’s Fire, Component Pouch, Oil, Paper, Perfume

Bagpipes

Music

Price: 30 gp Weight: 1 lb.

Ability: Charisma

Utilize: Play a known tune (DC 10), or improvise a song (DC 15)

Brewer's Supplies

Art

Price: 20 gp Weight: 9 lb.

Ability: Intelligence

Utilize: Detect poisoned drink (DC 15), or identify alcohol (DC 10)

Craft: Antitoxin

Calligrapher's Supplies

Art

Price: 10 gp Weight: 5 lb.

Ability: Dexterity

Utilize: Write text with impressive flourishes that guard against forgery (DC 15)

Craft: Ink, Spell Scroll

Carpenter's Tools

Art

Price: 8 gp Weight: 6 lb.

Ability: Strength

Utilize: Seal or pry open a door or container (DC 20)

Craft: Club, Greatclub, Quarterstaff, Barrel, Chest, Ladder, Pole, Portable Ram, Torch

Cartographer's Tools

Art

Price: 15 gp Weight: 6 lb.

Ability: Wisdom

Utilize: Draft a map of a small area (DC 15)

Craft: Map

Cobbler's Tools

Art

Price: 5 gp Weight: 5 lb.

Ability: Dexterity

Utilize: Modify footwear to give Advantage on the wearer’s next Dexterity (Acrobatics) check (DC 10)

Craft: Climber’s Kit

Cook's Utensils

Art

Price: 1 gp Weight: 8 lb.

Ability: Wisdom

Utilize: Improve food’s flavor (DC 10), or detect spoiled or poisoned food (DC 15)

Craft: Rations

Dice

Game

Price: 1 sp

Ability: Wisdom

Utilize: Discern whether someone is cheating (DC 10), or win the game (DC 20)

Disguise Kit

Price: 25 gp Weight: 3 lb.

Ability: Charisma

Utilize: Apply makeup (DC 10)

Craft: Costume

Dragonchess

Game

Price: 1 gp

Ability: Wisdom

Utilize: Discern whether someone is cheating (DC 10), or win the game (DC 20)

Drum

Music

Price: 6 gp Weight: 3 lb.

Ability: Charisma

Utilize: Play a known tune (DC 10), or improvise a song (DC 15)

Dulcimer

Music

Price: 25 gp Weight: 10 lb.

Ability: Charisma

Utilize: Play a known tune (DC 10), or improvise a song (DC 15)

Flute

Music

Price: 2 gp Weight: 1 lb.

Ability: Charisma

Utilize: Play a known tune (DC 10), or improvise a song (DC 15)

Forgery Kit

Price: 15 gp Weight: 5 lb.

Ability: Dexterity

Utilize: Mimic 10 or fewer words of someone else’s handwriting (DC 15), or duplicate a wax seal (DC 20)

Glassblower's Tools

Art

Price: 30 gp Weight: 5 lb.

Ability: Intelligence

Utilize: Discern what a glass object held in the past 24 hours (DC 15)

Craft: Glass Bottle, Magnifying Glass, Spyglass, Vial

Herbalism Kit

Price: 5 gp Weight: 8 lb.

Ability: Intelligence

Utilize: Identify a plant (DC 10)

Craft: Antitoxin, Candle, Healer’s Kit, Potion of Healing

Horn

Music

Price: 3 gp Weight: 2 lb.

Ability: Charisma

Utilize: Play a known tune (DC 10), or improvise a song (DC 15)

Jeweler's Tools

Art

Price: 25 gp Weight: 2 lb.

Ability: Intelligence

Utilize: Discern a gem’s value (DC 15)

Craft: Arcane Focus, Holy Symbol

Leatherworker's Tools

Art

Price: 5 gp Weight: 5 lb.

Ability: Dexterity

Utilize: Add a design to a leather item (DC 10)

Craft: Sling, Whip, Hide Armor, Leather Armor, Studded Leather Armor, Backpack, Crossbow Bolt Case, Map or Scroll Case, Parchment, Pouch, Quiver, Waterskin

Lute

Music

Price: 35 gp Weight: 2 lb.

Ability: Charisma

Utilize: Play a known tune (DC 10), or improvise a song (DC 15)

Lyre

Music

Price: 30 gp Weight: 2 lb.

Ability: Charisma

Utilize: Play a known tune (DC 10), or improvise a song (DC 15)

Mason's Tools

Art

Price: 10 gp Weight: 8 lb.

Ability: Strength

Utilize: Chisel a symbol or hole in stone (DC 10)

Craft: Block and Tackle

Price: 25 gp Weight: 2 lb.

Ability: Wisdom

Utilize: Plot a course (DC 10), or determine position by stargazing (DC 15)

Painter's Supplies

Art

Price: 10 gp Weight: 5 lb.

Ability: Wisdom

Utilize: Paint a recognizable image of something you’ve seen (DC 10)

Craft: Druidic Focus, Holy Symbol

Pan Flute

Music

Price: 12 gp Weight: 2 lb.

Ability: Charisma

Utilize: Play a known tune (DC 10), or improvise a song (DC 15)

Playing Cards

Game

Price: 5 sp

Ability: Wisdom

Utilize: Discern whether someone is cheating (DC 10), or win the game (DC 20)

Poisoner's Kit

Price: 50 gp Weight: 2 lb.

Ability: Intelligence

Utilize: Detect a poisoned object (DC 10)

Craft: Basic Poison

Potter's Tools

Art

Price: 10 gp Weight: 3 lb.

Ability: Intelligence Weight: 3 lb.

Utilize: Discern what a ceramic object held in the past 24 hours (DC 15)

Craft: Jug, Lamp

Shawm

Music

Price: 2 gp Weight: 1 lb.

Ability: Charisma

Utilize: Play a known tune (DC 10), or improvise a song (DC 15)

Smith's Tools

Art

Price: 20 gp Weight: 8 lb.

Ability: Strength

Utilize: Pry open a door or container (DC 20)

Craft: Any Melee weapon (except Club, Greatclub, Quarterstaff, and Whip), Medium armor (except Hide), Heavy armor, Ball Bearings, Bucket, Caltrops, Chain, Crowbar, Firearm Bullets, Grappling Hook, Iron Pot, Iron Spikes, Sling Bullets

Thieves' Tools

Price: 25 gp Weight: 1 lb.

Ability: Dexterity

Utilize: Pick a lock (DC 15), or disarm a trap (DC 15)

Three-dragon ante

Game

Price: 1 gp

Ability: Wisdom

Utilize: Discern whether someone is cheating (DC 10), or win the game (DC 20)

Tinker's Tools

Art

Price: 50 gp Weight: 10 lb.

Ability: Dexterity

Utilize: Assemble a Tiny item composed of scrap, which falls apart in 1 minute (DC 20)

Craft: Musket, Pistol, Bell, Bullseye Lantern, Flask, Hooded Lantern, Hunting Trap, Lock, Manacles, Mirror, Shovel, Signal Whistle, Tinderbox

Viol

Music

Price: 30 gp Weight: 1 lb.

Ability: Charisma

Utilize: Play a known tune (DC 10), or improvise a song (DC 15)

Weaver's Tools

Art

Price: 1 gp Weight: 5 lb.

Ability: Dexterity

Utilize: Mend a tear in clothing (DC 10), or sew a Tiny design (DC 10)

Craft: Padded Armor, Basket, Bedroll, Blanket, Fine Clothes, Net, Robe, Rope, Sack, String, Tent, Traveler’s Clothes

Woodcarver's Tools

Art

Price: 1 gp Weight: 5 lb.

Ability: Dexterity

Utilize: Carve a pattern in wood (DC 10)

Craft: Club, Greatclub, Quarterstaff, Ranged weapons (except Pistol, Musket, and Sling), Arcane Focus, Arrows, Bolts, Druidic Focus, Ink Pen, Needles

Loots

Ammunition (Varies)

Gear

Ammunition is required by a weapon that has the Ammunition property. A weapon’s description specifies the type of ammunition used by the weapon. The Ammunition table lists the different types and the amount you get when you buy them. The table also lists the item that is typically used to store each type; storage must be bought separately.

Type Amount Storage Weight Cost
Arrows 20 Quiver 1 lb. 1 GP
Bolts 20 Case 1½ lb. 1 GP
Bullets, Firearm 10 Pouch 2 lb. 3 GP
Bullets, Sling 20 Pouch 1½ lb. 4 CP
Needles 50 Pouch 1 lb. 1 GP

Arcane Focus (Varies)

Gear

An Arcane Focus takes one of the forms in the Arcane Focuses table and is bejeweled or carved to channel arcane magic. A Sorcerer, Warlock, or Wizard can use such an item as a Spellcasting Focus.

Focus Weight Cost
Crystal 1 lb. 10 GP
Orb 3 lb. 20 GP
Rod 2 lb. 10 GP
Staff (also a Quarterstaff) 4 lb. 5 GP
Wand 1 lb. 10 GP

Bedroll

Gear

Price: 1 gp Weight: 7 lb.

A Bedroll sleeps one Small or Medium creature. While in a Bedroll, you automatically succeed on saving throws against extreme cold (see the Dungeon Master ’s Guide).

Bedroll

Gear

Price: 1 gp Weight: 7 lb.

A Bedroll sleeps one Small or Medium creature. While in a Bedroll, you automatically succeed on saving throws against extreme cold (see the Dungeon Master ’s Guide).

Bedroll

Gear

Price: 1 gp Weight: 7 lb.

A Bedroll sleeps one Small or Medium creature. While in a Bedroll, you automatically succeed on saving throws against extreme cold (see the Dungeon Master ’s Guide).

Blanket

Gear

Price: 5 sp Weight: 3 lb.

While wrapped in a blanket, you have Advantage on saving throws against extreme cold (see the Dungeon Master ’s Guide).

Blanket

Gear

Price: 5 sp Weight: 3 lb.

While wrapped in a blanket, you have Advantage on saving throws against extreme cold (see the Dungeon Master ’s Guide).

Block and Tackle

Gear

Price: 1 gp Weight: 5 lb.

A Block and Tackle allows you to hoist up to four times the weight you can normally lift.

Book

Gear

Price: 25 gp Weight: 5 lb.

A Book contains fiction or nonfiction. If you consult an accurate nonfiction Book about its topic, you gain a +5 bonus to Intelligence (Arcana, History, Nature, or Religion) checks you make about that topic.

Book

Gear

Price: 25 gp Weight: 5 lb.

A Book contains fiction or nonfiction. If you consult an accurate nonfiction Book about its topic, you gain a +5 bonus to Intelligence (Arcana, History, Nature, or Religion) checks you make about that topic.

Crowbar

Gear

Price: 2 gp Weight: 5 lb.

Using a Crowbar gives you Advantage on Strength checks where the Crowbar’s leverage can be applied.

Crowbar

Gear

Price: 2 gp Weight: 5 lb.

Using a Crowbar gives you Advantage on Strength checks where the Crowbar’s leverage can be applied.

Crowbar

Gear

Price: 2 gp Weight: 5 lb.

Using a Crowbar gives you Advantage on Strength checks where the Crowbar’s leverage can be applied.

