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C ontents

P r e f a c e 4 Pa r t 2 171

C hapter 7: U s in g A b il it y Sc o r e s ...........173
I n t r o d u c t io n 5
Ability S c o r e s and M odifiers........................................173
W orlds o f A dven tu re................................................................... 5 Advantage and D isadvan tage...................................... 173
U sing Th is B o o k ......................................................................... 6 P roficien cy B o n u s............................................................173
H ow to P la y ................................................................................... 6 Ability C h e ck s................................................................... 174
A d v en tu res.................................................................................... 7 U sing E ach A bility...........................................................175
Saving T h r o w s ................... ............................................. 179
P a r t 1 9
C h apter 8: A d v e n t u r in g ...... ................ 181
C hapter 1: S t e p - b y - S tep C h a r a c t e r s ..... 11 T im e ........................................................ .. ................. 181
B eyon d 1st L ev el............................................................... 15 M ovem en t.......................................................................... 181
Th e E nvironm ent.......................... ......................... 183
C h apter 2 : R a c e s ........................................................ 17
S o c ia l In tera ction ........................................................... 185
C h oosin g a R a ce ................................................................ 17
R e s tin g ............................................................................... 186
D w a rf.................................................................................... 18
B etw een A dven tu res......................................................186
E l f...........................................................................................21
H alfling.................................................................................26 C h apter 9: C om bat ................................................ 189
H u m an ..................................................................................29 The O rder o f C om b a t.....................................................189
D ra g o n b o rn ........................................................................ 32 M ovem ent and P o sitio n .................................................190
G n o m e ..................................................................................35 A ctions in C o m b a t.......................................................... 192
H alf-E lf.................................................................................38 M aking an A ttack............................................................ 193
H a lf-O rc.............................................................................. 40 C over................................................................................... 196
T ie flin g .................................................................................42 D am age and H e a lin g .....................................................196
M ounted C om bat............................................................. 198
C h apter 3: C l a s s e s .................................................. 45
Underwater C om ba t....................................................... 198
B arbarian............................................................................ 46
B a r d ...................................................................................... 51 P a r t 3 199
C leric.....................................................................................56
D ru id .....................................................................................64 C h ap ter 10 : S p e l l c a s t i n g .................................201
F igh ter..................................................................................70 W hat Is a S p e ll? ...............................................................201
M o n k ..................................................................................... 76 Casting a S p e ll................................................................ 202
P a la d in .................................................................................82
C h ap ter 11: S p e l l s ..................................................... 207
R a n g e r..................................................................................89
Spell L ists..........................................................................207
R o g u e ....................................................................................94
Spell D e scrip tio n s...........................................................211
S o r c e r e r .............................................................................. 99
W a rlo ck ..............................................................................105
A p p e n d ix A : C o n d it io n s 290
W iz a r d ................................................................................112
C h a p t e r 4 : P e r s o n a l it y a n d A p p e n d ix B:
B a c k g r o u n d .................................................................. 121
G od s o f t h e M u l t iv e r se 293
Character D etails............................................................ 121
In spiration ........................................................................ 125
B a ck g rou n d s.................................................................... 125 A p p e n d ix C:
C hapter 5: E q u ip m e n t .........................................143 T h e P l a n e s o f E x is t e n c e 300
Starting E quipm ent....................................................... 143 The Material P lane....... ................. ...............................3 0 0
W e a lth ................................................................................143 B eyond the M aterial.................................. 301
A rm or and S h ie ld s .........................................................144
W ea p on s............................................................................ 146 A p p e n d ix D:
Adventuring G e a r ...........................................................148 C r e a t u r e St a t is t ic s 304
T o o ls....................................................................................154
M ounts and V e h icle s..................................................... 155
A p p e n d i x E:
Trade G o o d s ..................................................................... 157
E x p en ses........................................................................... 157
In sp ir a t io n a l R e a d in g 312
T rink ets............................................................................. 159
In d e x 313
C hapter 6: C u s t o m iz a t io n O p t io n s .... 163
M ulticlassing.................................................................... 163
F e a t s ...................................................................................165 C h aracter Sheet 317
Preface
N
OCE UPON A TIME, LONG, LONG AGO, IN A are likely to end up friends. Its a c o o l side effect o f the
realm called the M idw estern United gam e. Your next gam ing group is as clo se as the nearest
Statesspecifically the states o f M inn e g am e store, online forum , or gam ing convention.
sota and W iscon sin a group o f friends The se co n d thing you n eed is a lively im agination
gathered together to forever alter the or, m ore importantly, the w illin gn ess to u se whatever
history o f gam ing. im agination you have. You d on t need to be a m aster
It w asn t their intent to do so. Th ey w ere storyteller or a brilliant artist. You just n eed to aspire to
tired o f m erely readin g tales about w orld s o f m agic, create, to have the cou rage o f som eon e w ho is w illing to
m onsters, and adventure. They w anted to play in th ose build som eth in g and share it w ith others.
w orlds, rather than ob serv e them. That they w ent on Luckily, just as D & D can strengthen your friendships,
to invent D u n g e o n s & D r a g o n s , and thereby ignite a it can help build in you the con fid en ce to create and
revolution in gam ing that continu es to this day, sp eaks share. D & D is a gam e that teach es you to lo o k for the
to tw o things. clever solution, share the sudden idea that can overcom e
First, it sp eak s to their ingenuity and genius in fig a problem , and push y ou rself to im agine w hat cou ld be,
uring out that gam es w ere the perfect w ay to explore rather than sim ply a ccep t what is.
w orld s that could not oth erw ise exist. A lm ost every T he first characters and adventures you create w ill
m od ern gam e, w hether played on a digital device or probably be a collection o f cliches. Thats true o f every
a tabletop, ow es som e debt to D&D. one, from the greatest D u n geon M asters in history on
S econ d , it is a testam ent to the inherent appeal o f the dow n. A ccep t this reality and m ove on to create the
gam e they created. D u n g e o n s & D r a g o n s sparked a secon d character or adventure, w hich w ill b e better,
thriving global phenom enon. It is the first roleplaying and then the third, w h ich w ill be better still. R epeat that
gam e, and it rem ains one o f the best o f its breed. over the cou rse o f time, and s o o n y ou ll be able to create
To play D&D, and to play it w ell, you d on t n eed to anything, from a ch a ra cters backgrou n d story to an epic
read all the rules, m em orize every detail o f the gam e, w orld o f fantasy adventure.
or m aster the fine art o f rolling funny look in g dice. O nce you have that skill, its y ou rs forever. C ou n tless
N one o f th ose things have any bea rin g on w hats best w riters, artists, and other creators can trace their beg in
about the game. nings to a few p ages o f D & D notes, a handful o f dice,
W hat you need are tw o things, the first being friends and a kitchen table.
with w h om you can share the gam e. Playing gam es with A bove all else, D&D is yours. The friendships you
your friends is a lot o f fun, but D & D d oes som eth in g m ake around the table w ill be unique to you. The adven
m ore than entertain. tures you em bark on, the characters you create, the
Playing D & D is an exercise in collaborative creation. m em ories you m aketh ese w ill be yours. D & D is your
You and your friends create epic stories filled with ten p erson al corn er o f the universe, a place w here you have
sion and m em orable dram a. You create silly in-jokes free reign to do as you wish.
that m ake you laugh years later. The dice w ill be cruel G o forth now. R ead the rules o f the gam e and the
to you, but you w ill soldier on. Your collective creativ story o f its w orlds, but always rem em ber that you are
ity w ill build stories that you w ill tell again and again, the one w h o brings them to life. Th ey are nothing
ranging from the utterly absurd to the stuff o f legend. w ithout the spark o f life that you give them.
If you d on t have friends interested in playing, don t
w orry. T h eres a sp ecia l alchem y that takes place
M ike M earls
around a D & D table that nothing else can m atch. Play
M ay 2014
the gam e with som eon e enough, and the tw o o f you
In t r o d u c t io n
Th
e D u n g e o n s & D r a g o n s r o l e p l a y in g In the D u n g e o n s & D r a g o n s gam e, each player
gam e is about storytelling in w orld s o f creates an adventurer (also called a character) and
sw ord s and sorcery. It sh ares elem ents team s up with other adventurers (played by friends).
w ith ch ild h ood gam es o f m ake-believe. Like W orkin g together, the group might explore a dark dun
th ose gam es, D & D is driven by im agina geon, a ruined city, a haunted castle, a lost tem ple deep
tion. Its about picturing the tow ering castle in a ju n gle, or a lava-filled cavern beneath a m ysterious
beneath the storm y night sky and im agining m ountain. The adventurers can solve puzzles, talk with
h ow a fantasy adventurer m ight react to the challen ges other characters, battle fantastic m onsters, and discover
that scen e presents. fabulous m agic item s and other treasure.
O ne player, however, takes on the role o f the D un geon
M aster (D M ), the gam es lead storyteller and referee.
Dungeon Master (DM): After passin g through the T h e DM creates adventures for the characters, w h o nav
craggy peaks, the road takes a sudden turn to the east igate its h azards and d ecide w hich paths to explore. The
and Castle Ravenloft towers before you. Crum blin g DM might d escrib e the entrance to Castle Ravenloft,
towers of stone keep a silent watch over the approach. and the players decide what they w ant their adventurers
to do. W ill they w alk a cro ss the dangerously w eathered
They look like abandoned guardhouses. Beyond these,
draw bridge? Tie them selves together with rope to m ini
a wide chasm gapes, disappearing into the deep
m ize the ch a n ce that som eon e w ill fall if the draw bridge
fog below. A lowered drawbridge spans the chasm , gives way? Or cast a spell to carry them over the chasm ?
leading to an arched entrance to the castle courtyard. Then the DM determ ines the results o f the adventur
The chains o f the drawbridge creak in the wind, their ers actions and narrates what they e xperien ce. B ecau se
rust-eaten iron straining with the weight. From atop the DM can im provise to react to anything the players
attempt, D & D is infinitely flexible, and each adventure
the high strong walls, stone gargoyles stare at you
can be exciting and unexpected.
from hollow sockets and grin hideously. A rotting The gam e has no real end; w hen on e story or quest
wooden portcullis, green with growth, hangs in the w ra ps up, another one can begin, creating an on goin g
entry tunnel. Beyond this, the main doors o f Castle story called a campaign. M any p eop le w h o play the
Ravenloft stand open, a rich warm light sp illin g into gam e keep their cam p aign s going for m onths or years,
m eetin g with their friends every w eek or s o to pick
the courtyard.
up the story w here they left off. T h e adventurers g row
Phillip (playing Gareth): I want to look at the
in m ight as the cam paign continues. Each m onster
gargoyles. I have a feeling theyre not just statues. defeated, each adventure com pleted, and each treasure
Amy (playing Riva): The drawbridge looks precarious? recovered not only adds to the continuing story, but also
I want to see how sturdy it is. Do I think we can cross earns the adventurers n ew capabilities. T h is in crease
it, or is it going to collapse under our weight? in pow er is reflected by an adventurers level.
T h eres no w inning and losing in the D u n g e o n s &
D r a g o n s gam eat least, not the way those term s are
Unlike a gam e o f m ake-believe, D & D gives structure usually understood. Together, the D M and the players
to the stories, a w ay o f determ ining the con seq u en ces create an exciting story o f bold adventurers w ho confront
o f the adventurers action. Players roll dice to resolve deadly perils. S om etim es an adventurer m ight c om e to
w hether their attacks hit or m iss or w hether their adven a grisly end, torn apart by ferociou s m onsters or done in
turers can sca le a cliff, roll away from the strike o f a by a nefarious villain. Even so, the other adventurers can
m agical lightning bolt, or pull o ff som e other dangerous search for pow erful m agic to revive their fallen com rade,
task. Anything is possible, but the d ice m ake som e out or the player might c h o o s e to create a new character to
c o m e s m ore probable than others. carry on. The group might fail to com plete an adventure
successfully, but if everyone had a g ood time and created
a m em orable story, they all win.
Dungeon Master (DM): O K, one at a tim e. Phillip,
youre looking at the gargoyles?
W orlds of A d v e n tu r e
Phillip: Yeah. Is there any hint they m ight be
The m any w orld s o f the D u n g e o n s & D r a g o n s gam e
creatures and not decorations? are places o f m agic and m onsters, o f brave w arriors and
DM : Make an Intelligence check. sp ectacu lar adventures. They begin with a foundation
Phillip: Does my Investigation skill apply? o f m edieval fantasy and then add the creatures, places,
DM : Sure! and m agic that m ake these w orld s unique.
T h e w orld s o f the D u n g e o n s & D r a g o n s gam e exist
Phillip (rolling a d20): Ugh. Seven.
w ithin a vast c o s m o s called the multiverse, con n ected
DM : They look like decorations to you. And Amy,
in strange and m ysterious w ays to on e another and to
Riva is checking out the drawbridge? other planes o f existence, such as the Elem ental Plane
o f Fire and the Infinite D epths o f the A byss. W ithin
this m ultiverse are an en dless variety o f w orlds. M any 2. The players describe what they want to do. S o m e
o f them have been published as official settings for the tim es on e player sp eak s for the w h ole party, saying,
D & D game. T h e legends o f the Forgotten R ealm s, Drag- W ell take the east door, for exam ple. Other tim es,
on lan ce, Greyhawk, D ark Sun, Mystara, and E berron different adventurers do different things: one adventurer
settings are w oven together in the fabric o f the multi- m ight sea rch a treasure chest w hile a se c o n d exam in es
verse. A longside these w orld s are hundreds o f thousands an esoteric sym b ol engraved on a w all and a third keeps
m ore, created by generations o f D & D players for their w atch for m onsters. T h e players d on t n eed to take
ow n gam es. A nd am id all the rich n ess o f the multiverse, turns, but the DM listens to every player and d ecides
you m ight create a w orld o f your ow n. h ow to resolve th ose actions.
All th ese w orlds share characteristics, but each w orld S om etim es, resolvin g a task is easy. If an adventurer
is set apart by its ow n history and cultures, distinctive w ants to w alk a cross a room and op en a door, the DM
m on sters and races, fantastic geography, ancient dun might just say that the d oor op en s and d escrib e w hat
geons, and sch em in g villains. S o m e races have unusual lies beyond. But the d oor might b e lock ed, the floor
traits in different w orlds. T h e halflings o f the Dark Sun m ight hide a deadly trap, or som e other circu m stan ce
setting, for exam ple, are ju n gle-d w ellin g cannibals, m ight m ake it challen ging for an adventurer to com plete
and the elves are desert n om ads. S om e w orld s feature a task. In th ose cases, the DM d ecid es w hat happens,
races u nk n ow n in other settings, such as E b erron s w ar- often relying on the roll o f a die to determ ine the results
forged, sold iers created and im bu ed with life to fight in o f an action.
the Last War. S o m e w orld s are dom inated by on e great 3. The DM narrates the results o f the adventurers
story, like the W ar o f the L an ce that plays a central role actions. D escribin g the results often leads to another
in the D ragon lance setting. But theyre all D & D w orlds, d ecision point, w hich brin gs the flow o f the gam e right
and you can u se the rules in this b o o k to create a char ba ck to step 1.
acter and play in any one o f them. T h is pattern holds w hether the adventurers are cau
Your DM m ight set the cam paign on on e o f these tiously exploring a ruin, talking to a deviou s prince, or
w orld s or on on e that he or she created. B eca u se there lock ed in m ortal com bat against a m ighty dragon. In
is s o m uch diversity a m on g the w orlds o f D&D, you certain situations, particularly com bat, the action is
sh ou ld ch eck w ith your DM about any h ou se rules that m ore structured and the players (and D M ) d o take turns
w ill affect your play o f the gam e. Ultimately, the D un ch oosin g and resolvin g actions. But m ost o f the time,
geon M aster is the authority on the cam paign and its play is fluid and flexible, adapting to the circu m stan ces
setting, even if the setting is a published w orld. o f the adventure.
Often the action o f an adventure takes place in the
U s in g T h is B o o k im agination o f the players and DM, relying on the D M s
verbal descriptions to set the scen e. S o m e D M s like to
T h e Players Handbook is divided into three parts.
use m usic, art, or r ecord ed sou n d effects to help set the
Part 1 is about creating a character, providing the
m ood , and m any players and D M s alike adopt different
rules and g u id an ce you n eed to m ake the character
v oices for the various adventurers, m onsters, and other
y ou ll play in the gam e. It includes inform ation on the
characters they play in the gam e. S om etim es, a DM
various races, classes, backgrou n ds, equipm ent, and
m ight lay out a m ap and u se tokens or m iniature figures
oth er custom ization options that you can c h o o s e from.
to represent each creature involved in a scen e to help
M any o f the rules in part 1 rely on m aterial in parts 2
the players k eep track o f w here everyone is.
and 3. If you co m e a cro ss a gam e con cep t in part 1 that
you d on t understand, consult the b o o k s index.
G a m e D ic e
Part 2 details the rules o f h ow to play the gam e,
beyon d the b a sics d escrib ed in this introduction. That T h e gam e u ses polyhedral dice w ith different num bers
part covers the kinds o f die rolls you m ake to determ ine o f sides. You can find d ice like th ese in gam e stores and
s u c ce s s or failure at the tasks your character attempts, in m any book stores.
and d escrib es the three broad categories o f activity in In these rules, the different d ice are referred to by the
the gam e: exploration, interaction, and com bat. letter d follow ed by the num ber o f sides: d4, d6, d8, d 10,
Part 3 is all about m agic. It covers the nature o f m agic d 12, and d20. F or instance, a d6 is a six-sided die (the
in the w orld s o f D&D, the rules for spellcasting, and the typical cu b e that m any g am es use).
huge variety o f spells available to m agic-using ch a ra c P ercen tile dice, or d 100, w ork a little differently. You
ters (and m onsters) in the game. generate a num ber b etw een 1 and 100 by rolling tw o
different ten-sided d ice n um bered from 0 to 9. O ne die