Druidic Focus (Varies)

Gear

A Druidic Focus takes one of the forms in the Druidic Focuses table and is carved, tied with ribbon, or painted to channel primal magic. A Druid or Ranger can use such an object as a Spellcasting Focus.

Focus Weight Cost
Sprig of mistletoe 1 GP
Wooden staff (also a Quarterstaff) 4 lb. 5 GP
Yew wand 1 lb. 10 GP

Holy Symbol (Varies)

Gear

A Holy Symbol takes one of the forms in the Holy Symbol table and is bejeweled or painted to channel divine magic. A Cleric or Paladin can use a Holy Symbol as a Spellcasting Focus.

The table indicates whether a Holy Symbol needs to be held, worn, or borne on fabric (such as a tabard or banner) or a Shield.

Symbol Weight Cost
Amulet (worn or held) 1 lb. 5 GP
Emblem (borne on fabric or a Shield) 5 GP
Reliquary (held) 2 lb. 5 GP

Ladder

Gear

Price: 1 sp Weight: 25 lb.

A Ladder is 10 feet tall. You must climb to move up or down it.

Lock

Gear

Price: 10 gp Weight: 1 lb.

A Lock comes with a key. Without the key, a creature can use Thieves’ Tools to pick this Lock with a successful [[/tool thief dex 15]] check.

Magnifying Glass

Gear

Price: 100 gp

A Magnifying Glass grants Advantage on any ability check made to appraise or inspect a highly detailed item. Lighting a fire with a Magnifying Glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite.

Map

Gear

Price: 1 gp

If you consult an accurate Map, you gain a +5 bonus to Wisdom (Survival) checks you make to find your way in the place represented on it.

Mirror

Gear

Price: 5 gp Weight: 0.5 lb.

A handheld steel Mirror is useful for personal cosmetics but also for peeking around corners and reflecting light as a signal.

Mirror

Gear

Price: 5 gp Weight: 0.5 lb.

A handheld steel Mirror is useful for personal cosmetics but also for peeking around corners and reflecting light as a signal.

Paper

Gear

Price: 2 sp

One sheet of Paper can hold about 250 handwritten words.

Paper

Gear

Price: 2 sp

One sheet of Paper can hold about 250 handwritten words.

Parchment

Gear

Price: 1 sp

One sheet of Parchment can hold about 250 handwritten words.

Parchment

Gear

Price: 1 sp

One sheet of Parchment can hold about 250 handwritten words.

Parchment

Gear

Price: 1 sp

One sheet of Parchment can hold about 250 handwritten words.

Perfume

Gear

Price: 5 gp

Perfume comes in a 4-ounce vial. For 1 hour after applying Perfume to yourself, you have Advantage on Charisma (Persuasion) checks made to influence an Indifferent Humanoid within 5 feet of yourself.

Perfume

Gear

Price: 5 gp

Perfume comes in a 4-ounce vial. For 1 hour after applying Perfume to yourself, you have Advantage on Charisma (Persuasion) checks made to influence an Indifferent Humanoid within 5 feet of yourself.

Pole

Gear

Price: 5 cp Weight: 7 lb.

A Pole is 10 feet long. You can use it to touch something up to 10 feet away. If you must make a Strength (Athletics) check as part of a High or Long Jump, you can use the Pole to vault, giving yourself Advantage on the check.

Ram, Portable

Gear

Price: 4 gp Weight: 35 lb.

You can use a Portable Ram to break down doors. When doing so, you gain a +4 bonus to the Strength check. One other character can help you use the ram, giving you Advantage on this check.

Shovel

Gear

Price: 2 gp Weight: 5 lb.

Working for 1 hour, you can use a Shovel to dig a hole that is 5 feet on each side in soil or similar material.

Spikes, Iron

Gear

Price: 1 gp Weight: 0.5 lb.

Iron Spikes come in bundles of ten. As a Utilize action, you can use a blunt object, such as a Light Hammer, to hammer a spike into wood, earth, or a similar material. You can do so to jam a door shut or to then tie a Rope or Chain to the Spike.

Spyglass

Gear

Price: 1000 gp Weight: 1 lb.

Objects viewed through a Spyglass are magnified to twice their size.

String

Gear

Price: 1 sp

String is 10 feet long. You can tie a knot in it as a Utilize action.

Tent

Gear

Price: 2 gp Weight: 20 lb.

A Tent sleeps up to two Small or Medium creatures.


Roll Tables

Personality Traits by Alignment

Reincarnated Lineages

Chapter 3

Chapter 7

Descriptions by Ability Score

Chapter 2

Chaotic Traits

Charisma

Constitution

Dexterity

Elven Lineage

Evil Traits

Feywild Gifts

Fiendish Legacy

Gnomish Lineage

Good Traits

Intelligence

Lawful Traits

Manifestations of Order

Neutral Traits

Prismatic Layers

Prismatic Rays

Standard Languages

Star Map Forms

Trinkets

Strength

Sub-Languages Table

Wild Magic Surge

Wisdom

Cardinal Directions

Confusion Behavior

Reincarnated Species

Teleport Mishap

Elf, Wood

Elf, Drow

Elf, High

Tiefling, Abyssal

Tiefling, Chthonic

Tiefling, Infernal

Gnome, Forest

Gnome, Rock

Sub-Languages Table

Sub-Languages Table

Cardinal Directions

Human

Elven Lineage

Goliath

Aasimar

Fiendish Legacy

Halfling

Dwarf

Dragonborn

Gnomish Lineage

Orc


Actors

Creatures

Aasimar

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Aberrant Spirit

Medium Aberration, Neutral

Armor Class: 10 (natural armor) Hit Points: 40 Speed: 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 15 (+2) 16 (+3) 10 (+0) 6 (-2)

Damage Immunities: psychic Senses: Darkvision 60 ft., Passive Perception 10 Languages: deep, understands the languages you know

Aberrant Spirits

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Acid Splash

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Acolyte

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Acrobatic Guidance

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Acrobatic Guidance

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Active Sense: Hearing

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Active Sense: Sight

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Adrenaline Rush

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Agile

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Air Element

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Air Elemental Spirit

Medium Elemental, Neutral

Armor Class: 10 (natural armor) Hit Points: 50 (50) Speed: 40 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 17 (+3) 4 (-3) 10 (+0) 16 (+3)

Damage Immunities: poison Damage Resistances: lightning, thunder Condition Immunities: exhaustion, paralyzed, petrified, poisoned Senses: Darkvision 60 ft., Passive Perception 10 Languages: primordial, understands the languages you know

Airship

Large Creature

Armor Class: 10 Hit Points: 300 Speed: fly 8 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 0 (-5) 0 (-5) 0 (-5)

Damage Immunities: poison, psychic Condition Immunities: blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious Senses: Passive Perception 10

Speed: 8 mph

Crew: 10

Passengers: 20

Cargo (Tons): 1

AC: 13

HP: 300

Damage Threshold:

Cost: 40,000 GP

Alert

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Alert

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Alert

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Alert

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Amorphous Form

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Amorphous Form

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Amorphous Form

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Amorphous Form

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Amphibious

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Amphibious

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Amphibious

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Amphibious

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Amulet

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Animal Friendship

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Animal Handling Guidance

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Animal Handling Guidance

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Animated Objects

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Apply Hide Action to Target

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Apply Hide Action to Target

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Arcana Guidance

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Arcana Guidance

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Arcane Eye

Tiny Custom

Armor Class: 10 Hit Points: 1 (1) Speed: 0 ft.

STR DEX CON INT WIS CHA
0 (-5) 0 (-5) 0 (-5) 0 (-5) 0 (-5) 0 (-5)

Senses: Darkvision 30 ft., Passive Perception 10

Arcane Recovery

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Arrows

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Arrows

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Arrows

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Arrows

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Athletic Guidance

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Athletic Guidance

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Avenger Spirit

Large Celestial, Neutral

Armor Class: 10 (natural armor) Hit Points: 40 (40) Speed: 30 ft., fly 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 10 (+0) 14 (+2) 16 (+3)

Damage Resistances: radiant Condition Immunities: charmed, frightened Senses: Darkvision 60 ft., Passive Perception 10 Languages: celestial, understands the languages you know

Ball Bearings

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Bane

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Bane

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Barbarian

Medium Creature, Chaotic Evil

Armor Class: 10 Hit Points: 14 Speed: 0 ft.

STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 8 (-1)

Saving Throws: Calculated from proficiency Skills: Acr, Ath, Itm, Prc Senses: Passive Perception 10 Languages: common, giant, goblin

Class Likes Primary Ability Complexity
Barbarian Battle Strength Average
Background Species Languages
Sailor Goliath Giant, Goblin
Class Str. Dex. Con. Int. Wis. Cha.
Barbarian 15 13 14 10 12 8
Alignment Personality
Chaotic Rebellious
Evil Vengeful

Barbarian

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Bard

Medium Creature, Neutral Evil

Armor Class: 10 Hit Points: 9 Speed: 0 ft.

STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 12 (+1) 13 (+1) 10 (+0) 16 (+3)

Saving Throws: Calculated from proficiency Skills: Acr, Ath, Dec, Ins, Prf Damage Resistances: necrotic Senses: Passive Perception 10 Languages: common, giant, halfling

Class Likes Primary Ability Complexity
Bard Performing Charisma High
Background Species Languages
Entertainer Tiefling, Chthonic Halfling, Giant
Class Str. Dex. Con. Int. Wis. Cha.
Bard 8 14 12 13 10 15
Alignment Personality
Neutral Selfish
Evil Greedy

Bard

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Bardic Inspiration

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Bat Form

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Beak

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Beast of Burden

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Beast of the Land

Medium Beast (Primal Companion), Neutral

Armor Class: 10 (natural armor) Hit Points: 5 (0d8 + 5) Speed: 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 15 (+2) 8 (-1) 14 (+2) 11 (+0)

Senses: Darkvision 60 ft., Passive Perception 10 Languages: Understands the languages you know

Beast of the Sea

Medium Beast (Primal Companion), Neutral

Armor Class: 10 (natural armor) Hit Points: 5 (0d8 + 5) Speed: 5 ft., swim 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 15 (+2) 8 (-1) 14 (+2) 11 (+0)

Senses: Darkvision 90 ft., Passive Perception 10 Languages: Understands the languages you know

Beast of the Sky

Small Beast (Primal Companion), Neutral

Armor Class: 10 (natural armor) Hit Points: 4 (0d6 + 4) Speed: 10 ft., fly 60 ft.

STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 13 (+1) 8 (-1) 14 (+2) 11 (+0)

Senses: Darkvision 60 ft., Passive Perception 10 Languages: Understands the languages you know

Beast's Strike

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Beast's Strike

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Beast's Strike

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Bedroll

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Bedroll

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Bedroll

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Bedroll

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Bedroll

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Bedroll

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Bedroll

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Beholderkin Spirit

Medium Aberration (Beholderkin), Neutral

Armor Class: 10 (natural armor) Hit Points: 40 Speed: 30 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 15 (+2) 16 (+3) 10 (+0) 6 (-2)

Damage Immunities: psychic Senses: Darkvision 60 ft., Passive Perception 10 Languages: deep, understands the languages you know

Bell

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Bell

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Berserk Lashing

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Berserk Lashing

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Bestial Air Spirit

Small Beast, Neutral

Armor Class: 10 (natural armor) Hit Points: 20 (20) Speed: 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 16 (+3) 4 (-3) 14 (+2) 5 (-3)

Senses: Darkvision 60 ft., Passive Perception 10 Languages: understands the languages you know

Bestial Communication

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Bestial Land Spirit

Small Beast, Neutral

Armor Class: 10 (natural armor) Hit Points: 30 (30) Speed: 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 16 (+3) 4 (-3) 14 (+2) 5 (-3)

Senses: Darkvision 60 ft., Passive Perception 10 Languages: understands the languages you know

Bestial Spirit

Small Beast, Neutral

Armor Class: 10 (natural armor) Hit Points: 30 (30) Speed: 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 16 (+3) 4 (-3) 14 (+2) 5 (-3)

Senses: Darkvision 60 ft., Passive Perception 10 Languages: understands the languages you know

Bestial Spirits

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Bestial Water Spirit

Small Beast, Neutral

Armor Class: 10 (natural armor) Hit Points: 30 (30) Speed: 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 16 (+3) 4 (-3) 14 (+2) 5 (-3)

Senses: Darkvision 60 ft., Passive Perception 10 Languages: understands the languages you know

Bigby's Hand

Large Custom

Armor Class: 10 Hit Points: 0 (0) Speed: 60 ft.

STR DEX CON INT WIS CHA
0 (-5) 0 (-5) 0 (-5) 0 (-5) 0 (-5) 0 (-5)

Senses: Passive Perception 10

Bite

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Bite

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Bite

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Bite

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Bite

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Bite

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Bite

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Bite

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Bite

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Bite

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Bite

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Bite

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Bite

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Bite

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Bite

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Bite

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Bite

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Bite

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Bite

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Bite

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Bite

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Bite

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Bite

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Bite (Demon Only)

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Blade Ward

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Blanket

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Blanket

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Bless

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Blessed

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Blinded

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Blocked Healing

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Blocked Healing

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Blocked Healing

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Bloodied Fury

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Bolts

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Book

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Book

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Book of Occult Lore

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Book of Prayers

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Book of Shadows

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Brave

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Bravery

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Breath Weapon

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Breath Weapon

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Bubble Dash

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Bullseye Lantern

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Burglar’s Pack

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Burning Hands

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Burst of Ingenuity

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Calligrapher’s Supplies

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Calligrapher’s Supplies

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Caltrops

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Caltrops

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Candle

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Carpenter’s Tools

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Carry Weight Adjustment

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Cartographer’s Tools

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Case, Crossbow Bolt

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Celestial Resistance

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Celestial Spirit

Large Celestial, Neutral

Armor Class: 10 (natural armor) Hit Points: 40 (40) Speed: 30 ft., fly 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 10 (+0) 14 (+2) 16 (+3)

Damage Resistances: radiant Condition Immunities: charmed, frightened Senses: Darkvision 60 ft., Passive Perception 10 Languages: celestial, understands the languages you know

Celestial Spirits

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Celestial Steed

Large Celestial (Otherworldly Steed), Neutral

Armor Class: 10 (natural armor) Hit Points: 5 (0d10 + 5) Speed: 60 ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 14 (+2) 6 (-2) 12 (+1) 8 (-1)

Senses: Passive Perception 10 Languages: Telepathy 1 mile (works only with you)

Centipede Form

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Chain Mail

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Chain Mail

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Chain Shirt

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Charlatan

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Charm Person

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Charm Person

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Charmed

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Charmed

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Charmed

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Charmed

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Charmed

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Charmed

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Chill Touch

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Claw

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Claw

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Claw

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Claw

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Claw

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Claws

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Claws (Yugoloth Only)

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Clay Construct Spirit

Medium Construct, Neutral

Armor Class: 10 (natural armor) Hit Points: 40 (40) Speed: 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 18 (+4) 14 (+2) 11 (+0) 5 (-3)

Damage Resistances: poison Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned Senses: Darkvision 60 ft., Passive Perception 10 Languages: Understands the languages you know

Clenched Fist

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Cleric

Medium Creature, Lawful Good

Armor Class: 10 Hit Points: 10 Speed: 0 ft.

STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 13 (+1) 10 (+0) 16 (+3) 12 (+1)

Saving Throws: Calculated from proficiency Skills: Ath, Ins, Prc, Rel Damage Resistances: poison Senses: Passive Perception 10 Languages: common, dwarvish, sign

Class Likes Primary Ability Complexity
Cleric Gods Wisdom Average
Background Species Languages
Guard Dwarf Common Sign Language, Dwarvish
Class Str. Dex. Con. Int. Wis. Cha.
Cleric 14 8 13 10 15 12
Alignment Personality
Lawful Loyal
Good Helpful

Cleric

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Clothes, Fine

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Clothes, Traveler’s

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Clothes, Traveler’s

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Color Spray

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Command

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Companions

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Comprehend Languages

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Comprehension

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Compression

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Conjurations

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Conjured Air Elemental

Large Custom

Armor Class: 10 Hit Points: 1 (1) Speed: 0 ft.

STR DEX CON INT WIS CHA
0 (-5) 0 (-5) 0 (-5) 0 (-5) 0 (-5) 0 (-5)

Senses: Passive Perception 10

Conjured Animals

Large Custom

Armor Class: 10 Hit Points: 1 (1) Speed: 0 ft.

STR DEX CON INT WIS CHA
0 (-5) 0 (-5) 0 (-5) 0 (-5) 0 (-5) 0 (-5)

Senses: Passive Perception 10

Conjured Earth Elemental

Large Custom

Armor Class: 10 Hit Points: 1 (1) Speed: 0 ft.

STR DEX CON INT WIS CHA
0 (-5) 0 (-5) 0 (-5) 0 (-5) 0 (-5) 0 (-5)

Senses: Passive Perception 10

Conjured Elementals

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Conjured Fey

Medium Custom

Armor Class: 10 Hit Points: 1 (1) Speed: 0 ft.

STR DEX CON INT WIS CHA
0 (-5) 0 (-5) 0 (-5) 0 (-5) 0 (-5) 0 (-5)

Senses: Passive Perception 10

Conjured Fire Elemental

Large Custom

Armor Class: 10 Hit Points: 1 (1) Speed: 0 ft.

STR DEX CON INT WIS CHA
0 (-5) 0 (-5) 0 (-5) 0 (-5) 0 (-5) 0 (-5)

Senses: Passive Perception 10

Conjured Water Elemental

Large Custom

Armor Class: 10 Hit Points: 1 (1) Speed: 0 ft.

STR DEX CON INT WIS CHA
0 (-5) 0 (-5) 0 (-5) 0 (-5) 0 (-5) 0 (-5)

Senses: Passive Perception 10

Constrict

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Construct Spirit

Medium Construct, Neutral

Armor Class: 10 (natural armor) Hit Points: 40 (40) Speed: 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 18 (+4) 14 (+2) 11 (+0) 5 (-3)

Damage Resistances: poison Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned Senses: Darkvision 60 ft., Passive Perception 10 Languages: Understands the languages you know

Construct Spirits

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Costume

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Costume

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Costume

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Creatures

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Criminal

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Crowbar

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Crowbar

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Crowbar

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Crowbar

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Cure Wounds

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Cure Wounds

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Cure Wounds

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Dagger

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Dagger

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Dagger

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Dagger

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Dagger

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Dagger

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Dagger

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Dagger

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Dancing Light (Medium)

Medium Custom

Armor Class: 10 Hit Points: 1 (1) Speed: 0 ft.

STR DEX CON INT WIS CHA
0 (-5) 0 (-5) 0 (-5) 0 (-5) 0 (-5) 0 (-5)

Senses: Passive Perception 10

Dancing Light (Tiny)

Tiny Custom

Armor Class: 10 Hit Points: 1 (1) Speed: 0 ft.

STR DEX CON INT WIS CHA
0 (-5) 0 (-5) 0 (-5) 0 (-5) 0 (-5) 0 (-5)

Senses: Passive Perception 10

Dancing Lights

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Dancing Lights

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Death Throes

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Death Throes

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Deathly Touch

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Deathly Touch

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Deception Guidance

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Deception Guidance

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Defender Spirit

Large Celestial, Neutral

Armor Class: 10 (natural armor) Hit Points: 40 (40) Speed: 30 ft., fly 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 10 (+0) 14 (+2) 16 (+3)

Damage Resistances: radiant Condition Immunities: charmed, frightened Senses: Darkvision 60 ft., Passive Perception 10 Languages: celestial, understands the languages you know

Defense

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Defense

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Demon Spirit

Large Fiend, Neutral

Armor Class: 10 (natural armor) Hit Points: 50 (50) Speed: 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 15 (+2) 10 (+0) 10 (+0) 16 (+3)

Damage Immunities: poison Damage Resistances: fire Condition Immunities: poisoned Senses: Darkvision 60 ft., Passive Perception 10 Languages: abyssal, infernal, Telepathy 60 ft.

Detect Magic

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Detect Magic

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Detection

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Detection

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Devil Spirit

Large Fiend, Neutral

Armor Class: 10 (natural armor) Hit Points: 40 (40) Speed: 40 ft., fly 60 ft.

STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 15 (+2) 10 (+0) 10 (+0) 16 (+3)

Damage Immunities: poison Damage Resistances: fire Condition Immunities: poisoned Senses: Darkvision 60 ft., Passive Perception 10 Languages: abyssal, infernal, Telepathy 60 ft.

Devil’s Sight

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Devil’s Sight

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Devil’s Sight

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Dexterous Attacks & Martial Arts Damage

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Dice

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Dissonant Whispers

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Divine Order

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Divine Order: Protector

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Divine Order: Protector

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Draconic Spirit

Large Dragon, Neutral

Armor Class: 10 (natural armor) Hit Points: 50 (50) Speed: 30 ft., fly 60 ft., swim 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 17 (+3) 10 (+0) 14 (+2) 14 (+2)

Damage Resistances: acid, cold, fire, lightning, poison Condition Immunities: charmed, frightened, poisoned Senses: Darkvision 60 ft., Blindsight 30 ft., Passive Perception 10 Languages: draconic, understands the languages you know

Dragonborn

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Dragonchess

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Dragonchess

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Druid

Medium Creature, Neutral Good

Armor Class: 10 Hit Points: 12 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 14 (+2) 13 (+1) 16 (+3) 10 (+0)

Saving Throws: Calculated from proficiency Skills: Ani, Arc, His, Ins, Med, Nat, Prc, Sur Senses: Passive Perception 10 Languages: common, elvish, halfling, druidic

Class Likes Primary Ability Complexity
Druid Nature Wisdom High
Background Species Languages
Farmer Human Elvish, Halfling
Class Str. Dex. Con. Int. Wis. Cha.
Druid 8 12 14 13 15 10
Alignment Personality
Neutral Disinterested
Good Honest

Druid

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Druidcraft

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Druidcraft

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Druidic

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Dungeoneer’s Pack

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Dungeoneer’s Pack

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Duplicate

Medium Creature

Armor Class: 10 Hit Points: 1 (1) Speed: 0 ft.