How to Pl a y (designated b efore you roll) gives the tens digit, and
the other gives the on es digit. If you roll a 7 and a 1, for
T he play o f the D u n g e o n s & D r a g o n s gam e unfolds exam ple, the num ber rolled is 71. Tw o Os represent 100.
a ccord in g to this basic pattern. S o m e ten-sided dice are num bered in tens (00, 10, 20,
1. The DM describes the environment. T h e DM and s o on), m akin g it easier to distinguish the tens digit
tells the players w here their adventurers are and w hats from the o n es digit. In this case, a roll o f 70 and 1 is 71,
around them, presenting the basic s c o p e o f options that and 0 0 and 0 is 100.
present th em selves (h ow m any d oors lead out o f a room , W h en you n eed to roll dice, the rules tell you h ow
w hats on a table, w h o s in the tavern, and so on). m any d ice to roll o f a certain type, as w ell as w hat m o d
ifiers to add. For exam ple, 3d8 + 5 m eans you roll
three eight-sided dice, add them together, and add 5 3. Compare the total to a target number. If the total
to the total. equals or e x ceed s the target num ber, the ability check,
The sa m e d notation appears in the ex p ression s 1d 3 attack roll, or saving th row is a su ccess. O therw ise, its
and 1d2. To sim ulate the roll o f 1d3, roll a d6 and a failure. T h e D M is usually the on e w h o determ ines
divide the num ber rolled by 2 (round up). To sim ulate target num bers and tells players w hether their ability
the roll o f 1d2, roll any die and assign a 1 or 2 to the roll ch ecks, attack rolls, and saving th row s su cce e d or fail.
depen din g on w hether it w as odd or even. (Alternatively, Th e target num ber for an ability ch eck o r a saving
if the num ber rolled is m ore than h alf the num ber o f th row is called a Difficulty Class (D C). T h e target
sides on the die, its a 2.) num ber for an attack roll is called an Arm or Class (AC).
T h is sim ple rule governs the resolution o f m ost tasks
T h e D 20 in D & D play. Chapter 7 provides m ore detailed rules for
usin g the d 2 0 in the game.
D o e s an adventurers sw ord sw in g hurt a dragon or just
b ou n ce off its iron-hard sca les? W ill the ogre believe an
A dva n t a ge a n d D isa d v a n t a g e
ou trageous bluff? Can a character sw im a cross a raging
river? Can a character avoid the m ain blast o f a fireball, S om etim es an ability check, attack roll, or saving throw
or d o e s he or she take full dam age from the blaze? In is m od ified by sp ecia l situations called advantage and
ca se s w h ere the ou tcom e o f an action is uncertain, disadvantage. Advantage reflects the positive circu m
the D u n g e o n s & D r a g o n s gam e relies on rolls o f a stan ces su rrou nding a d2 0 roll, w hile disadvantage
20 -sid ed die, a d20, to determ ine s u c ce s s or failure. reflects the opposite. W h en you have either advantage or
Every character and m onster in the gam e has capa disadvantage, you roll a se co n d d2 0 w h en you m ake the
bilities defined by six ability scores. T h e abilities are roll. U se the higher o f the tw o rolls if you have advan
Strength, Dexterity, Constitution, Intelligence, W isdom , tage, and u se the low er roll if you have disadvantage.
and Charism a, and they typically range from 3 to 18 F or exam ple, if you have disadvantage and roll a 17 and
for m ost adventurers. (M onsters m ight have s co re s as a 5, you use the 5. If you instead have advantage and roll
low as 1 or as high as 30.) T h ese ability scores, and the th ose num bers, you use the 17.
ability modifiers derived from them , are the basis for M ore detailed rules for advantage and disadvantage
alm ost every d2 0 roll that a player m a k es on a ch arac are presented in chapter 7.
ters or m on sters behalf.
Ability ch eck s, attack rolls, and saving throw s are the Sp e c if ic B e a ts G e n e r a l
three m ain kinds o f d2 0 rolls, form in g the core o f the T h is b o o k contain s rules, esp ecia lly in parts 2 and 3,
rules o f the gam e. All three follow th ese sim ple steps. that govern h ow the gam e plays. That said, m any racial
1. Roll the die and add a modifier. R oll a d2 0 and traits, class features, spells, m agic item s, m on ster abili
add the relevant modifier. T h is is typically the m od ties, and other gam e elem ents break the general rules in
ifier derived from on e o f the six ability s cores, and it som e way, creating an exception to h ow the rest o f the
som etim es includes a proficiency bon u s to reflect a char gam e w orks. R em em ber this: If a sp ecific rule contra
acters particular skill. (S e e chapter 1 for details on each dicts a general rule, the sp ecific rule w ins.
ability and h ow to determ ine an abilitys modifier.) E xception s to the rules are often m inor. For instance,
2. Apply circumstantial bonuses and penalties. A m any adventurers d on t have proficiency with lon gbow s,
cla ss feature, a spell, a particular circu m stan ce, or som e but every w o o d elf d oes b e ca u se o f a racial trait. That
other effect m ight give a b on u s or penalty to the check. trait creates a m in or exception in the gam e. Other
exam ples o f rule-breaking are m ore con sp icu ou s. For
instance, an adventurer ca n t n orm ally p ass through
w alls, but som e sp ells m ake that possible. M agic
accou n ts for m ost o f the m ajor exception s to the rules.

Round D ow n
T h eres on e m ore general rule you n eed to k n ow at the
outset. W h enever you divide a num ber in the gam e,
round dow n if you end up w ith a fraction, even if the
fraction is on e-half or greater.

A dventures
T h e D u n g e o n s & D r a g o n s gam e con sists o f a group
o f characters em barking on an adventure that the D un
geon M aster presen ts to them. Each character brings
particular capabilities to the adventure in the form o f
ability sc o r e s and skills, class features, racial traits,
equipm ent, and m agic item s. Every character is dif
ferent, w ith various strengths and w ea k n esses, s o the
best party o f adventurers is on e in w h ich the characters
com plem ent each other and cover the w ea k n esses o f
their com pa n ion s. The adventurers must coop era te to that a captured scou t reveal the secret entrance to the
su ccessfu lly com plete the adventure. goblin lair, getting inform ation from a rescu ed prisoner,
T h e adventure is the heart o f the gam e, a story with pleading for m ercy from an orc chieftain, or persuading
a beginning, a m iddle, and an end. An adventure might a talkative m agic m irror to sh ow a distant location to
be created by the D u n geon M aster or p u rch ased off the the adventurers.
shelf, tw eaked and m odified to suit the D M s n eeds and The rules in chapters 7 and 8 support exploration and
desires. In either ca se, an adventure features a fantastic socia l interaction, as do m any cla ss features in chapter 3
setting, w hether its an u nderground dungeon, a cru m and personality traits in chapter 4.
bling castle, a stretch o f w ildern ess, or a bustling city. Combat, the focu s o f chapter 9, involves characters
It features a rich cast o f characters: the adventurers and other creatu res sw in ging w eapon s, casting spells,
created and played by the other players at the table, m aneuvering for position, and s o o n all in an effort
as w ell as nonplayer characters (N PC s). T h ose char to defeat their oppon en ts, w hether that m eans killing
acters m ight b e patrons, allies, enem ies, hirelings, or every enemy, taking captives, or forcin g a rout. Com bat
just backgrou n d extras in an adventure. Often, on e o f is the m ost structured elem ent o f a D & D session , with
the N P C s is a villain w h ose agenda drives m uch o f an creatu res taking turns to m ake sure that everyone gets
adventures action. a ch a n ce to act. Even in the context o f a pitched battle,
Over the cou rse o f their adventures, the characters theres still plenty o f opportunity for adventurers to
are confronted by a variety o f creatures, objects, and attempt w acky stunts like surfing dow n a flight o f stairs
situations that they must deal w ith in som e way. S o m e on a shield, to exam ine the environm ent (perhaps by
tim es the adventurers and other creatures do their pulling a m ysterious lever), and to interact with other
best to kill or capture each other in com bat. At other creatures, including allies, en em ies, and neutral parties.
tim es, the adventurers talk to another creature (or even
a m agical object) w ith a goal in mind. A nd often, the T h e W o n d e r s o f M a g ic
adventurers spend tim e trying to solve a puzzle, bypass
Few D & D adventures end w ithout som eth in g m agical
an obstacle, find som eth in g hidden, or unravel the cu r
happening. W h eth er helpful or harm ful, m agic appears
rent situation. M eanw hile, the adventurers explore the
frequently in the life o f an adventurer, and it is the focu s
w orld, m akin g decision s about w hich w ay to travel and
o f chapters 10 and 11.
w hat theyll try to do next.
In the w orld s o f D u n g e o n s & D r a g o n s , practitioners
A dventures vary in length and com plexity. A short
o f m agic are rare, set apart from the m a sses o f people
adventure m ight present only a few challen ges, and
by their extraordinary talent. C om m on folk might see
it m ight take no m ore than a single gam e session to
eviden ce o f m agic on a regular basis, but its usually
com plete. A long adventure can involve hundreds o f
m in ora fantastic m onster, a visibly an sw ered prayer,
com bats, interactions, and other challen ges, and take
a w izard w alking through the streets w ith an anim ated
d ozen s o f session s to play through, stretching over
shield guardian as a bodyguard.
w eek s or m onths o f real tim e. Usually, the end o f an
For adventurers, though, m agic is key to their sur
adventure is m arked by the adventurers h eading back to
vival. W ithout the healing m agic o f clerics and paladins,
civilization to rest and enjoy the sp oils o f their labors.
adventurers w ou ld quickly su ccu m b to their w oun ds.
But thats not the end o f the story. You can think o f
W ithout the uplifting m agical su pport o f bards and
an adventure as a single ep isod e o f a T V series, m ade
clerics, w arriors m ight be overw helm ed by p ow erfu l
up o f multiple exciting scen es. A cam paign is the w hole
foes. W ithout the sh eer m agical p ow er and versatility
s eriesa string o f adventures jo in e d together, with a
o f w izards and druids, every threat w ou ld be m ag
consistent group o f adventurers follow in g the narrative
nified tenfold.
from start to finish.
M agic is also a favored tool o f villains. M any adven
tures are driven by the m achinations o f spellcasters
T h e T h r ee P il l a r s of A d v e n t u r e
w h o are hellbent on using m agic for som e ill end. A cult
A dventurers ca n try to do anything their players can leader seek s to aw aken a god w h o slum bers beneath
im agine, but it can b e helpful to talk about their activ the sea, a hag kidnaps youths to m agically drain them
ities in three broad categories: exploration, socia l o f their vigor, a m ad w izard labors to invest an arm y o f
interaction, and com bat. autom atons with a facsim ile o f life, a dragon begin s a
Exploration includes both the adventurers m ovem ent m ystical ritual to rise up as a god o f destruction these
through the w orld and their interaction with ob jects and are just a few o f the m agical threats that adventurers
situations that require their attention. E xploration is the m ight face. W ith m agic o f their ow n, in the form o f
give-and-take o f the players describin g what they want sp ells and m agic items, the adventurers m ight prevail!
their characters to do, and the D u n geon M aster telling
the players w hat h appen s as a result. On a large scale,
that might involve the characters spen din g a day c r o s s
ing a rolling plain or an hour m aking their w ay through
caverns underground. On the sm allest scale, it could
m ean on e character pulling a lever in a dungeon room to
see w hat happens.
Social interaction features the adventurers talking to
som eon e (or som eth in g) else. It might m ean dem anding
C h a p t e r 1: S t e p - b y - S t e p C h a r a c t e r s
OUR FIRST STEP IN PLAYING AN ADVENTURER IN THE cla sses (see step 2). For exam ple, the racial traits o f
D u n g e o n s & D r a g o n s gam e is to im agine lightfoot halflings m ake them exceptional rogues, and
and create a character o f your ow n. Your high elves tend to be pow erfu l w izards. S om etim es
character is a com bination o f gam e statistics, playing against type can b e fun, too. H alf-orc paladins
roleplaying h ook s, and your im agination. You and m ountain dw arf w izards, for exam ple, can b e
c h o o s e a race (such as hum an or halfling) and unusual but m em orable characters.
a class (such as fighter or w izard). You also Your race also in creases on e or m ore o f your ability
invent the personality, appearance, and backstory o f scores, w hich you determ ine in step 3. N ote these
your character. O n ce com pleted, your character serves in creases and rem em ber to apply them later.
as your representative in the gam e, your avatar in the R e co rd the traits granted by your race on your
D u n g e o n s & D r a g o n s w orld. character sheet. B e sure to note your starting
B efore you dive into step 1 below , think about the languages and your ba se sp eed as w ell.
kind o f adventurer you w ant to play. You m ight be a
cou ra g eou s fighter, a skulking rogue, a fervent cleric, or B u i l d i n g B r u e n o r , St e p 1
a flam boyant w izard. Or you m ight be m ore interested B ob is sitting dow n to create his character. H e d ecides
in an u nconventional character, such as a braw ny rogue that a gru ff m ountain dw arf fits the character he w ants
w h o likes hand-to-hand com bat, or a sh arpsh ooter w ho to play. He notes all the racial traits o f dw arves on his
picks o ff en em ies from afar. D o you like fantasy fiction character sheet, including his sp eed o f 25 feet and the
featuring dw arves or elves? Try building a character o f languages he kn ow s: C om m on and D w arvish.
on e o f th ose races. D o you w ant your character to be the
toughest adventurer at the table? C on sider a class like 2. C hoose a C lass
barbarian or paladin. If y ou d on t k n ow w here else to Every adventurer is a m em ber o f a class. C lass broadly
begin, take a lo o k at the illustrations in this b o o k to see d escrib es a characters vocation, w hat sp ecia l talents he
w hat catch es y ou r interest. or sh e p o s se ss e s, and the tactics he or she is m ost likely
O nce you have a character in mind, follow these steps to em ploy w hen exploring a dungeon, fighting m onsters,
in order, m akin g decision s that reflect the character you or engaging in a tense negotiation. T h e character
want. Your con cep tion o f your character m ight evolve cla sses are d escrib ed in chapter 3.
with each c h o ice you m ake. W h a ts im portant is that you Your character receives a num ber o f benefits from
co m e to the table w ith a character you re excited to play. your ch oice o f class. M any o f th ese benefits are class
T h rou gh ou t this chapter, w e u se the term character featurescapabilities (including spellcastin g) that set
sheet to m ean w hatever you u se to track your character, your character apart from m em bers o f other classes.
w hether its a form al character sheet (like the on e at the You also gain a num ber o f proficiencies: armor,
end o f this book ), so m e form o f digital record, or a piece w eapon s, skills, saving throw s, and som etim es tools.
o f n oteb ook paper. A n official D & D character sheet is a Your p roficien cies define m any o f the things your
fine place to start until you k n ow w hat inform ation you character can do particularly w ell, from u sing certain
need and h ow you u se it during the gam e. w ea p on s to telling a convin cin g lie.
On your character sheet, record all the features that
B u il d in g B r u e n o r
your class gives you at 1st level.
E ach step o f character creation includes an exam ple o f
that step, w ith a player nam ed B ob building his dw arf L evel
character, Bruenor. Typically, a character starts at 1st level and advances
in level by adventuring and gaining experience points
1. C h o o s e a R a ce (X P). A 1st-level character is in exp erien ced in the
Every character b elon g s to a race, on e o f the m any adventuring w orld, although he or she m ight have been
intelligent h um anoid sp e cie s in the D & D w orld. The a soldier or a pirate and don e dangerou s things before.
m ost co m m o n player character races are dw arves, elves, Starting off at 1st level m arks your characters entry
halflings, and hum ans. S o m e races also have subraces, into the adventuring life. If you re already fam iliar
such as m ountain dw arf or w o o d elf. Chapter 2 provides w ith the gam e, or if you are join in g an existing D & D
m ore inform ation about th ese races, as w ell as the less cam paign, your DM might d ecide to have you begin at a
w idesp rea d races o f dragonborn, gnom es, half-elves, higher level, on the assum ption that your character has
half-orcs, and tieflings. already survived a few harrow in g adventures.
The race you c h o o s e contributes to your characters
identity in an im portant way, by establishing a general Q u ic k B u il d
appearance and the natural talents gained from culture Each class description in chapter 3 includes a section
and ancestry. Your characters race grants particular offering suggestions to quickly build a character o f that
racial traits, such as sp ecial sen ses, proficiency with class, including how to assign your highest ability scores,
certain w eapon s or tools, proficiency in on e or m ore a background suitable to the class, and starting spells.
skills, or the ability to use m inor spells. T h ese traits
som etim es dovetail with the capabilities o f certain