STR DEX CON INT WIS CHA
0 (-5) 0 (-5) 0 (-5) 0 (-5) 0 (-5) 0 (-5)

Senses: Passive Perception 10

Dwarf

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Dwarf

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Dwarven Resilience

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Dwarven Resilience

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Dwarven Toughness

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Dwarven Toughness

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Dwarven Toughness

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Dwarven Toughness

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Earth Element

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Earth Elemental Spirit

Medium Elemental, Neutral

Armor Class: 10 (natural armor) Hit Points: 50 (50) Speed: 40 ft., burrow 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 17 (+3) 4 (-3) 10 (+0) 16 (+3)

Damage Immunities: poison Damage Resistances: slashing Condition Immunities: exhaustion, paralyzed, petrified, poisoned Senses: Darkvision 60 ft., Passive Perception 10 Languages: primordial, understands the languages you know

Eldritch Blast

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Eldritch Invocations

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Elemental Spirit

Medium Elemental, Neutral

Armor Class: 10 (natural armor) Hit Points: 50 (50) Speed: 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 17 (+3) 4 (-3) 10 (+0) 16 (+3)

Damage Immunities: poison Condition Immunities: exhaustion, paralyzed, petrified, poisoned Senses: Darkvision 60 ft., Passive Perception 10 Languages: primordial, understands the languages you know

Elemental Spirits

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Elf, Drow

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Elf, Wood

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Elven Lineage, Drow

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Elven Lineage, Wood Elf

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Emblem

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Enchanting Bow

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Ensnared

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Ensnaring Strike

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Entertainer

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Entertainer’s Pack

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Example Characters

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Expertise

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Explorer’s Pack

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Explorer’s Pack

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Explorer’s Pack

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Explorer’s Pack

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Eye Ray

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Eye Ray

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Faerie Fire

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Faithful Hound

Medium Custom

Armor Class: 10 Hit Points: 1 (1) Speed: 0 ft.

STR DEX CON INT WIS CHA
0 (-5) 0 (-5) 0 (-5) 0 (-5) 0 (-5) 0 (-5)

Senses: Truesight 30 ft., Passive Perception 10

Farmer

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Favored Enemy

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Feather Fall

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Fell Glare

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Fell Glare

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Festering Aura

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Festering Aura

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Fey Ancestry

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Fey Ancestry

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Fey Blade

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Fey Blade

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Fey Blade

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Fey Blade

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Fey Spirit

Small Fey, Neutral

Armor Class: 10 (natural armor) Hit Points: 30 (30) Speed: 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 14 (+2) 14 (+2) 11 (+0) 16 (+3)

Condition Immunities: charmed Senses: Darkvision 60 ft., Passive Perception 10 Languages: sylvan, understands the languages you know

Fey Spirits

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Fey Steed

Large Fey (Otherworldly Steed), Neutral

Armor Class: 10 (natural armor) Hit Points: 5 (0d10 + 5) Speed: 60 ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 14 (+2) 6 (-2) 12 (+1) 8 (-1)

Senses: Passive Perception 10 Languages: Telepathy 1 mile (works only with you)

Fey Step

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Fey Step

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Fey Step

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Fey Step

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Fey Step

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Fey Step

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Fiend Steed

Large Fiend (Otherworldly Steed), Neutral

Armor Class: 10 (natural armor) Hit Points: 5 (0d10 + 5) Speed: 60 ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 14 (+2) 6 (-2) 12 (+1) 8 (-1)

Senses: Passive Perception 10 Languages: Telepathy 1 mile (works only with you)

Fiendish Legacy, Chthonic

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Fiendish Spirit

Large Fiend, Neutral

Armor Class: 10 (natural armor) Hit Points: 50 (50) Speed: 40 ft., climb 40 ft., fly 60 ft.

STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 15 (+2) 10 (+0) 10 (+0) 16 (+3)

Damage Immunities: poison Damage Resistances: fire Condition Immunities: poisoned Senses: Darkvision 60 ft., Passive Perception 10 Languages: abyssal, infernal, Telepathy 60 ft.

Fiendish Spirits

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Fiery Strike

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Fiery Strike (Devil Only)

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Fighter

Medium Creature, Neutral Good

Armor Class: 10 Hit Points: 13 Speed: 0 ft.

STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 14 (+2) 8 (-1) 10 (+0) 12 (+1)

Saving Throws: Calculated from proficiency Skills: Acr, Ath, Itm, Prc Damage Resistances: poison Senses: Passive Perception 10 Languages: common, dwarvish, orc

Class Likes Primary Ability Complexity
Fighter Weapons Strength or Dexterity Low
Background Species Languages
Soldier Dwarf Orc, Dwarvish
Class Str. Dex. Con. Int. Wis. Cha.
Fighter 15 14 13 8 10 12
Alignment Personality
Neutral Pragmatic
Good Kind

Fighter

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Fighting Style

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Find Familiar

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Fine Clothes

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Fine Clothes

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Fire Bolt

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Fire Element

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Fire Elemental Spirit

Medium Elemental, Neutral

Armor Class: 10 (natural armor) Hit Points: 50 (50) Speed: 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 17 (+3) 4 (-3) 10 (+0) 16 (+3)

Damage Immunities: fire, poison Condition Immunities: exhaustion, paralyzed, petrified, poisoned Senses: Darkvision 60 ft., Passive Perception 10 Languages: primordial, understands the languages you know

Fist

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Flail

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Flames

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Flaming Sphere

Small Creature

Armor Class: 10 Hit Points: 10 Speed: 0 ft.

STR DEX CON INT WIS CHA
0 (-5) 0 (-5) 0 (-5) 0 (-5) 0 (-5) 0 (-5)

Senses: Passive Perception 10

Floating Disk

Medium Custom

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Flute

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Flyby

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Flyby

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Flyby

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Flyby

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Forceful Hand

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Forgery Kit

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Frightened

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Frightened

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Frightened

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Frightened

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Frightened

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Frightened

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Frightened

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Fuming Fey Spirit

Small Fey, Neutral

Armor Class: 10 (natural armor) Hit Points: 30 (30) Speed: 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 14 (+2) 14 (+2) 11 (+0) 16 (+3)

Condition Immunities: charmed Senses: Darkvision 60 ft., Passive Perception 10 Languages: sylvan, understands the languages you know

Galley

Large Creature

Armor Class: 10 Hit Points: 500 Speed: swim 4 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 0 (-5) 0 (-5) 0 (-5)

Damage Immunities: poison, psychic Condition Immunities: blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious Senses: Passive Perception 10

Speed: 4 mph

Crew: 80

Passengers:

Cargo (Tons): 150

AC: 15

HP: 500

Damage Threshold: 20

Cost: 30,000 GP

Ghostly Spirit

Medium Undead, Neutral

Armor Class: 10 (natural armor) Hit Points: 30 (30) Speed: 30 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 15 (+2) 4 (-3) 10 (+0) 9 (-1)

Damage Immunities: necrotic, poison Condition Immunities: exhaustion, frightened, paralyzed, poisoned Senses: Darkvision 60 ft., Passive Perception 10 Languages: Understands the languages you know

Giant Ancestry

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Giant Centipede

Large Beast, Unaligned

Armor Class: 10 (natural armor) Hit Points: 30 (30) Speed: 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
17 (+3) 13 (+1) 15 (+2) 4 (-3) 14 (+2) 3 (-4)

Senses: Darkvision 60 ft., Passive Perception 10 Languages: Understands the languages you know

Giant Insect

Large Beast, Unaligned

Armor Class: 10 (natural armor) Hit Points: 30 (30) Speed: 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
17 (+3) 13 (+1) 15 (+2) 4 (-3) 14 (+2) 3 (-4)

Senses: Darkvision 60 ft., Passive Perception 10 Languages: Understands the languages you know

Giant Insects

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Giant Spider

Large Beast, Unaligned

Armor Class: 10 (natural armor) Hit Points: 30 (30) Speed: 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
17 (+3) 13 (+1) 15 (+2) 4 (-3) 14 (+2) 3 (-4)

Senses: Darkvision 60 ft., Passive Perception 10 Languages: Understands the languages you know

Giant Wasp

Large Beast, Unaligned

Armor Class: 10 (natural armor) Hit Points: 30 (30) Speed: 40 ft., climb 40 ft., fly 40 ft.

STR DEX CON INT WIS CHA
17 (+3) 13 (+1) 15 (+2) 4 (-3) 14 (+2) 3 (-4)

Senses: Darkvision 60 ft., Passive Perception 10 Languages: Understands the languages you know

Glassblower’s Tools

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Gnome, Rock

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Gnomish Cunning

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Gnomish Lineage, Rock

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Goliath

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Gore

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Gore

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Grappled

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Grappled

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Grappled

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Grappled

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Grasping Hand

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Grasping Vine

Tiny Custom

Armor Class: 10 Hit Points: 1 (1) Speed: 0 ft.

STR DEX CON INT WIS CHA
0 (-5) 0 (-5) 0 (-5) 0 (-5) 0 (-5) 0 (-5)

Senses: Passive Perception 10

Grave Bolt

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Grave Bolt

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Greataxe

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Greatsword

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Guard

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Guarded Area

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Guardian of Faith

Large Custom

Armor Class: 10 Hit Points: 1 (1) Speed: 0 ft.

STR DEX CON INT WIS CHA
0 (-5) 0 (-5) 0 (-5) 0 (-5) 0 (-5) 0 (-5)

Senses: Passive Perception 10

Guidance

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Guidance

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Guide

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Guiding Bolt

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Guiding Bolt

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Half Cover

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Halfling

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Halfling Nimbleness

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Handaxe

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Healer’s Kit

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Healer’s Kit

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Healing Hands

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Healing Touch

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Healing Touch

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Healing Touch

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Healing Touch

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Healing Touch

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Healing Word

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Heart Sight

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Heated Body

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Heated Body

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Herbalism Kit

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Heroism

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Hex

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Hexed Charisma

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Hexed Constitution

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Hexed Dexterity

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Hexed Intelligence

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Hexed Strength

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Hexed Wisdom

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

History Guidance

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

History Guidance

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Hold Breath

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Holy Water

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Holy Water

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Hooded Lantern

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Hooded Lantern

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Hooves

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Hooves

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Hooves

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Hooves

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Hooves

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Hooves

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Huge Animated Object

Huge Construct, Unaligned

Armor Class: 10 (natural armor) Hit Points: 40 (40) Speed: 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 10 (+0) 3 (-4) 3 (-4) 1 (-5)

Damage Immunities: poison, psychic Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned Senses: Blindsight 30 ft., Passive Perception 10 Languages: Understands the languages you know

Human

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Hunter's Mark

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Hunter's Mark

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Illusory Creature

Medium Custom

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
0 (-5) 0 (-5) 0 (-5) 0 (-5) 0 (-5) 0 (-5)

Senses: Passive Perception 10

Illusory Object

Medium Custom

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
0 (-5) 0 (-5) 0 (-5) 0 (-5) 0 (-5) 0 (-5)

Senses: Passive Perception 10

Illusory Phenomenon

Medium Custom

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
0 (-5) 0 (-5) 0 (-5) 0 (-5) 0 (-5) 0 (-5)

Senses: Passive Perception 10

Incorporeal Passage

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Incorporeal Passage

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Ink

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Ink

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Ink Cloud

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Ink Pen

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Ink Pen

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Innate Sorcery

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Innate Sorcery

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Insight Guidance

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Insight Guidance

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Inspired

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Interposed

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Interposing Hand

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Intimidation Guidance

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Intimidation Guidance

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Investigation Guidance

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Investigation Guidance

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Invisibility

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Invisibility

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Invisibility

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Invisibility

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Invisibility

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Invisibility

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Invisibility

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Invisibility

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Invisibility

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Invisible

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Invisible

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Invisible

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Invisible

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Invisible Sensor

Tiny Custom

Armor Class: 10 Hit Points: 1 (1) Speed: 0 ft.