PART 1 S T E P -B Y -S T E P C H A R A C T E R S
R e co rd your level on your character sheet. If you re At 1st level, your character has 1 Hit D ie, and the
starting at a h igher level, record the additional elem ents die type is determ ined by your class. You start w ith hit
your class gives you for your levels past 1st. A lso record points equal to the h ighest roll o f that die, as indicated in
your exp erien ce points. A 1st-level character has 0 your class description. (You also add your Constitution
X P A higher-level character typically beg in s w ith the modifier, w h ich you ll determ ine in step 3.) T h is is also
m inim um am ount o f X P required to reach that level your hit point maxim um .
(see B eyond 1st L evel later in this chapter). R e c o rd y ou r characters hit points on your character
sheet. A lso record the type o f Hit D ie your character
H it P o in t s and H it D ic e
u ses and the num ber o f Hit D ice you have. A fter you
Y our characters hit points define h ow tough your rest, you can sp end Hit D ice to regain hit points (see
character is in com bat and other dangerou s situations. R estin g in chapter 8).
Your hit points are determ ined by your Hit D ice (short
for Hit Point Dice). P r o f ic ie n c y B o n u s
Th e table that appears in your class description sh ow s
A b il it y S c o r e S u m m a r y your proficiency bonus, w h ich is +2 for a 1st-level
Strength character. Your p roficiency bon u s applies to m any o f the
M easures: Natural athleticism, bodily power num bers y ou ll be record in g on your character sheet:
Im p ortan t for: Barbarian, fighter, paladin A ttack rolls using w ea p on s y ou re proficient with
R acial Increases: A ttack rolls w ith spells you cast
Mountain dwarf (+2) Half-orc (+2) Ability ch eck s using skills y ou re proficient in
Dragonborn (+2) Human (+1) Ability ch eck s using tools y ou re proficient with
Saving th row s y ou re proficient in
Dexterity Saving th row D C s for spells you cast (explained in
each sp ellcastin g class)
M easures: Physical agility, reflexes, balance, poise
Im p ortan t for: Monk, ranger, rogue Y our class determ ines your w ea p on proficiencies,
R acial Increases: your saving th row p roficiencies, and som e o f your skill
Elf (+2) Forest gnome (+1) and tool proficiencies. (Skills are d escrib ed in chapter 7,
Halfling (+2) Human (+1) tools in chapter 5.) Y our backgrou n d gives you additional
skill and tool proficiencies, and so m e races give
you m ore proficiencies. B e sure to note all o f these
Constitution
proficiencies, as w ell as your proficiency bonus, on your
M easures: Health, stamina, vital force
character sheet.
Im p ortan t for: Everyone
Your proficiency bon u s can t be added to a single die
R acial Increases: roll or other n um ber m ore than on ce. O ccasionally, your
Dwarf (+2) Half-orc (+1) proficiency bon u s m ight be m od ified (doubled or halved,
Stout halfling (+1) Human (+1) for exam ple) before you apply it. If a circu m stan ce
Rock gnome (+1) su ggests that your p roficiency b on u s applies m ore than
on ce to the sa m e roll or that it sh ou ld be m ultiplied
Intelligence m ore than on ce, you n evertheless add it only on ce,
M easures: Mental acuity, information recall, analytical skill multiply it only on ce, and halve it only on ce.

Im p ortan t for: Wizard


B u il d in g B r u e n o r , St e p 2
Racial Increases:
B ob im agines B ruenor chargin g into battle w ith an axe,
High elf (+1) Tiefling (+1) on e horn on his helm et broken off. H e m akes B ru enor a
Gnome (+2) Human (+1) fighter and notes the fighters proficien cies and 1st-level
class features on his character sheet.
W isdom A s a 1st-level fighter, B ru enor has 1 Hit D iea d 10
M easures: A w a re n e ss, intuition, insight and starts with hit poin ts equal to 10 + his Constitution
Im p ortan t for: Cleric, druid m odifier. B ob notes this, and w ill record the final
R acial Increases: num ber after he determ ines B ru en ors Constitution
Hill dwarf (+1) Human (+1) sc o r e (see step 3). B ob a lso notes the proficiency bon u s
for a 1st-level character, w hich is +2.
Wood elf (+1)

3 . D eterm in e A b ilit y S co res


Charisma
M uch o f w hat your character d o e s in the gam e depends
M easures: Confidence, eloquence, leadership
on his or her six abilities: Strength, Dexterity,
Im p ortan t for: Bard, sorcerer, warlock
Constitution, Intelligence, W isdom , and Charisma.
R acial Increases:
Each ability has a score, w h ich is a num ber you record
Half-elf (+2) Dragonborn (+1)
on your character sheet.
Drow (+1) Human (+1) T h e six abilities and their u se in the gam e are
Lightfoot halfling (+1) Tiefling (+2) describ ed in chapter 7. T h e Ability S c o r e S u m m ary
table provides a quick referen ce for w hat qualities A b il it y S c o r es a n d M o d if ie r s
are m easu red by each ability, w hat races in creases
Score Modifier Score Modifier
w hich abilities, and what cla sses con sid er each ability
1 -5 16-17 +3
particularly im portant.
2-3 -4 18-19 +4
You generate your character's six ability scores
4 -5 -3 20-21 +5
randomly. R oll fou r 6-sided dice and record the total o f
the highest three dice on a p iece o f scratch paper. D o 6-7 -2 22-23 +6
this five m ore tim es, s o that you have six num bers. If 8-9 -1 24-25 +7
you w ant to save tim e or d on t like the idea o f random ly 10-11 +0 26-27 +8
determ ining ability scores, you can u se the follow in g 12-13 +1 28-29 +9
s c o r e s instead: 15, 14, 13, 12, 10, 8. 14-15 +2 30 +10
N ow take your six n um bers and w rite each num ber
b eside on e o f your characters six abilities to assign average and nearly equal (13, 13, 13, 12, 12, 12), or any
sco re s to Strength, Dexterity, Constitution, Intelligence, set o f num bers betw een th ose extrem es.
W isdom , and Charism a. A fterw ard, m ake any changes
to your ability s c o r e s as a result o f your race choice. 4 . D e sc rib e Y o u r C h a r a c t e r
After assign in g your ability s cores, determ ine
O nce you kn ow the ba sic gam e asp ects o f your
your ability modifiers using the Ability S c o r e s and
character, its tim e to flesh him or her out as a person .
M odifiers table. To determ ine an ability m odifier without
Your character n eeds a nam e. S p en d a few m inutes
consulting the table, subtract 10 from the ability score
thinking about w hat he or she look s like and h ow he or
and then divide the result by 2 (round down). W rite the
she beh aves in general terms.
m odifier next to each o f your scores.
U sing the inform ation in chapter 4, you can flesh out
B u il d in g B r u e n o r , St e p 3 your characters physical appearan ce and personality
B ob d ecid es to u se the standard set o f s c o r e s (15, 14, traits. C h oose your characters alignment (the m oral
13, 12, 10, 8) for B ru enors abilities. S in ce h es a fighter, c om p a ss that guides his or her decisions) and ideals.
he puts his h ighest score, 15, in Strength. H is next- Chapter 4 also helps you identify the things your
highest, 14, g oes in Constitution. B ruenor m ight be a character holds m ost dear, called bonds, and the flaws
brash fighter, but B ob d ecid es he w ants the dw arf to that cou ld one day u nderm ine him or her.
be older, w iser, and a g o o d leader, so he puts decent Your characters background d escrib es w here he or
sc o r e s in W isd om and Charism a. After applying his she ca m e from , his or her original occu pation , and the
racial benefits (in creasin g B ru en ors Constitution by characters place in the D & D w orld. Your DM might
2 and his Strength by 2), B ru en ors ability s c o r e s and offer additional ba ckgrou n ds beyon d the on es included
m odifiers look like this: Strength 17 (+3), Dexterity 10
(+0), Constitution 16 (+3), Intelligence 8 (-1), W isd om 13
(+1), C harism a 12 (+1).
B ob fills in B ru enor's final hit points: 10 + his
Constitution m odifier o f +3, for a total o f 13 hit points.

Va r ia n t : C u s t o m iz in g A b il it y Scores
At your D u n geon M asters option, you can use this
variant for determ ining your ability scores. The m ethod
describ ed here allow s you to build a character w ith a set
o f ability s c o r e s you c h o o s e individually.
You have 27 points to spend on your ability scores.
T h e co st o f each sc o r e is sh ow n on the Ability S c o r e
Point C ost table. F or exam ple, a sc o r e o f 14 costs 7
points. U sing this m ethod, 15 is the highest ability score
you can end up with, b efore applying racial in creases.
Y ou ca n t have a sc o r e low er than 8.
T h is m ethod o f determ ining ability s c o r e s enables
you to create a set o f three high num bers and three low
on es (15, 15, 15, 8, 8, 8), a set o f num bers that are above