STR DEX CON INT WIS CHA
0 (-5) 0 (-5) 0 (-5) 0 (-5) 0 (-5) 0 (-5)

Senses: Passive Perception 10

Iron Pot

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Javelin

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Javelin

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Jumper

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Keelboat

Large Creature

Armor Class: 10 Hit Points: 100 Speed: swim 1 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 0 (-5) 0 (-5) 0 (-5)

Damage Immunities: poison, psychic Condition Immunities: blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious Senses: Passive Perception 10

Speed: 1 mph

Crew: 1

Passengers:

Cargo (Tons): 1/2

AC: 15

HP: 100

Damage Threshold: 10

Cost: 3,000 GP

Keen Senses

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Keen Senses

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Lamp

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Lamp

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Lamp

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Lamp

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Lamp

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Large Animated Object

Large Construct, Unaligned

Armor Class: 10 (natural armor) Hit Points: 20 (20) Speed: 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 10 (+0) 3 (-4) 3 (-4) 1 (-5)

Damage Immunities: poison, psychic Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned Senses: Blindsight 30 ft., Passive Perception 10 Languages: Understands the languages you know

Lay on Hands

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Leather Armor

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Leather Armor

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Leather Armor

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Leather Armor

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Life Bond

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Life Bond

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Life Bond

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Life Bond

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Light

Tiny Custom

Armor Class: 10 Hit Points: 1 (1) Speed: 0 ft.

STR DEX CON INT WIS CHA
0 (-5) 0 (-5) 0 (-5) 0 (-5) 0 (-5) 0 (-5)

Senses: Passive Perception 10

Light

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Light

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Light Bearer

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Light Crossbow

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Longbow

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Longship

Large Creature

Armor Class: 10 Hit Points: 300 Speed: swim 3 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 0 (-5) 0 (-5) 0 (-5)

Damage Immunities: poison, psychic Condition Immunities: blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious Senses: Passive Perception 10

Speed: 3 mph

Crew: 40

Passengers: 150

Cargo (Tons): 10

AC: 15

HP: 300

Damage Threshold: 15

Cost: 10,000 GP

Longsword

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Luck

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Lucky

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Lute

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Mace

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Mage Armor

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Mage Armor

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Mage Hand

Tiny Custom

Armor Class: 10 Hit Points: 1 (1) Speed: 0 ft.

STR DEX CON INT WIS CHA
0 (-5) 0 (-5) 0 (-5) 0 (-5) 0 (-5) 0 (-5)

Senses: Passive Perception 10

Mage Hand

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Mage Hand

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Magic Initiate

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Magic Initiate

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Magic Missile

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Magic Resistance

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Magic Resistance

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Magic Resistance

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Magic Resistance

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Magic Resistance

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Magic Resistance

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Magic Resistance

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Magic Resistance

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Magic Resistance

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Magician Checks & Cantrip

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Manacled

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Manacles

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Martial Arts

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Medicine Guidance

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Medicine Guidance

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Medium Animated Object

Medium Construct, Unaligned

Armor Class: 10 (natural armor) Hit Points: 10 (10) Speed: 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 10 (+0) 3 (-4) 3 (-4) 1 (-5)

Damage Immunities: poison, psychic Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned Senses: Blindsight 30 ft., Passive Perception 10 Languages: Understands the languages you know

Mending

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Metal Construct Spirit

Medium Construct, Neutral

Armor Class: 10 (natural armor) Hit Points: 40 (40) Speed: 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 18 (+4) 14 (+2) 11 (+0) 5 (-3)

Damage Resistances: poison Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned Senses: Darkvision 60 ft., Passive Perception 10 Languages: Understands the languages you know

Mimicry

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Mind Flayer Spirit

Medium Aberration (Mind Flayer), Neutral

Armor Class: 10 (natural armor) Hit Points: 40 Speed: 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 15 (+2) 16 (+3) 10 (+0) 6 (-2)

Damage Immunities: psychic Senses: Darkvision 60 ft., Passive Perception 10 Languages: deep, understands the languages you know

Mind Sliver

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Mirror

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Mirror

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Mirthful

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Mirthful Fey Spirit

Small Fey, Neutral

Armor Class: 10 (natural armor) Hit Points: 30 (30) Speed: 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 14 (+2) 14 (+2) 11 (+0) 16 (+3)

Condition Immunities: charmed Senses: Darkvision 60 ft., Passive Perception 10 Languages: sylvan, understands the languages you know

Mocked

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Monk

Medium Creature, Lawful Neutral

Armor Class: 10 Hit Points: 10 Speed: 0 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 14 (+2) 10 (+0) 15 (+2) 8 (-1)

Saving Throws: Calculated from proficiency Skills: Acr, Ath, Ste, Sur Damage Resistances: fire Senses: Passive Perception 10 Languages: common, draconic, dwarvish

Class Likes Primary Ability Complexity
Monk Unarmed combat Dexterity and Wisdom High
Background Species Choose Languages
Guide Dragonborn Dwarvish, Draconic
Class Str. Dex. Con. Int. Wis. Cha.
Monk 12 15 13 10 14 8
Alignment Personality
Lawful Methodical
Neutral Laconic

Monk

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Mordenkainen’s Sword

Tiny Custom

Armor Class: 10 Hit Points: 1 (1) Speed: 0 ft.

STR DEX CON INT WIS CHA
0 (-5) 0 (-5) 0 (-5) 0 (-5) 0 (-5) 0 (-5)

Senses: Passive Perception 10

Move

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Move and Attack

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Move and Attack

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Multiattack

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Multiattack

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Multiattack

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Multiattack

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Multiattack

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Multiattack

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Multiattack

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Multiattack

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Multiattack

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Multiattack

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Multiattack

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Multiattack

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Multiattack

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Multiattack

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Multiattack

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Multiattack

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Multiattack

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Multiattack

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Multiattack

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Multiattack

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Multiattack

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Multiattack

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Multiattack

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Multiattack

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Multiattack

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Multiattack

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Multiattack

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Multiattack

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Multiattack

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Multiattack

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Multiattack

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Multiattack

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Multiattack

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Multiattack

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Multiattack

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Multiattack

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Multiattack

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Multiattack

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Multiattack

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Multiattack

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Multiattack

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Multiattack

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Multiattack

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Musician

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Naturally Stealthy

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Nature Guidance

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Nature Guidance

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Needle Sword

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

New Effect

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Nimble Escape

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Nimble Escape

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Noble

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Oil

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Oil

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Oil

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Oil

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Oil

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Oil

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Oil

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Oil

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Oil

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Oil

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Oil

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Orb

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Orc

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Otherworldly Presence

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Otherworldly Slam

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Otherworldly Slam

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Otherworldly Slam

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Otherworldly Slam

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Otherworldly Steed

Large Custom, Neutral

Armor Class: 10 (natural armor) Hit Points: 5 (0d10 + 5) Speed: 60 ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 14 (+2) 6 (-2) 12 (+1) 8 (-1)

Senses: Passive Perception 10 Languages: Telepathy 1 mile (works only with you)

Otherworldly Steeds

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Outlined

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Pack Damage

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Pack Tactics

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Pack Tactics

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Pack Tactics

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Pack Tactics

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Pack Tactics

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Pack Tactics

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Pack Tactics

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Pact Magic

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Pact of the Tome

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Paladin

Medium Creature, Lawful Good

Armor Class: 10 Hit Points: 11 Speed: 0 ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 13 (+1) 8 (-1) 12 (+1) 16 (+3)

Saving Throws: Calculated from proficiency Skills: Ath, His, Itm, Prc, Per Senses: Passive Perception 10 Languages: common, dwarvish, orc

Class Likes Primary Ability Complexity
Paladin Defense Strength and Charisma Average
Background Species Choose Languages
Noble Orc Dwarvish, Orc
Class Str. Dex. Con. Int. Wis. Cha.
Paladin 15 10 13 8 12 14
Alignment Personality
Lawful Judgmental
Good Honest

Paladin

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Paralyzed

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Paralyzed

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Parchment

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Parchment

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Parchment

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Parchment

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Perception Guidance

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Perception Guidance

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Performance Guidance

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Performance Guidance

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Perfume

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Perfume

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Persuasion Guidance

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Persuasion Guidance

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Playing Cards

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Poison Jab

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Poison Jab

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Poison Jab

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Poison Jab

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Poisoned

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Poisoned

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Poisoned

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Poisoned

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Poisoned

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Poisoned

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Pouch

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Pouch

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Pouch

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Pouch

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Powerful Build

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Powerful Build

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Prestidigitation

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Prestidigitation

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Priest’s Pack

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Priest’s Pack

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Primal Bond

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Primal Bond

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Primal Bond

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Primal Companions

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Primal Order

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Primal Order: Magician

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Produce Flame

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Prone

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Prone

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Prone

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Prone

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Psychic Slam

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Psychic Slam

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Putrid Spirit

Medium Undead, Neutral

Armor Class: 10 (natural armor) Hit Points: 30 (30) Speed: 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 15 (+2) 4 (-3) 10 (+0) 9 (-1)

Damage Immunities: necrotic, poison Condition Immunities: exhaustion, frightened, paralyzed, poisoned Senses: Darkvision 60 ft., Passive Perception 10 Languages: Understands the languages you know

Quiver

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Quiver

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Quiver

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Quiver

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Radiant Bow

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Radiant Bow

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Radiant Mace

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Radiant Mace

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Rage

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Rage

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Ram

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Ram

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Ram

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Ram

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Ranger

Medium Creature, Chaotic Good

Armor Class: 10 Hit Points: 11 Speed: 0 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 13 (+1) 8 (-1) 16 (+3) 10 (+0)

Saving Throws: Calculated from proficiency Skills: Ani, Ath, Ins, Prc, Ste, Sur Senses: Passive Perception 10 Languages: common, elvish, gnomish

Class Likes Primary Ability Complexity
Ranger Survival Dexterity and Wisdom Average
Background Species Choose Languages
Wayfarer Elf, Wood Gnomish, Elvish
Class Str. Dex. Con. Int. Wis. Cha.
Ranger 12 15 13 8 14 10
Alignment Personality
Chaotic Self-absorbed
Good Honest

Ranger

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Rat Form

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Rations

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Rations

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Rations

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Rations

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Rations

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Rations

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Rations

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Rations

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Rations

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Rations

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Raven Form

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Ray of Frost

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Reduced Movement

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Regeneration

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Regeneration

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Relentless Endurance

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Religion Guidance

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Religion Guidance

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Reliquary

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Rend

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Rend

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Rend

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Rend

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Rend

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Rend

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Rend

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Rend

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Rend

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Rend

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Rend

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Resourceful

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Restrained

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Restrained

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Restrained

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Restrained

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Ritual Adept

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Roar

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Robe

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Robe

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Robe

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Robe

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Rock

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Rogue

Small Creature, Lawful Evil

Armor Class: 10 Hit Points: 10 Speed: 0 ft.