A b il it y S c o r e Po in t C o st
Score Cost Score Cost
8 0 12 4
9 1 13 5
10 2 14 7
11 3 15 9
in chapter 4, and m ight b e w illing to w ork w ith you to H is flaw is tied to his caring, sensitive naturehe has a
craft a b a ckgrou n d thats a m ore p recise fit for your soft spot for orphans and w ayw ard souls, leading him to
character concept. sh ow m ercy even w hen it m ight not b e w arranted.
A b ackgrou n d gives your character a backgrou n d
feature (a general benefit) and proficiency in tw o skills, 5 . C h o o s e E q u ip m en t
and it m ight also give you additional languages or
Your class and backgrou n d determ ine your character's
proficiency w ith certain kinds o f tools. R e c o rd this
starting equipment, including w eapon s, armor, and
inform ation, along w ith the person ality inform ation
other adventuring gear. R e c o rd this equipm ent on your
you develop, on your character sheet.
character sheet. All such item s are detailed in chapter 5.
Instead o f taking the gear given to you by your class
Y our C h a r a c t e r s A b il it ie s
and backgrou n d, you ca n p u rch ase your starting
Take your characters ability s c o r e s and race into
equipm ent. You have a num ber o f gold pieces (gp)
accou n t as you flesh out his or her appearance
to spend ba sed on your class, as sh ow n in chapter 5.
and personality. A very stron g character w ith low
Extensive lists o f equipm ent, w ith prices, a lso appear in
Intelligence m ight think and behave very differently
that chapter. If you w ish, you can also have on e trinket
from a very sm art character w ith low Strength.
at n o cost (see the trinket table at the end o f chapter 5).
For exam ple, high Strength usually c o rresp on d s
Your Strength sc o r e lim its the am ount o f gear you can
w ith a burly or athletic body, w hile a character with
carry. Try not to pu rch ase equipm ent w ith a total w eight
low Strength m ight be scraw ny or plump.
(in pounds) ex ceed in g your Strength sco re tim es 15.
A character w ith high D exterity is probably lithe and
Chapter 7 has m ore inform ation on carrying capacity.
slim , w hile a character w ith low D exterity m ight be
either gangly and aw kw ard or heavy and thick-fingered. A rmor C lass
A character w ith high Constitution usually look s
Your A rm or Class (AC) represents h ow w ell your
healthy, w ith bright eyes and abundant energy. A
character avoids being w ou n d ed in battle. T h in gs that
character w ith low Constitution m ight b e sickly or frail.
contribute to your AC include the arm or you w ear, the
A character with high Intelligence m ight be highly
shield you carry, and your D exterity m odifier. Not all
inquisitive and studious, w hile a character w ith low
characters w ea r arm or or carry shields, however.
Intelligence might sp eak sim ply or easily forget details.
W ithout arm or or a shield, your characters AC equals
A character w ith high W isd om has g oo d judgm ent,
10 + his or her Dexterity m odifier. If your character
empathy, and a general aw aren ess o f w hats going on.
w ea rs arm or, carries a shield, or both, calculate your
A character w ith low W isd om m ight be absent-m inded,
AC using the rules in chapter 5. R e co rd your AC on
foolhardy, or oblivious.
your character sheet.
A character with high C harism a exudes confidence,
Your character n eeds to be proficient w ith arm or and
w h ich is usually m ixed w ith a graceful or intim idating
shields to w ea r and u se them effectively, and your arm or
presen ce. A character w ith a low C harism a m ight co m e
and shield proficien cies are determ ined by your class.
a cross as abrasive, inarticulate, or timid.
T h ere are draw backs to w earin g arm or or carryin g a
shield if you lack the requ ired proficiency, as explained
B u i l d i n g B r u e n o r , St e p 4
in chapter 5.
B o b fills in so m e o f B ru enors ba sic details: his nam e,
S o m e spells and class features give you a different
his sex (male), his height and w eight, and his alignm ent
w ay to calculate your AC. If you have multiple features
(law ful good). H is high Strength and Constitution
that give you different w ays to calculate you r AC, you
suggest a healthy, athletic body, and his low Intelligence
c h o o s e w hich one to use.
su ggests a degree o f forgetfulness.
B ob d ecid es that B ru enor c o m e s from a n oble line, W eapons
but his clan w as expelled from its hom eland w hen
For each w eap on your character w ields, calculate the
B ru enor w as very young. He g rew up w ork in g as a sm ith
m odifier you u se w h en you attack w ith the w ea p on and
in the rem ote villages o f Icew ind Dale. But B ruenor
the dam age you deal w hen you hit.
has a h eroic destinyto reclaim his h om elandso
W h en you m ake an attack w ith a w eapon , you roll
B ob c h o o s e s the folk h ero back grou n d for his dwarf.
a d2 0 and add your proficiency bon u s (but only if you
H e notes the proficiencies and sp ecia l feature this
are proficient w ith the w eapon ) and the appropriate
ba ck grou n d gives him.
ability modifier.
B ob has a pretty clear picture o f B ru en ors personality
in mind, so he skips the person ality traits su ggested in F or attacks w ith m elee weapons, use your Strength
the folk h ero backgrou n d, noting instead that B ru enor is m odifier for attack and dam age rolls. A w eap on that
a caring, sensitive d w arf w h o genuinely loves his friends has the fin esse property, such as a rapier, ca n u se your
and allies, but he hides this soft heart behind a gruff, D exterity m odifier instead.
snarling dem eanor. H e c h o o s e s the ideal o f fairn ess F or attacks w ith ranged weapons, u se your D exterity
from the list in his backgrou n d, noting that Bruenor m odifier for attack and dam age rolls. A w ea p on that
believes that n o on e is above the law. has the throw n property, such as a handaxe, can use
G iven his history, B ru en ors bon d is obvious: he your Strength m odifier instead.
aspires to som eday reclaim M ithral Hall, his hom eland,
from the sh ad ow dragon that drove the dw arves out.
B u i l d i n g B r u e n o r , St e p 5 T iers o f P l a y
B ob w rites dow n the starting equipm ent from the
The shading in the Character Advancement table show s
fighter cla ss and the folk h ero background. His starting
the four tiers o f play. The tiers dont have any rules
equipm ent includes chain m ail and a shield, w hich
associated with them; they are a general description o f how
com bin e to give B ru enor an A rm or C lass o f 18.
the play experience changes as characters gain levels.
For B ru en ors w eapon s, B ob c h o o s e s a battleaxe
In the first tier (levels 1 -4 ), characters are effectively
and tw o handaxes. H is battleaxe is a m elee w eapon,
apprentice adventurers. Th ey are learn in g the features
so B ru enor u ses his Strength m odifier for his attacks
that define them as m em bers o f particular classes,
and dam age. H is attack bon u s is his Strength m odifier
including the m ajor ch o ice s that flavor their class
(+3) plus his proficiency bon u s (+2), for a total o f +5.
features as they advance (such as a w iza rd s A rcane
T he battleaxe deals 1d8 slashing dam age, and B ruenor
Tradition or a fighters M artial Archetype). The threats
adds his Strength m odifier to the dam age w hen he
they face are relatively minor, usually p o sin g a danger to
hits, for a total o f 1d8 + 3 slashing dam age. W h en
local farm steads or villages.
throw ing a handaxe, B ru enor has the sam e attack bonus
In the secon d tier (levels 5 -1 0 ), characters c om e into
(handaxes, as throw n w eapon s, u se Strength for attacks
their ow n. M any spellcasters gain a c c e s s to 3rd-level
and dam age), and the w eap on deals 1d6 + 3 slashing
spells at the start o f this tier, crossin g a new threshold o f
dam age w hen it hits.
m agical p ow er with spells such as fireball and lightning
bolt. At this tier, m any w eapon -usin g cla sses gain the
6. C om e T ogether
ability to m ake multiple attacks in on e round. T h ese
M ost D & D characters d on t w ork alone. E ach character characters have b e c o m e im portant, facing dangers that
plays a role w ithin a party, a group o f adventurers threaten cities and kingdom s.
w orkin g together for a com m on p u rpose. Team w ork In the third tier (levels 11-16), characters have
and coop era tion greatly im prove your partys ch a n ces reached a level o f p ow er that sets them high above
to survive the m any p erils in the w orld s o f D u n g e o n s the ordinary pop u la ce and m akes them sp ecia l even
& D r a g o n s . Talk to your fellow players and your DM am ong adventurers. At 11th level, m any spellcasters
to decide w hether your characters k n ow on e another, gain a c c e s s to 6th-level spells, so m e o f w h ich create
h ow they met, and w hat sorts o f quests the group effects previously im possible for player characters to
m ight undertake. achieve. Other characters gain features that allow them
to m ake m ore attacks or do m ore im pressive things with
B e y o n d 1s t L e v e l th ose attacks. T h ese m ighty adventurers often confront
A s your character g o e s on adventures and ov ercom es threats to w h ole region s and continents.
challen ges, he or she gains experience, represented by At the fourth tier (levels 17 -20 ), characters achieve
experien ce points. A character w h o reach es a sp ecified the pinnacle o f their cla ss features, b ecom in g h eroic (or
experien ce point total advances in capability. This villainous) archetypes in their ow n right. The fate o f the
w orld or even the fundam ental order o f the m ultiverse
advancem ent is called gaining a level.
might hang in the balance during their adventures.
W h en your character gains a level, his or her class
often grants additional features, as detailed in the
C h a r a ct er A d v a n c e m e n t
class description. S o m e o f these features allow you
to in crease your ability scores, either increasin g tw o Experience Points Level Proficiency
s c o r e s by 1 each or in creasin g on e sco re by 2. You c a n t 0 1 +2
in crease an ability s c o r e above 20. In addition, every 300 2 +2
characters proficiency bon u s in creases at certain levels. 900 3 +2
Each tim e you gain a level, you gain 1 additional Hit
2,700 4 +2
Die. R oll that Hit Die, add your Constitution m odifier
6,500 5 +3
to the roll, and add the total to your hit point m axim um .
14,000 6 +3
Alternatively, you can use the fixed value sh ow n in your
23,000 7 +3
class entry, w hich is the average result o f the die roll
(rounded up). 34,000 8 +3
W h en your Constitution m odifier in creases by 1, your 48,000 9 +4
hit point m axim u m in creases by 1 for each level you have 64,000 10 +4
attained. F or exam ple, w hen B ruenor reaches 8th level 85,000 11 +4
as a fighter, he in creases his Constitution sco re from 17 100,000 12 +4
to 18, thus increasin g his Constitution m odifier from +3 120,000 13 +5
to +4. H is hit point m axim um then in creases by 8. 140,000 14 +5
T h e Character A dvancem ent table su m m arizes the 165,000 15 +5
X P you n eed to advance in levels from level 1 through
195,000 16 +5
level 20, and the proficien cy b on u s for a character o f that
225,000 17 +6
level. C onsult the inform ation in your characters class
265,000 18 +6
d escription to see w hat other im provem ents you gain
305,000 19 +6
at each level.
355,000 20 +6
C h a p t e r 2: R a c e s
VISIT TO ONE OF THE GREAT CITIES IN THE
A R a cia l T r a i t s
w orld s o f D u n g e o n s & D r a g o n s
The description o f each race in cludes racial traits that
W aterdeep, the F ree City o f G reyhawk, or
are com m on to m em bers o f that race. T h e follow in g
even u ncanny Sigil, the City o f D o o r s
entries appear am ong the traits o f m ost races.
overw helm s the sen ses. V oices chatter in
cou n tless different languages. T h e sm ells
A b il it y Sco re In crease
o f c o o k in g in d ozen s o f different cuisin es
Every race in crea ses one or m ore o f a characters
m ingle w ith the od ors o f crow d ed streets and p oor
ability s cores.
sanitation. B uildings in m yriad architectural styles
display the diverse origin s o f their inhabitants. A ge
And the p eop le th em selvesp eop le o f varying size, T h e age entry notes the age w hen a m em ber o f the race
shape, and color, d ressed in a dazzling sp ectru m is con sid ered an adult, as w ell as the races expected
o f styles and h uesrepresent m any different races, lifespan. T h is inform ation can help you d ecide h ow
from dim inutive halflings and stout dw arves to old your character is at the start o f the gam e. You
m ajestically beautiful elves, m inglin g a m on g a variety can c h o o s e any age for your character, w h ich cou ld
o f hum an ethnicities. provide an explanation for so m e o f your ability scores.
Scattered a m on g the m em bers o f these m ore com m on For exam ple, if you play a youn g or very old character,
races are the true exotics: a hulking dragonborn here, your age cou ld explain a particularly low S trength or
pushing his w ay through the crow d, and a sly tiefling Constitution score, w hile advanced age cou ld accoun t
there, lurking in the sh ad ow s w ith m isch ief in her eyes. for a high Intelligence or W isdom .
A group o f g n om es laughs as on e o f them activates a
clever w o o d e n toy that m oves o f its ow n accord. H alf- A l ig n m e n t
elves and h alf-orcs live and w ork alongside hum ans, M ost races have tendencies tow ard certain alignm ents,
w ithout fully belon gin g to the races o f either o f their d escribed in this entry. T h ese are not binding for player
parents. A n d there, w ell out o f the sunlight, is a lone characters, but con siderin g w hy your d w arf is chaotic,
d row a fugitive from the subterranean expan se o f for exam ple, in defiance o f lawful dw arf society can help
the Underdark, trying to m ake his w ay in a w orld you better define your character.
that fears his kind.
S iz e

C h o o s i n g a Race Characters o f m ost races are M edium , a size category


including creatures that are roughly 4 to 8 feet tall.
H um ans are the m ost com m on p eople in the w orld s o f
M em bers o f a few races are Sm all (betw een 2 and 4 feet
D&D, but they live and w ork alongside dw arves, elves,
tall), w hich m eans that certain rules o f the gam e affect
halflings, and cou n tless other fantastic sp ecies. Your
them differently. T h e m ost im portant o f th ese rules
character belon g s to on e o f th ese p eoples.
is that S m all characters have trouble w ieldin g heavy
Not every intelligent race o f the m ultiverse is
w eapon s, as explained in chapter 6.
appropriate for a player-controlled adventurer. D w arves,
elves, halflings, and hum ans are the m ost com m on Speed
races to p rod u ce the sort o f adventurers w h o m ake up Your sp eed determ ines h ow far you can m ove w hen
typical parties. D ragonborn, g n om es, half-elves, half- traveling (chapter 8) and fighting (chapter 9).
orcs, and tieflings are less com m on as adventurers.
D row , a su brace o f elves, are also u ncom m on. L anguages
Your ch oice o f race affects m any different aspects o f By virtue o f your race, your character can speak, read,
your character. It establishes fundam ental qualities that and w rite certain languages. Chapter 4 lists the m ost
exist throughout your characters adventuring career. co m m o n languages o f the D & D multiverse.
W h en m akin g this decision, keep in m ind the kind o f
character you w ant to play. F or exam ple, a halfling could Su b r a c e s
be a g o o d ch oice for a sneaky rogue, a dw arf m akes a S o m e ra ces have subraces. M em bers o f a subrace
tough warrior, and an elf can b e a master o f arcane m agic. have the traits o f the parent race in addition to the
Y our character race not only affects your ability s c o r e s traits sp ecified for their subrace. R elationships am ong
and traits but also provides the cu e s for building your su braces vary significantly from race to race and
characters story. E ach races description in this chapter w orld to w orld. In the D ragon lance cam p aign setting,
includes inform ation to help you roleplay a character of for exam ple, m ountain dw arves and hill dw arves live
that race, including personality, physical appearance, together as different clans o f the sam e people, but in
features o f society, and racial alignm ent tendencies. the Forgotten R ealm s, they live far apart in separate
T h ese details are su ggestion s to help you think about kin gdom s and call th em selves shield dw arves and
your character; adventurers can deviate w idely from the gold dw arves, respectively.
n orm for their race. Its w orthw h ile to con sid er w hy your
character is different, as a helpful w ay to think about
y ou r characters backgrou n d and personality.
S h o r t a n d St o u t
B old and hardy, dw arves are kn ow n as
skilled w arriors, m iners, and w orkers
o f stone and metal. T h ough they stand
w ell under 5 feet tall, dw arves are so
broad and com pact that they can weigh
as much as a human standing nearly tw o
feet taller. Th eir cou rag e and endurance
are also easily a match for any o f
the larger folk.
D w arven skin ranges from deep brow n to a paler
hue tinged with red, but the m ost com m on sh ades are
light brow n or deep tan, like certain ton es o f earth.
Th eir hair, w orn long but in sim ple styles, is usually
black, gray, or brow n, though paler dw arves often have
red hair. M ale dw arves value their beard s highly and
g room them carefully.

L ong M em ory, L ong G rudges


D w arves can live to be m ore than 4 0 0 years old, so the
oldest living dw arves often rem em ber a very different
D warf w orld. F or exam ple, som e o f the oldest dw arves living
in Citadel Felbarr (in the w orld o f the Forgotten R ealm s)
Y e r l a t e , e l f ! c a m e t h e r o u g h e d g e o f a f a m i l i a r
can recall the day, m ore than three centuries ago, w hen
voice. Bruenor Battlehammer walked up the back of his or c s con q u ered the fortress and drove them into an exile
dead foe, disregarding the fact that the heavy monster lay that lasted over 2 5 0 years. T h is longevity grants them a
perspective on the w orld that shorter-lived races such as
on top of his elven friend. In spite of the added discomfort,
hum ans and halflings lack.
the dwarfs long, pointed, often-broken nose and gray- D w arves are solid and enduring like the m ountains
streaked though still-fiery red beard came as a welcome they love, w eathering the pa ssa ge o f centuries with stoic
sight to Drizzt. Knew Id fi ndy e in trouble if I came out endurance and little change. Th ey resp ect the traditions
o f their clans, tracing their an cestry ba ck to the
an' lookedfor ye!"
fou nding o f their m ost ancient stron gholds in the youth
R. A . S a lvatore, The Crystal Shard o f the w orld, and don't abandon th ose traditions lightly.
Part o f th ose traditions is devotion to the g od s o f the
K in gdom s rich in ancient grandeur, halls carved into the dw arves, w h o uphold the dw arven ideals o f industrious
roots o f m ountains, the ech oin g o f picks and h am m ers labor, skill in battle, and devotion to the forge.
in deep m ines and blazing forges, a com m itm en t to Individual dw arves are determ ined and loyal, true to
clan and tradition, and a burning hatred o f goblins and their w ord and decisive in action, som etim es to the point
orc s th ese co m m o n threads unite all dw arves. o f stu bborn n ess. M any dw arves have a strong sen se
o f ju stice, and they are slow to forget w ron g s they have S lo w to T r u st
suffered. A w ron g don e to one dw arf is a w ron g done to Dwarves get along passably well with most other races. The
the d w a rfs entire clan, so w hat begin s as on e dw arfs difference between an acquaintance and a friend is about a
hunt for ven gean ce can b e c o m e a full-blow n clan feud. hundred years, is a dwarf saying that might be hyperbole,
but certainly points to how difficult it can be for a member o f
C la n s a n d K in g d o m s a short-lived race like humans to earn a dwarfs trust.
Elves. Its not wise to depend on the elves. No telling what
D w arven kin gdom s stretch deep beneath the m ountains an elf will do next; when the hammer meets the orcs head,
w here the dw arves m ine gem s and preciou s m etals theyre as apt to start singing as to pull out a sword. Theyre
and forge item s o f w onder. They love the beauty and flighty and frivolous. Two things to be said for them, though:
artistry o f preciou s m etals and fine jew elry, and in som e They dont have many smiths, but the ones they have do very
dw arves this love festers into avarice. W hatever w ealth fine work. And when orcs or goblins come streaming down
they ca n t find in their m ountains, they gain through out o f the mountains, an elfs good to have at your back. Not
trade. Th ey dislike boats, so enterprising hum ans and as good as a dwarf, maybe, but no doubt they hate the orcs
as much as we do.
halflings frequently handle trade in dw arven g ood s
Halflings. Sure, theyre pleasant folk. But show me a
along w ater routes. Trustw orthy m em bers o f other races
halfling hero. An empire, a triumphant army. Even a treasure
are w elcom e in dw arf settlem ents, though so m e areas for the ages made by halfling hands. Nothing. How can you
are off lim its even to them. take them seriously?
T h e ch ief unit o f dw arven society is the clan, and Humans. You take the time to get to know a human, and
dw arves highly value so cia l standing. Even dw arves by then the humans on her deathbed. If youre lucky, shes
w h o live far from their ow n k in gdom s cherish their clan got kin a daughter or granddaughter, maybe whos got
identities and affiliations, recog n ize related dw arves, hands and heart as good as hers. Thats when you can make
and invoke their an cestors n am es in oaths and curses. a human friend. And watch them go! They set their hearts on
To be clan less is the w orst fate that can befall a dwarf. something, they ll get it, whether its a dragons hoard or an
empires throne. You have to admire that kind o f dedication,
D w arves in other lands are typically artisans,
even if it gets them in trouble more often than not.
esp ecia lly w eapon sm ith s, arm orers, and jew elers. S om e
b e c o m e m ercen a ries or bodyguards, highly sought after
for their cou rag e and loyalty.