STR DEX CON INT WIS CHA
12 (+1) 17 (+3) 14 (+2) 14 (+2) 10 (+0) 8 (-1)

Saving Throws: Calculated from proficiency Skills: Acr, Ath, Ins, Inv, Slt, Ste Senses: Passive Perception 10 Languages: common, halfling, sign, cant, gnomish

Class Likes Primary Ability Complexity
Rogue Stealth Dexterity Low
Background Species Choose Languages
Criminal Halfling Common Sign Language, Halfling
Class Str. Dex. Con. Int. Wis. Cha.
Rogue 12 15 13 14 10 8
Alignment Personality
Lawful Loyal
Evil Dishonest

Rogue

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Roll

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Rope

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Rope

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Rope

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Rope

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Rope

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Rope

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Rope

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Rope

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Rotting Claw

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Rotting Claw

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Rowboat

Large Creature

Armor Class: 10 Hit Points: 50 Speed: swim 1.5 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 0 (-5) 0 (-5) 0 (-5)

Damage Immunities: poison, psychic Condition Immunities: blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious Senses: Passive Perception 10

Speed: 1 1/2 mph

Crew: 1

Passengers: 3

Cargo (Tons):

AC: 11

HP: 50

Damage Threshold:

Cost: 50 GP

Running Leap

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Sacred Flame

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Sacred Flame

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Sailing Ship

Large Creature

Armor Class: 10 Hit Points: 300 Speed: swim 2 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 0 (-5) 0 (-5) 0 (-5)

Damage Immunities: poison, psychic Condition Immunities: blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious Senses: Passive Perception 10

Speed: 2 mph

Crew: 20

Passengers: 20

Cargo (Tons): 100

AC: 15

HP: 300

Damage Threshold: 15

Cost: 10,000 GP

Sailor

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Savage Attacker

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Scare

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Scholar’s Pack

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Scholar’s Pack

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Scimitar

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Scratch

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Scribe

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Seared

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Searing Smite

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Second Wind

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Secret Chest

Small Custom

Armor Class: 10 Hit Points: 1 (1) Speed: 0 ft.

STR DEX CON INT WIS CHA
0 (-5) 0 (-5) 0 (-5) 0 (-5) 0 (-5) 0 (-5)

Senses: Passive Perception 10

Shape-Shift

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Shape-Shift

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Shared Acid Resistance

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Shared Cold Resistance

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Shared Fire Resistance

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Shared Lightning Resistance

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Shared Poison Resistance

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Shared Resistances

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Shield

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Shield

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Shield

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Shield of Faith

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Shimmering Field

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Shocked

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Shocking Grasp

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Shortbow

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Shortbow

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Shortbow

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Shortbow

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Shortsword

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Shortsword

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Shortsword

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Shovel

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Sickle

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Sickle

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Skeletal Spirit

Medium Undead, Neutral

Armor Class: 10 (natural armor) Hit Points: 20 (20) Speed: 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 15 (+2) 4 (-3) 10 (+0) 9 (-1)

Damage Immunities: necrotic, poison Condition Immunities: exhaustion, frightened, paralyzed, poisoned Senses: Darkvision 60 ft., Passive Perception 10 Languages: Understands the languages you know

Skilled

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Skilled

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Skilled

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Skilled

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Skillful

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Slaad Spirit

Medium Aberration (Slaad), Neutral

Armor Class: 10 (natural armor) Hit Points: 40 Speed: 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 15 (+2) 16 (+3) 10 (+0) 6 (-2)

Damage Immunities: psychic Senses: Darkvision 60 ft., Passive Perception 10 Languages: deep, understands the languages you know

Slam

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Slam

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Slam

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Slam

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Slam

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Slam

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Slam

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Slam

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Slam

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Slam

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Slam

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Slam

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Slam

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Slam

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Slam

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Sleep

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Sleep

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Sleeping

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Sleeping

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Sleight of Hand Guidance

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Sleight of Hand Guidance

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Slivered

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Slowed

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Slowed

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Small Animated Object

Small Construct, Unaligned

Armor Class: 10 (natural armor) Hit Points: 10 (10) Speed: 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 10 (+0) 3 (-4) 3 (-4) 1 (-5)

Damage Immunities: poison, psychic Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned Senses: Blindsight 30 ft., Passive Perception 10 Languages: Understands the languages you know

Sneak Attack

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Soldier

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Sorcerer

Medium Creature, Chaotic Neutral

Armor Class: 10 Hit Points: 8 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 14 (+2) 8 (-1) 12 (+1) 17 (+3)

Saving Throws: Calculated from proficiency Skills: Arc, Dec, Ins, Prc, Per, Slt, Ste Senses: Passive Perception 10 Languages: common, elvish, giant

Class Likes Primary Ability Complexity
Sorcerer Power Charisma High
Background Species Choose Languages
Charlatan Elf, Drow Giant, Elvish
Class Str. Dex. Con. Int. Wis. Cha.
Sorcerer 10 13 14 8 12 15
Alignment Personality
Chaotic Impulsive
Neutral Laconic

Sorcerer

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Sorcerous Burst

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Speak with Animals

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Spear

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Spear

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Spear

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Spear

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Spellcasting

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Spellcasting

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Spellcasting

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Spellcasting

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Spellcasting

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Spellcasting

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Spellcasting

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Spider Climb

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Spider Climb

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Spider Climb

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Spider Climb

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Spider Climb

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Spider Climb

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Spider Climb

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Spider Form

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Spiritual Weapon

Tiny Custom

Armor Class: 10 Hit Points: 1 (1) Speed: 0 ft.

STR DEX CON INT WIS CHA
0 (-5) 0 (-5) 0 (-5) 0 (-5) 0 (-5) 0 (-5)

Senses: Passive Perception 10

Sprig of mistletoe

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Staff

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Standing Leap

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Stealth Guidance

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Stealth Guidance

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Sting

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Sting

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Sting

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Stone Construct Spirit

Medium Construct, Neutral

Armor Class: 10 (natural armor) Hit Points: 40 (40) Speed: 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 18 (+4) 14 (+2) 11 (+0) 5 (-3)

Damage Resistances: poison Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned Senses: Darkvision 60 ft., Passive Perception 10 Languages: Understands the languages you know

Stonecunning

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Stonecunning

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Stonecunning

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Stonecunning

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Stony Lethargy

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Stony Lethargy

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Stony Lethargy

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Stony Lethargy

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Storm's Thunder

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Studded Leather Armor

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Summon Templates

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Summons

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Survival Guidance

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Survival Guidance

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Talons

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Talons

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Tavern Brawler

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Tent

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Tentacles

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Thaumaturgy

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Thaumaturgy

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Thieves' Cant

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Thieves’ Tools

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Thieves’ Tools

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Thunderwave

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Thunderwave

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Tiefling, Chthonic

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Tinderbox

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Tinderbox

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Tinderbox

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Tinderbox

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Tinderbox

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Tinderbox

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Tinderbox

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Tinderbox

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Tinderbox

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Tinderbox

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Tinderbox

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Tinderbox

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Tiny Animated Object

Tiny Construct, Unaligned

Armor Class: 10 (natural armor) Hit Points: 10 (10) Speed: 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 10 (+0) 3 (-4) 3 (-4) 1 (-5)

Damage Immunities: poison, psychic Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned Senses: Blindsight 30 ft., Passive Perception 10 Languages: Understands the languages you know

Toad Form

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Toll the Dead

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Torch

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Torch

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Torch

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Torch

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Torch

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Torch

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Tough

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Tough

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Trample

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Trance

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Trance

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Traveler's Clothes

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Traveler's Clothes

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Traveler's Clothes

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Traveler's Clothes

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Traveler's Clothes

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Traveler's Clothes

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Tricksy

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Tricksy Fey Spirit

Small Fey, Neutral

Armor Class: 10 (natural armor) Hit Points: 30 (30) Speed: 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 14 (+2) 14 (+2) 11 (+0) 16 (+3)

Condition Immunities: charmed Senses: Darkvision 60 ft., Passive Perception 10 Languages: sylvan, understands the languages you know

Tripped

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Unarmed Strike

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Unarmed Strike

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Unarmored Defense

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Unarmored Defense

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Unarmored Defense

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Unarmored Defense

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Unconscious

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Undead Fortitude

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Undead Spirit

Medium Undead, Neutral

Armor Class: 10 (natural armor) Hit Points: 30 (30) Speed: 30 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 15 (+2) 4 (-3) 10 (+0) 9 (-1)

Damage Immunities: necrotic, poison Condition Immunities: exhaustion, frightened, paralyzed, poisoned Senses: Darkvision 60 ft., Passive Perception 10 Languages: Understands the languages you know

Undead Spirits

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Unseen Servant

Medium Custom

Armor Class: 10 Hit Points: 1 (1) Speed: 15 ft.

STR DEX CON INT WIS CHA
2 (-4) 0 (-5) 0 (-5) 0 (-5) 0 (-5) 0 (-5)

Senses: Passive Perception 10

Vehicles

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Venomous Spew

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Venomous Spew

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Versatile

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Vicious Mockery

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Vine Attack

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Wand

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Warlock

Small Creature, Neutral

Armor Class: 10 Hit Points: 9 Speed: 0 ft.