G ods, G old, and C lan


D w a rves w h o take up the adventuring life m ight be
m otivated by a desire for treasurefor its ow n sake, for
a sp ecific p u rpose, or even out o f an altruistic desire to
help others. Other dw arves are driven by the com m a n d
or inspiration o f a deity, a direct calling or sim ply a
desire to brin g glory to on e o f the dw arf gods. Clan and
an cestry are also im portant m otivators. A d w a rf might
seek to restore a clan s lost honor, avenge an ancient
w ron g the clan suffered, or earn a new p lace w ithin the
clan after having been exiled. Or a dw arf m ight search
for the axe w ielded by a m ighty ancestor, lost on the field
o f battle centuries ago.
D warf N am es Tool Proficiency. You gain proficiency with the
artisans tools o f y ou r choice: sm iths tools, b rew ers
A d w a rfs nam e is granted by a clan elder, in a ccord a n ce supplies, or m a son s tools.
with tradition. Every p roper dw arven nam e has been Stonecunning. W h enever you m ake an Intelligence
u sed and reu sed dow n through the generations. A (H istory) ch eck related to the origin o f stonew ork, you
d w a rfs n am e b elon g s to the clan, not to the individual. are con sid ered proficient in the H istory skill and add
A dw arf w h o m isu ses or brings sham e to a clan nam e double your p roficiency bon u s to the check, instead o f
is stripped o f the nam e and forbidden by law to use any your n orm al proficiency bonus.
dw arven nam e in its place. Languages. You can speak, read, and w rite C om m on
M ale Names: Adrik, A lberich, Baern, Barendd, Brottor, and D w arvish. D w arvish is full o f hard con son a n ts and
Bruenor, Dain, Darrak, D elg, Eberk, Einkil, Fargrim , guttural sou n ds, and th ose characteristics spill over into
Flint, Gardain, Harbek, Kildrak, M orgran, Orsik, w hatever other language a dw arf m ight speak.
Oskar, R angrim , Rurik, Taklinn, Thoradin, Thorin, Subrace. T w o m ain su braces o f dw arves populate the
Tordek, Traubon, Travok, Ulfgar, Veit, Vondal w orld s o f D &D: hill dw arves and m ountain dw arves.
Female Names: Am ber, Artin, Audhild, Bardryn, C h oose on e o f these subraces.
Dagnal, D iesa, Eldeth, Falkrunn, Finellen, G unnloda,
H il l D w arf
G urdis, Helja, Hlin, Kathra, Kristryd, Ilde, Liftrasa,
M ardred, R isw ynn, Sannl, Torbera, Torgga, Vistra A s a hill dwarf, you have keen sen ses, deep intuition,
Clan Names: Balderk, Battleham m er, Brawnanvil, and rem arkable resilience. T h e gold dw arves o f Faerun
Dankil, Fireforge, Frostbeard, G orunn, H olderhek, in their m ighty southern k ingdom are hill dw arves, as
Ironfist, Loderr, Lutgehr, R um naheim , Strakeln, are the exiled Neidar and the d eb a sed K lar o f K rynn in
Torunn, Ungart the D ragon lan ce setting.
Ability Score Increase. Your W isd om score
D w arf T r aits in creases by 1.
Dwarven Toughness. Y our hit point m axim um
Your dw arf character has an assortm ent o f inborn
in creases by 1, and it in creases by 1 every tim e you
abilities, part and parcel o f dw arven nature.
gain a level.
Ability Score Increase. Your Constitution sco re
in creases by 2. M o u n t a in D w arf
Age. D w a rves m ature at the sa m e rate as hum ans, but A s a m ountain dwarf, you're stron g and hardy,
theyre con sid ered y ou n g until they reach the age o f 50. a ccu stom ed to a difficult life in rugged terrain. Youre
On average, they live about 35 0 years. probably on the tall side (for a dw arf), and tend tow ard
Alignment. M ost dw arves are lawful, believing firmly lighter coloration. The shield dw arves o f northern
in the benefits o f a w ell-ordered society. Th ey tend Faerun, as w ell as the ruling Hylar clan and the noble
tow ard g o o d as w ell, with a stron g sen se o f fair play and D aew ar clan o f D ragon lance, are m ountain dw arves.
a b elief that everyone deserv es to share in the benefits o f Ability Score Increase. Your Strength sco re
a ju st order. in creases by 2.
Size. D w a rves stand b etw een 4 and 5 feet tall and Dwarven Armor Training. You have proficiency w ith
average about 150 pou nds. Your size is M edium . light and m edium armor.
Speed. Your b a se w alk in g sp eed is 25 feet. Your
sp eed is not redu ced by w earin g heavy armor.
D uergar
Darkvision. A ccu stom ed to life underground, you
In cities deep in the Underdark live the duergar, or gray
have su perior vision in dark and dim condition s. You
dwarves. These vicious, stealthy slave traders raid the surface
can see in dim light w ithin 6 0 feet o f you as if it w ere
world for captives, then sell their prey to the other races of
bright light, and in darkness as if it w ere dim light. You the Underdark. They have innate magical abilities to become
ca n t d iscern color in darkness, only shades o f gray. invisible and to temporarily grow to giant size.
Dwarven Resilience. You have advantage on saving
th row s against p oison , and you have resistan ce against
p oison dam age (explained in chapter 9).
Dwarven Combat Training. You have proficiency
w ith the battleaxe, handaxe, th row in g hamm er,
and w arham m er.
E lf
I HAVE N EVER IM A G IN E D SU C H B E A U T Y E X ISTE D ,

Goldmoon said softly. The days march had been difficult,


but the reward at the end was beyond their dreams.
The companions stood on a high cliff over the fabled
city of Qualinost.
Four slender spires rose from the citys corners like glisten-
ing spindles, their brilliant white stone marbled with shining
silver. Graceful arches, swoopingfrom spire to spire, soared
through the air. Crafted by ancient dwarven metalsmiths,
they were strong enough to hold the weight of an army, yet
they appeared so delicate that a bird lighting on them might
overthrow the balance. These glistening arches were the
citys only boundaries; there was no wall around Qualinost.
The elven city opened its arms lovingly to the wilderness.
M a rg a ret W eis & T ra cy H ick m a n ,
Dragons of Autumn Twilight

Elves are a m agical p eop le o f otherw orldly grace, living fem ales are about the sam e height, and m ales are only
in the w orld but not entirely part o f it. They live in m arginally heavier than fem ales.
p la ces o f ethereal beauty, in the m idst o f ancient forests E lves coloration en com p a sses the norm al hum an
or in silvery sp ires glittering w ith faerie light, w here range and also includes skin in sh ades o f copper,
soft m usic drifts through the air and gentle fragrances bron ze, and alm ost bluish-white, hair o f green or blue,
w aft on the breeze. Elves love nature and m agic, art and eyes like p o o ls o f liquid gold or silver. Elves have no
and artistry, m usic and poetry, and the g o o d things facial and little b od y hair. Th ey favor elegant cloth in g in
o f the world. bright colors, and they enjoy sim ple yet lovely jew elry.

Slender an d G racefu l A T im eless P e r spe ctiv e


W ith their unearthly grace and fine features, elves Elves can live w ell over 700 years, giving them a broad
appear hauntingly beautiful to hum ans and m em bers perspective on events that might trouble the shorter-
o f m any other races. They are slightly shorter than lived races m ore deeply. Th ey are m ore often am used
hum ans on average, ranging from w ell under 5 feet than excited, and m ore likely to be cu riou s than
tall to just over 6 feet. T h ey are m ore slender than greedy. They tend to rem ain a lo o f and unfazed by petty
hum ans, w eigh in g only 100 to 145 pou nds. M ales and happenstance. W h en pursuing a goal, however, w hether
adventuring on a m ission or learning a n ew skill or art, to do so. S o m e might jo in with rebels fighting against
elves can be focu sed and relentless. They are slow to oppression , and others m ight b e c o m e cham pion s o f
m ake friends and en em ies, and even slow er to forget m oral cau ses.
them. T h ey reply to petty insults w ith disdain and to
seriou s insults with vengean ce. E lf N am es
Like the bran ches o f a youn g tree, elves are flexible
E lves are con sid ered children until they declare
in the face o f danger. T h ey trust in diplom acy and
them selves adults, so m e tim e after the hundredth
com p rom ise to resolve differences b efore they escalate
birthday, and before this p eriod they are called
to violence. T h ey have been kn ow n to retreat from
by child nam es.
intrusions into their w ood la n d h om es, confident
On declarin g adulthood, an elf selects an adult nam e,
that they can sim ply w ait the invaders out. But w hen
although th ose w h o k n ew him or her as a youngster
the n eed arises, elves reveal a stern m artial side,
m ight continue to u se the child nam e. E ach e lfs adult
dem onstrating skill w ith sw ord, bow , and strategy.
nam e is a unique creation, though it m ight reflect
the n am es o f resp ected individuals or other fam ily
H id d en W o o d l a n d R e a lm s
m em bers. Little distinction exists betw een m ale
M ost elves dwell in sm all forest villages hidden am ong n am es and fem ale nam es; the grou pin gs h ere reflect
the trees. Elves hunt gam e, gather food, and grow only general tendencies. In addition, every elf bears a
vegetables, and their skill and m agic allow them to fam ily nam e, typically a com bination o f other Elvish
support th em selves w ithout the n eed for clearin g and w ords. S om e elves traveling am ong hum ans translate
p low in g land. They are talented artisans, crafting finely their fam ily n am es into C om m on , but others retain the
w ork ed cloth es and art objects. Their contact with Elvish version.
outsiders is usually lim ited, though a few elves m ake a
Child Names: Ara, Bryn, Del, Eryn, Faen, Innil.
g o o d living by trading crafted item s for m etals (w hich
Lael, Mella, Naill, Naeris, Phann, Rael, Rinn, Sai,
they have n o interest in m ining).
Syllin, Thia, Vall
Elves en cou ntered outside their ow n lands are
Male Adult Names: Adran, Aelar, A ram il, A rannis,
com m on ly traveling m instrels, artists, or sages. H um an
Aust, B eiro, Berrian, C arric , Enialis, Erdan, Erevan,
n obles com p ete for the serv ices o f elf instructors to
G alinndan, Hadarai, Heian, H im o, Im m eral, Ivellios,
teach sw ordplay or m agic to their children.
Laucian, M indartis, Paelias, Peren, Q uarion, Riardon,
R olen, S oveliss, Tham ior, Tharivol, Theren, Varis
E x plo r a tio n a n d A d ven tu r e
Elves take up adventuring out o f w anderlust. S in ce
they are s o long-lived, they can enjoy centuries o f
exploration and discovery. They dislike the p a ce o f
hum an society, w hich is regim ented from day to day but
constantly changin g over d ecades, s o they find careers
that let them travel freely and set their ow n pace. Elves
also enjoy exercisin g their m artial p row ess or gaining
greater m agical pow er, and adventuring allow s them
H a u g h t y b u t G r a c io u s Trance. Elves d on t n eed to sleep. Instead, they
Although they can be haughty, elves are generally gracious meditate deeply, rem aining sem icon sciou s, for 4
even to those who fall short of their high expectations hours a day. (The C om m on w ord for such m editation
which is most non-elves. Still, they can find good in just is trance.) W h ile meditating, you can dream after a
about anyone. fashion; such dream s are actually m ental ex ercises that
Dwarves. Dwarves are dull, clumsy oafs. But what they have b e c o m e reflexive through years o f practice. After
lack in humor, sophistication, and manners, they make up in resting in this way, you gain the sa m e benefit that a
valor. And I must admit, their best smiths produce art that
hum an d oes from 8 hours o f sleep.
approaches elven quality.
Languages. You can speak, read, and w rite C om m on
Halflings. Halflings are people o f simple pleasures, and
and Elvish. Elvish is fluid, w ith subtle intonations and
that is not a quality to scorn. Theyre good folk, they care
for each other and tend their gardens, and they have proven intricate gram m ar. Elven literature is rich and varied,
themselves tougher than they seem when the need arises." and their son g s and p oem s are fam ous am ong other
Humans. All that haste, their ambition and drive to races. M any bards learn their language s o they can add
accomplish something before their brief lives pass away Elvish ballads to their repertoires.
human endeavors seem so futile sometimes. But then Subrace. Ancient divides am ong the elven people
you look at what they have accomplished, and you have to resulted in three m ain subraces: high elves, w o o d elves,
appreciate their achievements. If only they could slow down and dark elves, w h o are com m on ly called drow. C h oose
and learn some refinement.
on e o f th ese subraces. In som e w orlds, th ese su braces
are divided still further (such as the sun elves and m oon
Female Adult Names: Adrie, Althaea, Anastrianna, elves o f the Forgotten R ealm s), s o if you w ish, you can
Andraste, Antinua, Bethrynna, Birel, Caelynn, c h o o s e a narrow er subrace.
D rusilia, Enna, Felosial, Ielenia, Jelenneth, Keyleth,
Leshanna, Lia, M eriele, M ialee, Naivara, Q uelenna, H ig h E lf
Quillathe, Sariel, Shanairra, Shava, Silaqui, A s a high elf, you have a keen m ind and a m astery o f
Theirastra, Thia, Vadania, Valanthe, X anaphia at least the ba sics o f m agic. In m any o f the w orlds
Family Nam es (Comm on Translations): A m akiir o f D&D, there are tw o kinds o f high elves. One type
(G em flow er), A m astacia (Starflow er), G alanodel (w hich includes the gray elves and valley elves o f
(M oonw hisper), H olim ion (D iam onddew ), Ilphelkiir Greyhawk, the Silvanesti o f D ragon lance, and the
(G em blossom ), Liadon (Silverfrond), M eliam ne sun elves o f the Forgotten R ealm s) is haughty and
(O akenheel), Nai'lo (Nightbreeze), S ian nodel reclusive, believing them selves to be su perior to
(M oon brook ), X iloscien t (G oldpetal) non-elves and even other elves. T h e other type
(including the high elves o f G reyhawk. the
E lf T r aits Q ualinesti o f D ragon lance, and the m oon elves
Your elf character has a variety o f natural abilities, the o f the Forgotten R ealm s) are m ore com m on
result o f th ou san ds o f years o f elven refinem ent. and m ore friendly, and often en cou ntered
Ability Score Increase. Your Dexterity s co re am ong hum ans and other races.
in creases by 2. T h e sun elves o f Faerun (also called gold
Age. A lthough elves reach physical maturity at about elves or sunrise elves) have b ron ze skin and
the sam e age as hum ans, the elven understanding o f hair o f copper, black, or golden blond. Their
adulthood g o e s beyon d physical grow th to en com p ass eyes are golden, silver, or black. M oon elves (also
w orldly experience. A n elf typically claim s adulthood called silver elves or gray elves) are m uch paler,
and an adult nam e around the age o f 100 and can live w ith alabaster skin som etim es tinged w ith blue.
to be 750 y ears old. They often have hair o f silver-white, black, or blue,
Alignment. Elves love freedom , variety, and self- but various sh ades o f blond, brow n, and red are
expression , so they lean strongly tow ard the gentler not u n com m on . T h eir eyes are blue or green and
aspects o f chaos. Th ey value and protect others' flecked w ith gold.
freedom as w ell as their ow n, and they are m ore Ability Score Increase. Your Intelligence score
often g o o d than not. T h e d row are an exception; their in creases by 1.
exile into the U nderdark has m ade them vicious and E lf Weapon Training. You have proficiency with
dangerous. D row are m ore often evil than not. the lon gsw ord, shortsw ord, shortbow , and longbow .
Size. Elves range from under 5 to over 6 feet tall and
have slender builds. Your size is M edium .
Speed. Your ba se w alk in g sp eed is 30 feet.
Darkvision. A ccu stom ed to twilit forests and the night
sky, you have su perior vision in dark and dim conditions.
You can see in dim light w ithin 6 0 feet o f you as if it
w ere bright light, and in dark n ess as if it w ere dim light.
You ca n t discern color in darkness, only shades o f gray.
Keen Senses. You have proficiency in the
P erception skill.
Fey Ancestry. You have advantage on saving throw s
against bein g charm ed, and m agic ca n t put you to sleep.
Cantrip. You k n ow one cantrip o f your ch oice from D a r k E lf (D row )
the w izard spell list. Intelligence is your spellcastin g D escen d ed from an earlier su brace o f dark-skinned
ability for it. elves, the d row w ere banished from the su rface w orld
Extra Language. You can speak, read, and w rite one for follow in g the g o d d e ss Lolth dow n the path to
extra language o f your choice. evil and corruption. N ow they have built their ow n
civilization in the depths o f the Underdark, patterned
W ood E lf after the W ay o f Lolth. A lso called dark elves, the drow
A s a w o o d elf, you have keen se n se s and intuition, and have black skin that resem b les polish ed obsidian and
your fleet feet carry you quickly and stealthily through stark w hite or pale y ellow hair. Th ey com m on ly have
your native forests. T h is category includes the w ild very pale eyes (so pale as to b e m istaken for white) in
elves (grugach) o f G reyhaw k and the K agonesti o f sh ades o f lilac, silver, pink, red, and blue. Th ey tend to
D ragon lance, as w ell as the races called w o o d elves in be sm aller and thinner than m ost elves.
G reyhaw k and the Forgotten R ealm s. In Faerun, w o o d D row adventurers are rare, and the race d o e s not exist
elves (also called w ild elves, green elves, or forest elves) in all w orlds. C h eck with your D u n geon M aster to see
are reclusive and distrusting o f non-elves. if you can play a d row character.
W o o d elves skin tends to be cop p erish in hue, Ability Score Increase. Your C harism a score
som etim es with traces o f green. Th eir hair tends tow ard in creases by 1.
b row n s and blacks, but it is occa sion ally blond or Superior Darkvision. Your darkvision has a
cop p er-colored . T heir eyes are green, brow n, or hazel. radius o f 120 feet.
Ability Score Increase. Your W isd om score Sunlight Sensitivity. You have disadvantage on attack
in creases by 1. rolls and on W isd om (P erception ) ch eck s that rely on
E lf Weapon Training. You have proficiency w ith the sight w hen you, the target o f your attack, or w hatever
longsw ord, sh ortsw ord, shortbow , and longbow . you are trying to perceive is in direct sunlight.
Fleet o f Foot. Your ba se w alking speed Drow Magic. You k n ow the dancing lights cantrip.
in creases to 35 feet. W h en you reach 3rd level, you can cast the faerie fire
Mask o f the Wild. You can attempt to hide even w hen spell on ce p er day. W h en you reach 5th level, you can
you are only lightly o b scu red by foliage, heavy rain, also cast the darkness spell on ce per day. C harism a is
falling snow , mist, and other natural phenom ena. your sp ellcastin g ability for these spells.
Drow Weapon Training. You have proficiency with
rapiers, sh ortsw ords, and hand crossb ow s.