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 13 (+1) 14 (+2) 10 (+0) 16 (+3)

Saving Throws: Calculated from proficiency Skills: Arc, Dec, Ins, Rel Senses: Passive Perception 10 Languages: common, dwarvish, gnomish

Class Likes Primary Ability Complexity
Warlock Occult lore Charisma High
Background Species Choose Languages
Acolyte Gnome, Rock Dwarvish, Gnomish
Class Str. Dex. Con. Int. Wis. Cha.
Warlock 8 14 13 12 10 15
Alignment Personality
Neutral Laconic and Disinterested

Warlock

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Warship

Large Creature

Armor Class: 10 Hit Points: 500 Speed: swim 2.5 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 0 (-5) 0 (-5) 0 (-5)

Damage Immunities: poison, psychic Condition Immunities: blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious Senses: Passive Perception 10

Speed: 2 1/2 mph

Crew: 60

Passengers: 60

Cargo (Tons): 200

AC: 15

HP: 500

Damage Threshold: 20

Cost: 25,000 GP

Water (Pint)

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Water (Pint)

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Water (Pint)

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Water (Pint)

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Water (Pint)

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Water (Pint)

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Water (Pint)

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Water (Pint)

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Water Breathing

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Water Breathing

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Water Breathing

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Water Breathing

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Water Breathing

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Water Element

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Water Elemental Spirit

Medium Elemental, Neutral

Armor Class: 10 (natural armor) Hit Points: 50 (50) Speed: 40 ft., swim 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 17 (+3) 4 (-3) 10 (+0) 16 (+3)

Damage Immunities: poison Damage Resistances: acid Condition Immunities: exhaustion, paralyzed, petrified, poisoned Senses: Darkvision 60 ft., Passive Perception 10 Languages: primordial, understands the languages you know

Waterskin

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Waterskin

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Waterskin

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Waterskin

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Waterskin

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Waterskin

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Waterskin

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Waterskin

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Wayfarer

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Weapon Mastery

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Weapon Mastery

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Weapon Mastery

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Weapon Mastery

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Weapon Mastery

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Web

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Web Bolt

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Web Bolt

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Web Walker

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Web Walker

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Webbed

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Webbed

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Whispering Aura

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Whispering Aura

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Wizard

Medium Creature, Lawful Neutral

Armor Class: 10 Hit Points: 7 Speed: 0 ft.

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 13 (+1) 16 (+3) 14 (+2) 10 (+0)

Saving Throws: Calculated from proficiency Skills: Arc, His, Inv, Med, Nat, Prc, Rel Damage Resistances: necrotic, radiant Senses: Passive Perception 10 Languages: common, draconic, sign

Class Likes Primary Ability Complexity
Wizard Spellbooks Intelligence Average
Background Species Choose Languages
Scribe Aasimar Draconic, Common Sign Language
Class Str. Dex. Con. Int. Wis. Cha.
Wizard 8 12 13 15 14 10
Alignment Personality
Lawful Methodical
Neutral Selfish

Wizard

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Wooden staff

Medium Creature

Armor Class: 10 Hit Points: 1 Speed: 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: Passive Perception 10

Yugoloth Spirit

Large Fiend, Neutral

Armor Class: 10 (natural armor) Hit Points: 60 (60) Speed: 40 ft.

STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 15 (+2) 10 (+0) 10 (+0) 16 (+3)

Damage Immunities: poison Damage Resistances: fire Condition Immunities: poisoned Senses: Darkvision 60 ft., Passive Perception 10 Languages: abyssal, infernal, Telepathy 60 ft.

Badger

Tiny Beast, Unaligned

Armor Class: 10 (natural armor) Hit Points: 5 (1d4 + 3) Speed: 20 ft., burrow 5 ft.

STR DEX CON INT WIS CHA
10 (+0) 11 (+0) 16 (+3) 2 (-4) 12 (+1) 5 (-3)

Skills: Prc Damage Resistances: poison Senses: Darkvision 30 ft., Passive Perception 10 Challenge: 0 (0 XP)

Bat

Tiny Beast, Unaligned

Armor Class: 10 Hit Points: 1 (1d4 - 1) Speed: 5 ft., fly 30 ft.

STR DEX CON INT WIS CHA
2 (-4) 15 (+2) 8 (-1) 2 (-4) 12 (+1) 4 (-3)

Senses: Darkvision 60 ft., Passive Perception 10 Challenge: 0 (0 XP)

Cat

Tiny Beast, Unaligned

Armor Class: 10 Hit Points: 2 (1d4) Speed: 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
3 (-4) 15 (+2) 10 (+0) 3 (-4) 12 (+1) 7 (-2)

Skills: Prc, Ste Senses: Darkvision 60 ft., Passive Perception 10 Challenge: 0 (0 XP)

Crab

Tiny Beast, Unaligned

Armor Class: 10 (natural armor) Hit Points: 3 (1d4 + 1) Speed: 20 ft., swim 20 ft.

STR DEX CON INT WIS CHA
6 (-2) 11 (+0) 12 (+1) 1 (-5) 8 (-1) 2 (-4)

Skills: Ste Senses: Darkvision 30 ft., Passive Perception 10 Challenge: 0 (0 XP)

Frog

Tiny Beast, Unaligned

Armor Class: 10 Hit Points: 1 (1d4 - 1) Speed: 20 ft., swim 20 ft.

STR DEX CON INT WIS CHA
1 (-5) 13 (+1) 8 (-1) 1 (-5) 8 (-1) 3 (-4)

Skills: Prc, Ste Senses: Darkvision 30 ft., Passive Perception 10 Challenge: 0 (0 XP)

Goat

Medium Beast, Unaligned

Armor Class: 10 Hit Points: 4 (1d8) Speed: 40 ft., climb 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 10 (+0) 11 (+0) 2 (-4) 10 (+0) 5 (-3)

Skills: Prc Senses: Darkvision 60 ft., Passive Perception 10 Challenge: 0 (0 XP)

Hawk

Tiny Beast, Unaligned

Armor Class: 10 Hit Points: 1 (1d4 - 1) Speed: 10 ft., fly 60 ft.

STR DEX CON INT WIS CHA
5 (-3) 16 (+3) 8 (-1) 2 (-4) 14 (+2) 6 (-2)

Skills: Prc Senses: Passive Perception 10 Challenge: 0 (0 XP)

Lizard

Tiny Beast, Unaligned

Armor Class: 10 Hit Points: 2 (1d4) Speed: 20 ft., climb 20 ft.

STR DEX CON INT WIS CHA
2 (-4) 11 (+0) 10 (+0) 1 (-5) 8 (-1) 3 (-4)

Senses: Darkvision 30 ft., Passive Perception 10 Challenge: 0 (0 XP)

Octopus

Small Beast, Unaligned

Armor Class: 10 Hit Points: 3 (1d6) Speed: 5 ft., swim 30 ft.

STR DEX CON INT WIS CHA
4 (-3) 15 (+2) 11 (+0) 3 (-4) 10 (+0) 4 (-3)

Skills: Prc, Ste Senses: Darkvision 30 ft., Passive Perception 10 Challenge: 0 (0 XP)

Owl

Tiny Beast, Unaligned

Armor Class: 10 Hit Points: 1 (1d4 - 1) Speed: 5 ft., fly 60 ft.

STR DEX CON INT WIS CHA
3 (-4) 13 (+1) 8 (-1) 2 (-4) 12 (+1) 7 (-2)

Skills: Prc, Ste Senses: Darkvision 120 ft., Passive Perception 10 Challenge: 0 (0 XP)

Rat

Tiny Beast, Unaligned

Armor Class: 10 Hit Points: 1 (1d4 - 1) Speed: 20 ft., climb 20 ft.

STR DEX CON INT WIS CHA
2 (-4) 11 (+0) 9 (-1) 2 (-4) 10 (+0) 4 (-3)

Skills: Prc Senses: Darkvision 30 ft., Passive Perception 10 Challenge: 0 (0 XP)

Raven

Tiny Beast, Unaligned

Armor Class: 10 Hit Points: 2 (1d4) Speed: 10 ft., fly 50 ft.

STR DEX CON INT WIS CHA
2 (-4) 14 (+2) 10 (+0) 5 (-3) 13 (+1) 6 (-2)

Skills: Prc Senses: Passive Perception 10 Challenge: 0 (0 XP)

Scorpion

Tiny Beast, Unaligned

Armor Class: 10 (natural armor) Hit Points: 10 Speed: 10 ft.

STR DEX CON INT WIS CHA
2 (-4) 11 (+0) 8 (-1) 1 (-5) 8 (-1) 2 (-4)

Senses: Blindsight 10 ft., Passive Perception 10 Challenge: 0 (0 XP)

Spider

Tiny Beast, Unaligned

Armor Class: 10 Hit Points: 1 (1d4 - 1) Speed: 20 ft., climb 20 ft.

STR DEX CON INT WIS CHA
2 (-4) 14 (+2) 8 (-1) 1 (-5) 10 (+0) 2 (-4)

Skills: Ste Senses: Darkvision 30 ft., Passive Perception 10 Challenge: 0 (0 XP)

Weasel

Tiny Beast, Unaligned

Armor Class: 10 Hit Points: 1 (1d4 - 1) Speed: 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
3 (-4) 16 (+3) 8 (-1) 2 (-4) 12 (+1) 3 (-4)

Skills: Acr, Prc, Ste Senses: Darkvision 60 ft., Passive Perception 10 Challenge: 0 (0 XP)

Camel

Large Beast, Unaligned

Armor Class: 10 (natural armor) Hit Points: 17 (2d10 + 6) Speed: 50 ft.

STR DEX CON INT WIS CHA
15 (+2) 8 (-1) 17 (+3) 2 (-4) 11 (+0) 5 (-3)

Senses: Darkvision 60 ft., Passive Perception 10 Challenge: 1/8 (25 XP)

Giant Crab

Medium Beast, Unaligned

Armor Class: 10 (natural armor) Hit Points: 13 (3d8) Speed: 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 13 (+1) 11 (+0) 1 (-5) 9 (-1) 3 (-4)

Skills: Ste Senses: Blindsight 30 ft., Passive Perception 10 Challenge: 1/8 (25 XP)

Giant Weasel

Medium Beast, Unaligned

Armor Class: 10 Hit Points: 9 (2d8) Speed: 40 ft., climb 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 17 (+3) 10 (+0) 4 (-3) 12 (+1) 5 (-3)

Skills: Acr, Prc, Ste Senses: Darkvision 60 ft., Passive Perception 10 Challenge: 1/8 (25 XP)

Mastiff

Medium Beast, Unaligned

Armor Class: 10 Hit Points: 5 (1d8 + 1) Speed: 40 ft.

STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 12 (+1) 3 (-4) 12 (+1) 7 (-2)

Skills: Prc Senses: Darkvision 60 ft., Passive Perception 10 Challenge: 1/8 (25 XP)

Pony

Medium Beast, Unaligned

Armor Class: 10 Hit Points: 11 (2d8 + 2) Speed: 40 ft.

STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 13 (+1) 2 (-4) 11 (+0) 7 (-2)

Senses: Passive Perception 10 Challenge: 1/8 (25 XP)

Slaad Tadpole

Tiny Aberration, Chaotic Neutral

Armor Class: 10 Hit Points: 7 (3d4) Speed: 30 ft., burrow 10 ft.

STR DEX CON INT WIS CHA
7 (-2) 15 (+2) 10 (+0) 3 (-4) 5 (-3) 3 (-4)

Skills: Ste Damage Resistances: acid, cold, fire, lightning, thunder Senses: Darkvision 60 ft., Passive Perception 10 Languages: Understands Slaad but can’t speak Challenge: 1/8 (25 XP)

Venomous Snake

Tiny Beast, Unaligned

Armor Class: 10 Hit Points: 5 (2d4) Speed: 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
2 (-4) 15 (+2) 11 (+0) 1 (-5) 10 (+0) 3 (-4)

Senses: Blindsight 10 ft., Passive Perception 10 Challenge: 1/8 (25 XP)

Boar

Medium Beast, Unaligned

Armor Class: 10 (natural armor) Hit Points: 13 (2d8 + 4) Speed: 40 ft.