T he Da r k n ess o f t h e D row
Were it not for one renowned exception, the race o f drow
would be universally reviled. To most, they are a race of
demon-worshiping marauders dwelling in the subterranean
depths o f the Underdark, emerging only on the blackest
nights to pillage and slaughter the surface dwellers they
despise. Their society is depraved and preoccupied with the
favor of Lolth, their spider-goddess, who sanctions murder
and the extermination o f entire families as noble houses
vie for position.
Yet one drow, at least, broke the mold. In the world o f the
Forgotten Realms, Drizzt Do'Urden, ranger o f the North, has
proven his quality as a good-hearted defender o f the weak
and innocent. Rejecting his heritage and adrift in a world that
looks upon him with terror and loathing, Drizzt is a model
for those few drow who follow in his footsteps, trying to find
a life apart from the evil society o f their Underdark homes.
Drow grow up believing that surface-dwelling races are
inferior, worthless except as slaves. Drow who develop a
conscience or find it necessary to cooperate with members of
other races find it hard to overcome that prejudice, especially
when they are so often on the receiving end o f hatred.
liv e s : a p lace to s e ttle in p e a ce and quiet, far from
m arauding m on sters and clashing arm ies; a blazing fire
and a generous m eal; fine drink and fine conversation.
T hough som e halflings live out their days in rem ote
agricultural com m u n ities, others form n om ad ic bands
that travel constantly, lured by the open road and the
w ide h orizon to d iscov er the w on d ers o f n ew lands and
peop les. But even th ese w an derers love p ea ce, food,
hearth, and hom e, though h om e m ight be a w agon
jostlin g along an dirt road or a raft floating dow nriver.

Sm all an d P r a c t i c a l
T h e dim inutive halflings survive in a w orld full o f larger
creatu res by avoiding n otice or, barring that, avoiding
offense. Standing about 3 feet tall, they appear relatively
h arm less and s o have m anaged to survive for centuries
in the sh ad ow o f em pires and on the edg es o f w ars and
political strife. They are in clined to be stout, w eighing
betw een 40 and 45 pounds.
H alflings skin ran ges from tan to pale with a ruddy
cast, and their hair is usually b row n or sandy brow n
and wavy. T h ey have brow n or h azel eyes. H alfling m en
often sport lon g sideburns, but bea rd s are rare am ong
them and m ustaches even m ore so. They like to w ear
H a l f l in g sim ple, com fortable, and practical clothes, favoring
R e g is t h e h a l f l i n g , t h e o n l y o n e o f h is k in d f o r bright colors.
H alfling practicality extends beyon d their clothing.
hundreds of miles in any direction, locked hisfingers be-
T h ey re c on cern ed w ith basic n eed s and sim ple
hind his head and leaned back against the mossy blanket p leasu res and have little u se for ostentation. Even the
of the tree trunk. Regis was short, even by the standards w ealthiest o f halflings keep their treasures lock ed in a
of his diminutive race, with thefluff o f his curly brown cellar rather than on display for all to see. Th ey have
a knack for finding the m ost straightforw ard solution
locks barely cresting the three-foot mark, but his belly was
to a problem , and have little patience for dithering.
amply thickened by his love of a good meal, or several, as
the opportunities presented themselves. The crooked stick K in d a n d C u r io u s
that served as his fishing pole rose up above him, clenched H alflings are an affable and cheerful people. They
between two of his toes, and hung out over the quiet lake, cherish the bon ds o f fam ily and friendship as well
as the com forts o f hearth and hom e, h arboring few
mirrored perfectly in the glassy surface o f Maer Dualdon.
dream s o f gold or glory. Even adventurers am ong
R.A. S a lvatore, The Crystal Shard them usually venture into the w orld for reason s o f
A ffa b le a n d Po s it iv e
Halflings try to get along with everyone else and are loath to
make sweeping generalizations especially negative ones.
Dwarves. Dwarves make loyal friends, and you can count
on them to keep their word. But would it hurt them to smile
once in a while?
Elves. "Theyre so beautiful! Their faces, their music, their
grace and all. Its like they stepped out o f a wonderful dream.
But theres no telling whats going on behind their smiling
com m unity, friendship, w anderlust, or curiosity. They faces surely more than they ever let on.
love d iscoverin g n ew things, even sim ple things, such Humans. Humans are a lot like us, really. At least some
as an exotic fo o d or an unfam iliar style o f clothing. o f them are. Step out of the castles and keeps, go talk to the
H alflings are easily m oved to pity and hate to see any farmers and herders and you ll find good, solid folk. Not that
living thing suffer. Th ey are generous, happily sharing theres anything wrong with the barons and soldiers you
have to admire their conviction. And by protecting their own
w hat they have even in lean tim es.
lands, they protect us as well.

B lend in to th e C row d
H alflings are adept at fitting into a com m u n ity o f
Ex plo r in g O ppo r tu n ities
hum ans, dw arves, or elves, m aking them selves valuable H alflings usually set out on the adventurers path to
and w elcom e. T h e com bination o f their inherent stealth defend their com m u n ities, support their friends, or
and their u nassum ing nature helps halflings to avoid explore a w id e and w onder-filled w orld. For them,
unw anted attention. adventuring is less a career than an opportunity or
H alflings w ork readily w ith others, and they are loyal som etim es a necessity.
to their friends, w hether halfling or oth erw ise. Th ey can
display rem arkable ferocity w hen their friends, fam ilies, H alflin g N am es
or com m u n ities are threatened.
A halfling has a given nam e, a fam ily nam e, and possibly
a nicknam e. Fam ily n am es are often n ick n am es that
Pa s t o r a l P l e a s a n t r i e s
stuck so tenaciously they have been p a ssed dow n
M ost halflings live in sm all, p ea cefu l com m u n ities with through the generations.
large farm s and w ell-kept groves. They rarely build
Male Names: Alton, Ander, Cade, Corrin, Eldon, Errich,
kin gdom s o f their ow n or even hold m uch land beyond
Finnan, Garret, Lindal, Lyle, M erric, M ilo, O sborn,
their quiet shires. T h ey typically don t r ecog n ize any
Perrin, R eed, R o s co e , W ellby
sort o f halfling nobility or royalty, instead look in g to
Female Names: Andry, Bree, Callie, Cora, Euphem ia,
fam ily elders to guide them. Fam ilies preserve their
Jillian, Kithri, Lavinia, Lidda, Merla, N edda, Paela,
traditional w ays despite the rise and fall o f em pires.
Portia, Seraphina, Shaena, Trym , Vani, Verna
M any h alflings live am ong other races, w h ere the
Family Names: Brushgather, G oodbarrel, G reenbottle,
halflings hard w ork and loyal ou tlook offer them
High-hill, Hilltopple, Leagallow , Tealeaf, T horngage,
abundant rew ards and creature com forts. S o m e halfling
T osscob ble, U nderbough
com m u n ities travel as a w ay o f life, driving w ag on s or
guiding boats from pla ce to place and m aintaining no
perm anent hom e.
H a l f l in g T r aits Languages. You can speak, read, and w rite C om m on
and Halfling. T h e H alfling language isnt secret, but
Your halfling character has a num ber o f traits in
h alflings are loath to share it w ith others. Th ey write
co m m o n with all other halflings.
very little, so they don t have a rich b od y o f literature.
Ability Score Increase. Y our D exterity sco re T h eir oral tradition, however, is very strong. A lm ost all
in creases by 2.
h alflings sp ea k C om m on to con verse w ith the p eople
Age. A halfling reach es adulthood at the age of in w h ose lands they dw ell or through w h ich they
20 and generally lives into the m iddle o f his or her
are traveling.
se co n d century.
Subrace. The tw o m ain kinds o f halfling, lightfoot and
Alignment. M ost halflings are law ful g ood. A s a rule, stout, are m ore like closely related fam ilies than true
they are good-hearted and kind, hate to see others in
su braces. C h oose on e o f these subraces.
pain, and have n o tolerance for op pression . Th ey are
also very orderly and traditional, leaning heavily on L ig h t f o o t
the support o f their com m u n ity and the com fort o f A s a lightfoot halfling, you can easily hide from notice,
their old ways. even using other p eop le as cover. Y oure inclined to be
Size. H alflings average about 3 feet tall and w eigh affable and get along w ell with others. In the Forgotten
about 40 pou nds. Your size is Sm all. R ealm s, lightfoot halflings have spread the farthest and
Speed. Your base w alkin g sp eed is 25 feet. thus are the m ost co m m o n variety.
Lucky. W h en you roll a 1 on an attack roll, ability L ightfoots are m ore prone to w anderlust than other
check, or saving throw, you can reroll the die and must halflings, and often dw ell alongside other races or take
u se the n ew roll. up a n om adic life. In the w orld o f G reyhawk, th ese
Brave. You have advantage on saving throw s against halflings are called hairfeet or tallfellows.
bein g frightened. Ability Score Increase. Your C harism a score
Halfling Nimbleness. You can m ove through the in creases by 1.
sp ace o f any creature that is o f a size larger than yours. Naturally Stealthy. You can attempt to hide even
w hen you are ob scu red only by a creature that is at least
o n e size larger than you.

St o u t
A s a stout halfling, you re hardier than average and have
so m e resistan ce to p oison . S o m e say that stouts have
dw arven blood. In the Forgotten R ealm s, th ese halflings
are called stronghearts, and theyre m ost com m on
in the south.
Ability Score Increase. Your Constitution sco re
in creases by 1.
Stout Resilience. You have advantage on saving
th row s against p oison , and you have resistan ce
against p oison dam age.
Human
T h e s e w e r e t h e s t o r ie s o f a r e s t l e s s p e o p l e w h o

long ago took to the seas and rivers in longboats, first to


pillage and terrorize, then to settle. Yet there was an energy,
a love of adventure, that sangfrom every page. Long into
the night Uriel read, lighting candle after precious candle.
She'd never given much thought to humans, but these
stories fascinated her. In theseyellowed pages were tales of
bold heroes, strange andfierce animals, mighty primitive gods,
and a magic that was part and fabric of that distant land.
E lain e C u n n in g h a m , Daughter of the Drow

In the reck on in gs o f m ost w orlds, hum ans are the


youngest o f the co m m o n races, late to arrive on the
w orld scen e and short-lived in com p a rison to dw arves,
elves, and dragons. Perhaps it is b eca u se o f their shorter
lives that they strive to achieve as m uch as they can in
the y ears they are given. Or m aybe they feel they have
som eth in g to prove to the elder races, and thats w hy
they build their m ighty em pires on the foundation o f
con q u est and trade. W hatever drives them, hum ans
are the innovators, the achievers, and the pion eers V a r ie t y in A l l T h i n g s
o f the w orlds.
H um ans are the m ost adaptable and am bitious p eople
am ong the com m on races. Th ey have w idely varying
A Broad Spectrum
tastes, m orals, and custom s in the m any different lands
W ith their penchant for m igration and conquest, w here they have settled. W h en they settle, though,
hum ans are m ore physically diverse than other com m on they stay: they build cities to last for the ages, and
races. T h ere is n o typical hum an. A n individual can great kin gdom s that can persist for long centuries. A n
stand from 5 feet to a little over 6 feet tall and w eigh individual hum an m ight have a relatively short life span,
from 125 to 250 pou nd s. H um an skin sh ades range but a hum an nation or culture p reserves traditions
from nearly black to very pale, and hair c o lo rs from w ith origins far beyon d the reach o f any single hum ans
black to blond (curly, kinky, or straight); m ales might m em ory. They live fully in the presentm akin g them
sp ort facial hair that is sp arse or thick. A lot o f hum ans w ell suited to the adventuring lifebut also plan for the
have a dash o f nonhum an blood, revealing hints o f elf, future, striving to leave a lasting legacy. Individually and
o r c , or other lineages. H um ans reach adulthood in their as a group, hum ans are adaptable opportunists, and
late teens and rarely live even a single century. they stay alert to changin g political and socia l dynam ics.
E v e r y o n e s S e c o n d - B e s t F r i e n d s
Just as readily as they mix with each other, humans mingle
with members o f other races. They get along with almost
everyone, though they might not be close to many. Humans
serve as ambassadors, diplomats, magistrates, merchants,
and functionaries o f all kinds.
Dwarves. Theyre stout folk, stalwart friends, and true to
their word. Their greed for gold is their downfall, though.
Elves. Its best not to wander into elven woods. They don't parents give their children n am es from other languages,
like intruders, and youll as likely be bewitched as peppered such as D w arvish or Elvish (p ron ou n ced m ore or less
with arrows. Still, if an elf can get past that damned racial correctly), but m ost parents give n am es that are linked
pride and actually treat you like an equal, you can learn a lot
to their region s culture or to the n am ing traditions o f
from them.
their ancestors.
Halflings. "Its hard to beat a meal in a halfling home, as
The material culture and physical characteristics
long as you dont crack your head on the ceiling good food
and good stories in front o f a nice, warm fire. If halflings had o f hum ans can change w ildly from region to region.
a shred o f ambition, they might really amount to something. In the Forgotten R ealm s, for exam ple, the clothing,
architecture, cuisine, m usic, and literature are different
in the northw estern lands o f the Silver M arch es than
L a s t in g In s t it u t io n s in distant Turm ish or Im piltur to the eastand even
W h ere a single elf or dw arf m ight take on the m ore distinctive in far-off Kara-Tur. H um an physical
respon sibility o f guarding a sp ecia l location or a characteristics, though, vary accord in g to the ancient
pow erfu l secret, hum ans found sacred orders and m igrations o f the earliest hum ans, s o that the hum ans
institutions for such p u rp oses. W h ile dw arf clans and o f the Silver M arch es have every p ossib le variation o f
halfling elders pass on the ancient traditions to each coloration and features.
n ew generation, hum an tem ples, governm ents, libraries, In the Forgotten R ealm s, nine hum an ethnic groups
and c o d e s o f law fix their traditions in the b e d ro ck o f are w idely r ecog n ized , though over a d ozen others are
history. H um ans dream o f im m ortality, but (except for found in m ore localized areas o f Faerun. T h ese groups,
th ose few w h o seek undeath or divine ascen sion to and the typical n am es o f their m em bers, can be u sed as
esca p e deaths clutches) they achieve it by en su ring that inspiration no m atter w hich w orld your hum an is in.
they w ill be rem em b ered w hen they are gone.
C a l is h it e
Although som e hum ans ca n b e xenoph obic, in
Sh orter and slighter in build than m ost other hum ans,
general their societies are inclusive. H um an lands
Calishites have dusky brow n skin, hair, and eyes.
w elcom e large num bers o f nonh u m an s com pa red to the
T h eyre found prim arily in southw est Faerun.
p roportion o f hum ans w h o live in nonhum an lands.
Calishite Names: (M ale) Aseir, Bardeid, Haseid,
Ex em plar s of A m bitio n K hem ed, M ehm en, Sudeim an, Z asheir; (female)
H um ans w h o seek adventure are the m ost daring and Atala, Ceidil, Ham a, Jasmal, Meilil, Seipora, Yasheira,
am bitious m em bers o f a daring and am bitious race. Zasheida; (surnam es) Basha, D um ein, Jassan, Khalid,
Th ey seek to earn glory in the eyes o f their fellow s M ostana, Pashar, Rein
by am assin g pow er, w ealth, and fam e. M ore than
C hondathan
other people, hum ans cham pion cau ses rather than
Chondathans are slender, tawny-skinned folk with
territories or groups.
brow n hair that ranges from alm ost blond to alm ost
black. M ost are tall and have green or brow n eyes,
H u m a n N am es a n d Eth n icitie s
but these traits are hardly universal. H um ans o f
Having s o m uch m ore variety than other cultures, Chondathan d escen t dom inate the central lands o f
hum ans as a w hole have no typical nam es. S o m e hum an Faerun. around the Inner Sea.
Chondathan Names: (M ale) Darvin, D orn, Evendur, Sh o u
G orstag, Grim , H elm , Malark, M orn, Randal, Th e Sh ou are the m ost num erou s and pow erfu l ethnic
Stedd; (fem ale) A rveen e, Esvele, Jhessail, Kerri, group in Kara-Tur, far to the east o f Faerun. T h ey are
Lureene, Miri, R ow an, Shandri, Tessele; (surnam es) yellow ish -bron ze in hue, with black hair and dark
A m blecrow n , B uckm an, D undragon, E venw ood, eyes. S h ou su rnam es are usually presented before
G reycastle, Tallstag the given nam e.