STR DEX CON INT WIS CHA
13 (+1) 11 (+0) 14 (+2) 2 (-4) 9 (-1) 5 (-3)

Senses: Passive Perception 10 Challenge: 1/4 (50 XP)

Constrictor Snake

Large Beast, Unaligned

Armor Class: 10 (natural armor) Hit Points: 13 (2d10 + 2) Speed: 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 12 (+1) 1 (-5) 10 (+0) 3 (-4)

Skills: Prc, Ste Senses: Blindsight 10 ft., Passive Perception 10 Challenge: 1/4 (50 XP)

Draft Horse

Large Beast, Unaligned

Armor Class: 10 Hit Points: 15 Speed: 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 15 (+2) 2 (-4) 11 (+0) 7 (-2)

Senses: Passive Perception 10 Challenge: 1/4 (50 XP)

Elk

Large Beast, Unaligned

Armor Class: 10 Hit Points: 11 (2d10) Speed: 50 ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 11 (+0) 2 (-4) 10 (+0) 6 (-2)

Skills: Prc Senses: Darkvision 60 ft., Passive Perception 10 Challenge: 1/4 (50 XP)

Giant Badger

Medium Beast, Unaligned

Armor Class: 10 (natural armor) Hit Points: 15 (2d8 + 6) Speed: 30 ft., burrow 10 ft.

STR DEX CON INT WIS CHA
13 (+1) 10 (+0) 17 (+3) 2 (-4) 12 (+1) 5 (-3)

Skills: Prc Damage Resistances: poison Senses: Darkvision 60 ft., Passive Perception 10 Challenge: 1/4 (50 XP)

Panther

Medium Beast, Unaligned

Armor Class: 10 Hit Points: 13 (3d8) Speed: 50 ft., climb 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 10 (+0) 3 (-4) 14 (+2) 7 (-2)

Skills: Prc, Ste Senses: Darkvision 60 ft., Passive Perception 10 Challenge: 1/4 (50 XP)

Phantom Steed

Large Beast, Unaligned

Armor Class: 10 Hit Points: 13 (2d10 + 2) Speed: 100 ft.

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 12 (+1) 2 (-4) 11 (+0) 7 (-2)

Senses: Passive Perception 10 Challenge: 1/4 (50 XP)

Pseudodragon

Tiny Dragon, Neutral Good

Armor Class: 10 (natural armor) Hit Points: 10 (3d4 + 3) Speed: 15 ft., fly 60 ft.

STR DEX CON INT WIS CHA
6 (-2) 15 (+2) 13 (+1) 10 (+0) 12 (+1) 10 (+0)

Skills: Prc, Ste Senses: Darkvision 60 ft., Blindsight 10 ft., Passive Perception 10 Languages: Understands Common and Draconic but can’t speak Challenge: 1/4 (50 XP)

Riding Horse

Large Beast, Unaligned

Armor Class: 10 Hit Points: 13 (2d10 + 2) Speed: 60 ft.

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 12 (+1) 2 (-4) 11 (+0) 7 (-2)

Senses: Passive Perception 10 Challenge: 1/4 (50 XP)

Skeleton

Medium Undead, Lawful Evil

Armor Class: 10 Hit Points: 13 (2d8 + 4) Speed: 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 15 (+2) 6 (-2) 8 (-1) 5 (-3)

Damage Immunities: poison Damage Vulnerabilities: bludgeoning Condition Immunities: exhaustion, poisoned Senses: Darkvision 60 ft., Passive Perception 10 Challenge: 1/4 (50 XP)

Sprite

Tiny Fey, Neutral Good

Armor Class: 10 (natural armor) Hit Points: 10 (4d4) Speed: 10 ft., fly 40 ft.

STR DEX CON INT WIS CHA
3 (-4) 18 (+4) 10 (+0) 14 (+2) 13 (+1) 11 (+0)

Skills: Prc, Ste Senses: Passive Perception 10 Languages: common, elvish, sylvan Challenge: 1/4 (50 XP)

Wolf

Medium Beast, Unaligned

Armor Class: 10 Hit Points: 11 (2d8 + 2) Speed: 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 12 (+1) 3 (-4) 12 (+1) 6 (-2)

Skills: Prc, Ste Senses: Darkvision 60 ft., Passive Perception 10 Challenge: 1/4 (50 XP)

Zombie

Medium Undead, Neutral Evil

Armor Class: 10 Hit Points: 15 (2d8 + 6) Speed: 20 ft.

STR DEX CON INT WIS CHA
13 (+1) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3)

Damage Immunities: poison Condition Immunities: exhaustion, poisoned Senses: Darkvision 60 ft., Passive Perception 10 Languages: Understands the languages it knew in life but can’t speak Challenge: 1/4 (50 XP)

Ape

Medium Beast, Unaligned

Armor Class: 10 Hit Points: 19 (3d8 + 6) Speed: 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 6 (-2) 12 (+1) 7 (-2)

Skills: Ath, Prc Senses: Passive Perception 10 Challenge: 1/2 (100 XP)

Black Bear

Medium Beast, Unaligned

Armor Class: 10 Hit Points: 19 (3d8 + 6) Speed: 30 ft., climb 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 14 (+2) 2 (-4) 12 (+1) 7 (-2)

Skills: Prc Senses: Darkvision 60 ft., Passive Perception 10 Challenge: 1/2 (100 XP)

Crocodile

Large Beast, Unaligned

Armor Class: 10 (natural armor) Hit Points: 13 (2d10 + 2) Speed: 20 ft., swim 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 13 (+1) 2 (-4) 10 (+0) 5 (-3)

Skills: Ste Senses: Passive Perception 10 Challenge: 1/2 (100 XP)

Giant Goat

Large Beast, Unaligned

Armor Class: 10 Hit Points: 19 (3d10 + 3) Speed: 40 ft., climb 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 13 (+1) 12 (+1) 3 (-4) 12 (+1) 6 (-2)

Skills: Prc Senses: Darkvision 60 ft., Passive Perception 10 Challenge: 1/2 (100 XP)

Giant Seahorse

Large Beast, Unaligned

Armor Class: 10 (natural armor) Hit Points: 16 (3d10) Speed: 5 ft., swim 40 ft.

STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 11 (+0) 2 (-4) 12 (+1) 5 (-3)

Senses: Passive Perception 10 Challenge: 1/2 (100 XP)

Reef Shark

Medium Beast, Unaligned

Armor Class: 10 Hit Points: 22 (4d8 + 4) Speed: 5 ft., swim 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 13 (+1) 1 (-5) 10 (+0) 4 (-3)

Skills: Prc Senses: Blindsight 30 ft., Passive Perception 10 Challenge: 1/2 (100 XP)

Warhorse

Large Beast, Unaligned

Armor Class: 10 Hit Points: 19 (3d10 + 3) Speed: 60 ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 13 (+1) 2 (-4) 12 (+1) 7 (-2)

Senses: Passive Perception 10 Challenge: 1/2 (100 XP)

Brown Bear

Large Beast, Unaligned

Armor Class: 10 Hit Points: 22 (3d10 + 6) Speed: 40 ft., climb 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 15 (+2) 2 (-4) 13 (+1) 7 (-2)

Skills: Prc Senses: Darkvision 60 ft., Passive Perception 10 Challenge: 1 (200 XP)

Dire Wolf

Large Beast, Unaligned

Armor Class: 10 (natural armor) Hit Points: 22 (3d10 + 6) Speed: 50 ft.

STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 15 (+2) 3 (-4) 12 (+1) 7 (-2)

Skills: Prc, Ste Senses: Darkvision 60 ft., Passive Perception 10 Challenge: 1 (200 XP)

Giant Spider

Large Beast, Unaligned

Armor Class: 10 (natural armor) Hit Points: 26 (4d10 + 4) Speed: 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 12 (+1) 2 (-4) 11 (+0) 4 (-3)

Skills: Prc, Ste Senses: Darkvision 60 ft., Passive Perception 10 Challenge: 1 (200 XP)

Imp

Tiny Fiend (Devil), Lawful Evil

Armor Class: 10 Hit Points: 21 (6d4 + 6) Speed: 20 ft., fly 40 ft.

STR DEX CON INT WIS CHA
6 (-2) 17 (+3) 13 (+1) 11 (+0) 12 (+1) 14 (+2)

Skills: Dec, Ins, Ste Damage Immunities: fire, poison Damage Resistances: cold Condition Immunities: poisoned Senses: Darkvision 120 ft., Passive Perception 10 Languages: common, infernal Challenge: 1 (200 XP)

Lion

Large Beast, Unaligned

Armor Class: 10 Hit Points: 22 (4d10) Speed: 50 ft.

STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 11 (+0) 3 (-4) 12 (+1) 8 (-1)

Skills: Prc, Ste Senses: Darkvision 60 ft., Passive Perception 10 Challenge: 1 (200 XP)

Mule

Medium Beast, Unaligned

Armor Class: 10 Hit Points: 10 Speed: 0 ft.

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 13 (+1) 2 (-4) 10 (+0) 5 (-3)

Senses: Passive Perception 10 Challenge: 1 (200 XP)

Quasit

Tiny Fiend (Demon), Chaotic Evil

Armor Class: 10 Hit Points: 25 (10d4) Speed: 40 ft.

STR DEX CON INT WIS CHA
5 (-3) 17 (+3) 10 (+0) 7 (-2) 10 (+0) 10 (+0)

Skills: Ste Damage Immunities: poison Damage Resistances: cold, fire, lightning Condition Immunities: poisoned Senses: Darkvision 120 ft., Passive Perception 10 Languages: abyssal, common Challenge: 1 (200 XP)

Sphinx of Wonder

Tiny Celestial, Lawful Good

Armor Class: 10 Hit Points: 24 (7d4 + 7) Speed: 20 ft., fly 40 ft.

STR DEX CON INT WIS CHA
6 (-2) 17 (+3) 13 (+1) 15 (+2) 12 (+1) 11 (+0)

Skills: Arc, Rel, Ste Damage Resistances: necrotic, psychic, radiant Senses: Darkvision 60 ft., Passive Perception 10 Languages: celestial, common Challenge: 1 (200 XP)

Tiger

Large Beast, Unaligned

Armor Class: 10 Hit Points: 30 (4d10 + 8) Speed: 40 ft.

STR DEX CON INT WIS CHA
17 (+3) 16 (+3) 14 (+2) 3 (-4) 12 (+1) 8 (-1)

Skills: Prc, Ste Senses: Darkvision 60 ft., Passive Perception 10 Challenge: 1 (200 XP)

Elephant

Huge Beast, Unaligned

Armor Class: 10 (natural armor) Hit Points: 76 (8d12 + 24) Speed: 40 ft.

STR DEX CON INT WIS CHA
22 (+6) 9 (-1) 17 (+3) 3 (-4) 11 (+0) 6 (-2)

Senses: Passive Perception 10 Challenge: 4 (1,100 XP)