Dam aran Shou Names: (M ale) An, Chen, Chi, Fai, Jiang, Jun,
Found prim arily in the n orthw est o f Faerun, D am arans Lian, Long, M eng, On, Shan, Shui, W en; (female)
are o f m oderate height and build, w ith skin hues Bai, Chao, Jia, Lei, Mei, Qiao, Shui, Tai; (surnam es)
ranging from tawny to fair. Th eir hair is usually brow n Chien, Huang, Kao, Kung, Lao, Ling, Mei, Pin, Shin,
or black, and their eye c o lo r varies widely, though brow n Sum , Tan, W an
is m ost com m on .
T e t h y r ia n
Damaran Names: (M ale) Bor, Fodel, Glar, Grigor, W id espread along the entire S w ord C oast at the
Igan, Ivor, K osef, Mival, Orel, Pavel, S ergor; (female) w estern edge o f Faerun, Tethyrians are o f m edium build
Alethra, Kara, Katernin, Mara, Natali, Olma, Tana, and height, w ith dusky skin that tends to g row fairer
Zora; (surnam es) Bersk, Chernin, Dotsk, Kulenov, the farther north they dwell. Their hair and eye color
M arsk, N em etsk, Shem ov, Starag varies widely, but brow n hair and blue eyes are the m ost
com m on . Tethyrians prim arily use C hondathan nam es.
Illu sk a n
Illuskans are tall, fair-skinned folk with blue or steely Tu ram i
gray eyes. M ost have raven-black hair, but those w ho Native to the southern sh ore o f the Inner S ea , the
inhabit the extrem e northwest have blond, red, or Turami p eop le are generally tall and m uscular, with
light brow n hair. dark m ahogany skin, curly black hair, and dark eyes.
Illuskan Names: (M ale) Ander, Blath, Bran, Frath, Turami Names: (M ale) Anton, D iero, M arcon, Pieron,
Geth, Lander, Luth, M alcer, Stor, Taman, Urth; R im ardo, R om ero, Salazar, U m bero; (fem ale) Balam a,
(fem ale) Am afrey, Betha, Cefrey, Kethra, Mara, Olga, D ona, Faila, Jalana, Luisa, Marta, Quara, Selise,
Silifrey, W estra; (surnam es) B rightw ood, Helder, Vonda; (surnam es) A gosto, A storio, Calabra, D om ine,
H ornraven, Lackm an, Storm w ind, W indrivver Falone, M arivaldi, Pisacar, R a m on d o

M ulan
H um an T r a it s
D om inant in the eastern and southeastern sh ores o f
the Inner Sea, the Mulan are generally tall, slim , and Its hard to m ake generalizations about hum ans, but
am ber-skinned, with eyes o f hazel or brow n. T heir hair your hum an character has th ese traits.
ranges from black to dark brow n, but in the lands w here Ability Score Increase. Your ability sc o r e s each
in crease by 1.
the M ulan are m ost prom inent, n obles and m any other
Mulan shave o ff all their hair. Age. H um ans reach adulthood in their late teens and
live less than a century.
Mulan Names: (M ale) Aoth, Bareris, Ehput-Ki, Alignment. H um ans tend tow ard no
Kethoth, M um ed, R am as, So-K ehur, T hazar-D e, particular alignm ent. T h e best and the w orst are
Urhur; (female) Arizim a, Chathi, Nephis, Nulara, found am ong them.
Murithi, S efris, Thola, Umara, Z olis; (surnam es) Size. H um ans vary w idely in height and build, from
Ankhalab, Anskuld, Fezim , Hahpet, Nathandem, barely 5 feet to w ell over 6 feet tall. R egardless o f your
Sepret, Uuthrakt position in that range, your size is M edium .
Speed. Your ba se w alk in g sp eed is 30 feet.
R ash em i
Languages. You can speak, read, and write C om m on
M ost often found east o f the Inner S e a and often
and on e extra language o f your ch oice. H um ans typically
interm ingled with the M ulan, R a sh em is tend to b e short,
learn the languages o f other p eop les they deal with,
stout, and m uscular. They usually have dusky skin, dark
including o b scu re dialects. They are fond o f sprinkling
eyes, and thick black hair.
their sp eech w ith w ord s b orrow ed from other tongues:
Rashem i Names: (M ale) Borivik, Faurgar, Jandar, O rc cu rses, Elvish m usical expression s, D w arvish
Kanithar, M adislak, R alm evik, Shaum ar, Vladislak; m ilitary phrases, and so on.
(fem ale) Fyevarra, H ulm arra, Im m ith, Imzel,
Navarra, Shevarra, Tam mith. Yuldra; (surnam es) Va r ia n t H u m a n T r a it s
Chergoba, D yernina, Iltazyara, Murnyethara, If your campaign uses the optional feat rules from chapter 5,
Stayanoga, U lm okina your Dungeon Master might allow these variant traits, all of
which replace the humans Ability Score Increase trait.
fathersface was a skill she'd been fortunate to learn. A
human who couldnt spot the shift of her eyes or Havilars
would certainly see only the indifference of a dragon in
Clanless Mehensface. But the shift of scales, the arch of a
ridge, the set of his eyes, the gape of his teethherfather's
face spoke volumes.
But every scale of it, this time, seemed completely still
the indifference of a dragon, even to Farideh.
E rin M . Evans, The Adversary

B orn o f dragons, as their nam e p roclaim s, the


dragonborn w alk proudly through a w orld that greets
them with fearful in com prehen sion . S h a ped by d racon ic
g od s or the dragons them selves, dragonborn originally
hatched from dragon eggs as a unique race, com bin in g
the best attributes o f dragons and hum anoids. S o m e
dragonborn are faithful servants to true dragons, others
form the ranks o f soldiers in great w ars, and still others
find them selves adrift, with no clear calling in life.

P r o u d D r a g o n K in
D ragon born look very m uch like dragons standing erect
in hum anoid form , though they lack w in gs or a tail. The
first dragonborn had sca les o f vibrant hues m atching
D ragonborn the colors o f their dragon kin, but generations o f
H e r f a t h e r s t o o d o n t h e f i r s t o f t h e t h r e e s t a ir s interbreeding have created a m ore uniform appearance.
Their sm all, fine sca les are usually brass or bron ze
that led down from the portal, unmoving. The scales of his
in color, som etim es ranging to scarlet, rust, gold, or
face had grown paler around the edges, but Clanless Mehen copper-green. T h ey are tall and strongly built, often
still looked as if he could wrestle down a dire bear him- standing clo se to 6 1/2 feet tall and w eigh in g 3 0 0 pou nds
self. Hisfamiliar well-worn armor was gone, replaced by or m ore. T heir hands and feet are strong, talonlike
claw s w ith three fingers and a thum b on each hand.
violet-tinted scale armor with bright silvery tracings. There
T h e b lood o f a particular type o f dragon runs
was a blazon on his arm as well, the mark of some foreign very strong through so m e dragonborn clans. T h ese
house. The sword at his back was the same, though, the one dragonborn often boast sca les that m ore closely m atch
th ose o f their dragon a n cestorbright red, green, blue,
he had carried since even before he hadfound the twins left
or white, lustrous black, or gleam ing m etallic gold,
in swaddling at the gates o f Arush Vayem. silver, brass, copper, or bronze.
U n c o m m o n Ra ces
The dragonborn and the rest o f the races in this chapter are
uncommon. They dont exist in every world of D&D, and
even where they are found, they are less widespread than
dwarves, elves, halflings, and humans.
Self-S u fficien t C lan s In the cosmopolitan cities o f the D&D multiverse, most
people hardly look twice at members of even the most
To any dragonborn , the clan is m ore im portant than
exotic races. But the small towns and villages that dot
life itself. D ragon born ow e their devotion and respect
the countryside are different. The common folk arent
to their clan above all else, even the gods. Each
accustomed to seeing members o f these races, and they
dragon b orn s con du ct reflects on the h on or o f his or her react accordingly.
clan, and brin ging dishon or to the clan can result in Dragonborn. Its easy to assume that a dragonborn is a
expulsion and exile. E ach dragonborn k n ow s his or her monster, especially if his or her scales betray a chromatic
station and duties w ithin the clan, and h on or dem ands heritage. Unless the dragonborn starts breathing fire and
m aintaining the b ou n ds o f that position. causing destruction, though, people are likely to respond
A continual drive for self-im provem ent reflects the with caution rather than outright fear.
self-sufficiency o f the race as a w hole. D ragon born value Gnome. Gnomes dont look like a threat and can quickly
disarm suspicion with good humor. The common folk are
skill and excellen ce in all endeavors. T h ey hate to fail,
often curious about gnomes, likely never having seen one
and they push th em selves to extrem e efforts b efore they
before, but they are rarely hostile or fearful.
give up on som ething. A d ragonborn holds m astery o f
Half-Elf. Although many people have never seen a half-elf,
a particular skill as a lifetim e goal. M em bers o f other virtually everyone knows they exist. A half-elf strangers
races w h o share the sam e com m itm en t find it easy to arrival is followed by gossip behind the half-elf's back and
earn the resp ect o f a dragonborn. stolen glances across the common room, rather than any
T h ough all dragonborn strive to b e self-sufficient, confrontation or open curiosity.
they recog n ize that help is som etim es n eeded in difficult Half-Orc. Its usually safe to assume that a half-orc is
situations. But the best so u rce for such help is the belligerent and quick to anger, so people watch themselves
clan, and w hen a clan n eeds help, it turns to another around an unfamiliar half-orc. Shopkeepers might
surreptitiously hide valuable or fragile goods when a half-orc
dragonborn clan b efore seek in g aid from other ra ce s
comes in, and people slowly clear out o f a tavern, assuming a
or even from the gods.
fight will break out soon.
Tiefling. Half-orcs are greeted with a practical caution, but
D ragonborn Names tieflings are the subject o f supernatural fear. The evil o f their
D ra gon born have person al n am es given at birth, heritage is plainly visible in their features, and as far as most
but they put their clan n am es first as a m ark o f people are concerned, a tiefling could very well be a devil
straight from the Nine Hells. People might make warding
honor. A ch ild h ood nam e or nickn am e is often used
signs as a tiefling approaches, cross the street to avoid
am ong clutchm ates as a descriptive term or a term
passing near, or bar shop doors before a tiefling can enter.
o f endearm ent. T h e nam e m ight recall an event or
center on a habit.

Male Names: Arjhan, Balasar, Bharash, D onaar, Ghesh.


H eskan, Kriv, M edrash, M ehen, Nadarr, Pandjed,
Patrin, Rhogar, Sham ash, Sh edinn, Tarhun, Torinn
Female Names: Akra, Biri, Daar, Farideh, Harann,
Flavilar, Jheri, Kava, K orinn, M ishann, Nala, Perra,
Raiann, Sora, Surina, Thava, Uadjit
Childhood Nam es: Clim ber, Earbender, Leaper, Pious, D r a c o n ia n s
Shieldbiter, Z ea lou s in the Dragonlance setting, the followers o f the evil goddess
Clan Nam es: Clethtinthiallor, D aardendrian, D elm irev, Takhisis learned a dark ritual that let them corrupt the
D rachedandion, Fenkenkabradon, K epesh km olik, eggs o f metallic dragons, producing evil dragonborn called
Kerrhylon, K im batuul, Linxakasendalor, Myastan, draconians. Five types o f draconians, corresponding to the
N em m onis, N orixius, Ophinshtalajiir, Prexijandilin, five types o f metallic dragons, fought for Takhisis in the War
o f the Lance: auraks (gold), baaz (brass), bozak (bronze),
Shestendeliath, Turnuroth, Verthisathurgiesh, Yarjerit
kapak (copper), and sivak (silver). In place o f their draconic
breath weapons, they have unique magical abilities.
D r a g o n b o r n T r a it s
Your d racon ic heritage m anifests in a variety o f traits
Draconic Ancestry. You have d racon ic ancestry.
you share with other dragonborn.
C h oose on e type o f dragon from the D ra con ic A n cestry
Ability Score Increase. Your Strength sco re table. Your breath w eapon and dam age resistan ce are
in creases by 2, and your C harism a sco re in creases by 1.
determ ined by the dragon type, as sh ow n in the table.
Age. Y oung dragonborn grow quickly. T h ey w alk
Breath Weapon. Y ou can u se your action to exhale
hours after hatching, attain the size and developm ent
destructive energy. Your d racon ic an cestry determ ines
o f a 10-year-old hum an child by the age o f 3, and reach
the size, shape, and dam age type o f the exhalation.
adulthood by 15. T h ey live to be around 80.
W h en you u se your breath w eapon , each creature in
Alignment. D ragon born tend to extrem es, m akin g a the area o f the exhalation m ust m ake a saving throw,
co n s cio u s ch oice for on e side or the other in the co sm ic
the type o f w hich is determ ined by your dracon ic
w ar betw een g o o d and evil (represented by Bahamut
ancestry. T h e D C for this saving th row equals 8 +
and Tiamat, respectively). M ost dragonborn are good,
your Constitution m odifier + your proficiency bonus. A
but th ose w h o side with Tiam at can be terrible villains.
creature takes 2d6 dam age on a failed save, and half
Size. D ragon born are taller and heavier than hum ans,
as m uch dam age on a su ccessfu l one. T h e dam age
standing w ell over 6 feet tall and averaging alm ost 250
in creases to 3d6 at 6th level, 4 d 6 at 11th level, and 5d6
pou nds. Your size is M edium .
at 16th level.
Speed. Your b a se w alk in g sp eed is 30 feet. A fter you u se your breath w eapon , you c a n t u se it
again until you com plete a short or lon g rest.
D r a c o n ic A n c est r y
Damage Resistance. You have resistan ce to the
Dragon Damage Type Breath Weapon d am age type a ssocia ted w ith your dracon ic ancestry.
Black Acid 5 by 30 ft. line (Dex. save) Languages. You can speak, read, and w rite C om m on
Blue Lightning 5 by 30 ft. line (Dex. save) and D ra con ic. D ra con ic is thought to be on e o f the
Brass Fire 5 by 30 ft. line (Dex. save) oldest languages and is often u sed in the study o f m agic.
Bronze Lightning 5 by 30 ft. line (Dex. save) T h e language sou n d s harsh to m ost other creatu res and
includes num erou s hard con son a n ts and sibilants.
Copper Acid 5 by 30 ft. line (Dex. save)
Cold Fire 15 ft. cone (Dex. save)
Green Poison 15 ft. cone (Con. save)
Red Fire 15 ft. cone (Dex. save)
Silver Cold 15 ft. cone (Con. save)
White Cold 15 ft. cone (Con. save)
G nome
Sk i n n y a n d f l a x e n - h a ir e d , h is s k in

walnut brown and his eyes a startling


turquoise, Burgell stood half as tall asAeron
climb up on a stool to look out the peephole. Like most hab-
itations in Oeble, that particular tenement had been built
for humans, and smaller residents coped with the resulting
awkwardness as best they could.
But at least the relative largeness of the apartment gave
Burgell room to pack in all his gnome-sized gear. The front
room was his workshop, and it contained a bewildering
miscellany of tools: hammers, chisels, saws, lockpicks, fair hair has a tendency to stick out in every direction,
as if expressing the gnom es insatiable interest in
tinted lenses, jeweler's loupes, and jars of powdered and
everything around.
shredded ingredients for casting spells. A fat gray cat, the A g n om es person ality is writ large in his or her
mages familiar, lay curled atop a grimoire. It opened its appearance. A m ale g n om es beard, in contrast to
eyes, gave Aeron a disdainfulyellow stare, then appeared his w ild hair, is kept carefully trim m ed but often
styled into cu riou s forks or neat points. A g n om es
to go back to sleep.
clothing, though usually m ade in m od est earth tones,
R ich a r d L ee Byers, The Black Bouquet is elaborately d ecorated w ith em broidery, em bossin g,
or gleam ing jew els.
A constant hum o f busy activity p ervades the w arren s
and n eigh b orh ood s w h ere g n om es form their close- D elig h ted D ed icatio n
knit com m u n ities. L ou der sou n d s punctuate the hum:
A s far as g n om es are con cern ed , bein g alive is a
a cru n ch o f grinding gears here, a m inor explosion
w onderfu l thing, and they sq u eeze every o u n ce o f
there, a yelp o f su rprise or triumph, and esp ecially
enjoym ent out o f their three to five centuries o f life.
bursts o f laughter. G n om es take delight in life, enjoying
H um ans m ight w on d er about getting bored over the
every m om ent o f invention, exploration, investigation,
co u rse o f such a long life, and elves take plenty o f time
creation, and play.
to savor the beauties o f the w orld in their long years, but
g n om es seem to w orry that even w ith all that tim e, they
V ib r a n t E xpr essio n
ca n t get in en ough o f the things they w ant to do and see.
A g n om es en ergy and enthusiasm for living shines G n om es sp eak as if they ca n t get the thoughts
th rough every inch o f his or her tiny body. G n om es out o f their heads fast enough. Even as they offer
average slightly over 3 feet tall and w eigh 40 to 45 ideas and opin ion s on a range o f subjects, they still
pou nd s. T heir tan or brow n faces are usually adorn ed m anage to listen carefully to others, adding the
w ith broad sm iles (beneath their p rod ig iou s n oses), appropriate exclam ations o f su rprise and appreciation
and their bright eyes shine with excitement. Their along the way.
D eep G no m es
A third subrace o f gnomes, the deep gnomes (or svirfneblin),
live in small communities scattered in the Underdark. Unlike
the duergar and the drow, svirfneblin are as good as their
surface cousins. However, their humor and enthusiasm
are dampened by their oppressive environment, and their
inventive expertise is directed mostly toward stonework.

T h ough g n om es love jo k e s o f all kinds, particularly Male Nam es: Alston, Alvyn, B odd yn ock, B rocc, Burgell,
puns and pranks, th eyre ju st as dedicated to the m ore D im ble, Eldon, Erky, Fonkin, Frug, G erbo, G im ble,
seriou s tasks they undertake. M any g n om es are skilled Glim, Jebeddo, K ellen, N am foodle, Orryn, R oondar,
engineers, alchem ists, tinkers, and inventors. T h ey re S ee b o , Sindri, W arryn, W renn, Z o o k
w illing to m ake m istakes and laugh at them selves in Female Names: B im pnottin, Breena, Caram ip, Carlin,
the p r o ce s s o f perfectin g w hat they do, taking bold D onella, Duvam il, Ella, Ellyjobell, Ellyw ick, Lilli,
(som etim es foolhardy) risks and dream in g large. L oopm ottin, Lorilla, M ardnab, N issa, Nyx, Oda, Orla,
R oyw yn , Sham il, Tana, W ayw ocket, Zanna
B rig h t B urrow s Clan Names: Beren, D aergel, Folkor, G arrick, Nackle,
G n om es m ake their h om es in hilly, w o o d e d lands. They M urnig, Ningel, Raulnor, S ch ep p en , Tim bers, Turen
live underground but get m ore fresh air than dw arves Nicknames: A leslosh, Ashhearth, Badger, Cloak,
do, enjoying the natural, living w orld on the surface D oublelock, Filchbatter, Fnipper, Ku, Nim , O neshoe,
w henever they can. T h eir h om es are w ell hidden by P ock , Sparklegem , Stum bleduck
both clever construction and sim ple illusions. W elcom e
visitors are quickly u sh ered into the bright, w arm
Seein g th e W orld
bu rrow s. T h ose w h o are not w elcom e are unlikely to C urious and im pulsive, g n om es m ight take up
find the bu rrow s in the first place. adventuring as a w ay to see the w orld or for the love
G n om es w h o settle in hum an lands are com m on ly o f exploring. A s lovers o f gem s and other fine items,
gem cutters, engineers, sages, or tinkers. S o m e hum an som e g n om es take to adventuring as a quick, if
fam ilies retain gnom e tutors, en su ring that their pupils dangerous, path to wealth. R egardless o f w hat spurs
enjoy a m ix o f seriou s learning and delighted enjoym ent. them to adventure, g n om es w h o adopt this w ay o f life
A gnom e m ight tutor several generations o f a single eke as m uch enjoym ent out o f it as they d o out o f any
hum an fam ily over the cou rse o f his or her long life. other activity they undertake, som etim es to the great
annoyance o f their adventuring com pan ion s.
G nome Names
G n om es love nam es, and m ost have h alf a d ozen or so.
G n o m e T r aits
A gnom e's mother, father, clan elder, aunts, and uncles Y our gnom e character has certain characteristics in
each give the gnom e a nam e, and various nick n am es co m m o n with all other gnom es.
from ju st about everyone else m ight or m ight not stick Ability Score Increase. Your Intelligence sco re
over time. G n om e n am es are typically variants on the in creases by 2.
n am es o f an cestors or distant relatives, though som e Age. G n om es m ature at the sam e rate hum ans do, and
are purely n ew inventions. W h en dealing w ith hum ans m ost are expected to settle dow n into an adult life by
and others w h o are stuffy about nam es, a gnom e around age 40. Th ey ca n live 35 0 to alm ost 5 0 0 years.
learns to use no m ore than three nam es: a personal Alignment. G n om es are m ost often g ood. T h ose w ho
nam e, a clan nam e, and a nicknam e, ch oosin g the on e in tend tow ard law are sages, engineers, researchers,
each category thats the m ost fun to say. sch olars, investigators, or inventors. T h o se w h o tend
tow ard ch a os are m instrels, tricksters, w anderers,
or fanciful jew elers. G n om es are good-hearted, and
A lw ays A p p r e c ia t iv e Ability Score Increase. Your Constitution sco re
Its rare for a gnome to be hostile or malicious unless he in creases by 1.
or she has suffered a grievous injury. Gnomes know that Artificers Lore. W h enever you m ake an Intelligence
most races dont share their sense o f humor, but they enjoy (H istory) ch eck related to m agic item s, alchem ical
anyone's company just as they enjoy everything else they set objects, or tech n ological devices, you can add tw ice your
out to do. proficiency bonus, instead o f any p roficiency bon u s you
n orm ally apply.
even the tricksters am ong them are m ore playful Tinker. You have proficiency with artisans tools
than vicious. (tinkers tools). U sing th ose tools, you can spend 1
Size. G n om es are betw een 3 and 4 feet tall and hour and 10 gp w orth o f m aterials to con stru ct a Tiny
average about 4 0 pou nds. Your size is Sm all. clock w ork device (AC 5, 1 hp). T h e device c e a se s
Speed. Your base w alkin g sp eed is 25 feet. to function after 24 h ours (unless you spend 1 hour
Darkvision. A ccu stom ed to life underground, you have repairing it to keep the device functioning), or w hen
su perior vision in dark and dim condition s. You can you use your action to dism antle it; at that tim e, you can
see in dim light w ithin 60 feet o f you as if it w ere bright reclaim the m aterials u sed to create it. You can have up
light, and in darkn ess as if it w ere dim light. You can't to three such devices active at a time.
discern color in darkness, only sh ad es o f gray. W h en you create a device, c h o o s e on e o f the
Gnome Cunning. You have advantage on all follow in g options:
Intelligence, W isdom , and C harism a saving throw s
Clockwork Toy. T h is toy is a clock w ork anim al, monster,
against m agic.
or person , such as a frog, m ou se, bird, dragon, or
Languages. You can speak, read, and w rite C om m on
soldier. W h en placed on the ground, the toy m oves
and G nom ish. T h e G nom ish language, w hich u ses the
5 feet a cro ss the ground on each o f your turns in a
D w arvish script, is ren ow n ed for its technical treatises
random direction. It m akes n oises as appropriate
and its catalogs o f k n ow led ge about the natural world.
to the creature it represents.
Subrace. Tw o su braces o f g n om es are found am ong
Fire Starter. The device p rod u ces a m iniature
the w orlds o f D & D : forest g n om es and rock gnom es.
flame, w hich you can use to light a candle,
C h oose one o f these subraces.
torch, or cam pfire. U sing the device
Forest G nome requ ires your action.
A s a forest gnom e, you have a natural knack for illusion Music Box. W h en open ed, this m u sic box
and inherent qu ick n ess and stealth. In the w orlds of plays a single son g at a m oderate volum e.
D&D, forest g n om es are rare and secretive. Th ey gather The b ox stops playing w hen it
in hidden com m u n ities in sylvan forests, usin g illusions reach es the s o n g s end or
and trickery to co n ce a l them selves from threats or w hen it is closed.
to m ask their esca p e should they be detected. Forest
g n om es tend to be friendly with other good-spirited
w ood la n d folk, and they regard elves and g o o d fey as
their m ost im portant allies. T h ese g n om es also befriend
sm all forest anim als and rely on them for inform ation
about threats that might prow l their lands.
Ability Score Increase. Your D exterity s co re
in creases by 1.
Natural Illusionist. You k n ow the minor illusion
cantrip. Intelligence is your spellcastin g ability for it.
Speak with Small Beasts. T h rou gh sou n d s and
gestures, you can com m u n icate sim ple ideas w ith Sm all
or sm aller beasts. Forest g n om es love anim als and often
keep squirrels, badgers, rabbits, m oles, w ood p eck ers,
and other creatures as beloved pets.

Rock G nome
A s a rock gnom e, you have a natural inventiveness and
h ardin ess beyon d that o f other g n om es. M ost gn om es
in the w orld s o f D & D are rock gnom es, including the
tinker g n om es o f the D ragon lance setting.
Tanis? said Flint hesitantly as the man neared.
The same. The newcomers beardedface split in a wide
grin. He held open his arms and, before the dwarf could
stop him, engulfed Flint in a hug that lifted him off the
ground. The dwarf clasped his old friend close for a brief
instant, then, remembering his dignity, squirmed and freed
himselffrom the half-elfs embrace.
M a rg a ret W eis a n d T ra cy H ick m a n ,
Dragons of Autumn Twilight

W alking in tw o w orld s but truly b elon gin g to neither,


half-elves com bin e w hat som e say are the best qualities
o f their elf and hum an parents: hum an curiosity,
inventiveness, and am bition tem pered by the refined
sen ses, love o f nature, and artistic tastes o f the elves.
S o m e half-elves live am ong hum ans, set apart by their
em otion al and physical differences, w atching friends
and loved on es age w hile tim e barely tou ches them.
O thers live with the elves, g row in g restless as they
reach adulthood in the tim eless elven realm s, w hile
H a l f - E lf their peers continue to live as children. M any half-elves,
F l in t s q u in t e d in t o t h e s e t t in g s u n . H e t h o u g h t
unable to fit into either society, c h o o s e lives o f solitary
w an dering or join w ith other misfits and ou tcasts in
he saw the figure of a man striding up the path. Standing, the adventuring life.
Flint drew back into the shadow of a tall pine to see better.
The man's walk was marked by an easy gracean elvish O f Two W orlds
grace, Flint would have said;yet the mans body had the To hum ans, half-elves look like elves, and to elves, they
lo o k hum an. In height, theyre on par w ith both parents,
thickness and tight muscles of a human, while thefacial
though theyre neither as slender as elves nor as broad
hair was definitely humankinds. All the dwarf could see as hum ans. They range from under 5 feet to about 6 feet
of the mansface beneath a green hood was tan skin and a tall, and from 100 to 180 pounds, w ith m en only slightly
brownish-red beard. A longbow was slung over one shoulder taller and heavier than w om en . H alf-elf m en do have
facial hair, and som etim es g row b ea rd s to m ask their
and a sword hung at his leftside. He was dressed in soft
elven ancestry. H alf-elven coloration and features lie
leather, carefully tooled in the intricate designs the elves som ew h ere betw een their hum an and elf parents, and
loved. But no elf in the world o f Krynn could grow a beard thus sh ow a variety even m ore p ron ou n ced than that
. . . no elf, but. . . found am ong either race. They tend to have the eyes
o f their elven parents.
Exc ellen t A m bassad ors
Many half-elves learn at an early age to get along with
everyone, defusing hostility and finding common ground.
As a race, they have elven grace without elven aloofness and
human energy without human boorishness. They often make
excellent ambassadors and go-betweens (except between
elves and humans, since each side suspects the half-elf
o f favoring the other).

D iplo m ats or W an d er er s creative expression , dem onstrating neither love


o f leaders nor desire for follow ers. They chafe at
H alf-elves have no lands o f their ow n, though they are
rules, resent oth ers dem ands, and som etim es prove
w elcom e in hum an cities and som ew h at less w elco m e unreliable, or at least unpredictable.
in elven forests. In large cities in region s w h ere elves Size. H alf-elves are about the sam e size as hum ans,
and hum ans interact often, half-elves are som etim es ranging from 5 to 6 feet tall. Your size is M edium .
n um erous en ough to form sm all com m u n ities o f their Speed. Your base w alkin g sp eed is 30 feet.
ow n. T h ey enjoy the com pany o f other half-elves, the Darkvision. T h an ks to your elf blood, you have
only p eople w h o truly understand w hat it is to live su perior vision in dark and dim condition s. You can
b etw een th ese tw o w orlds. see in dim light within 60 feet o f you as if it w ere bright
In m ost parts o f the w orld, though, half-elves are light, and in darkn ess as if it w ere dim light. You ca n t
u n com m on en ough that on e m ight live for years discern color in darkness, only sh ades o f gray.
w ithout m eetin g another. S o m e half-elves prefer to Fey Ancestry. You have advantage on saving throw s
avoid com pany altogether, w an dering the w ild s as against bein g charm ed, and m agic ca n t put you to sleep.
trappers, foresters, hunters, or adventurers and visiting Skill Versatility. You gain proficiency in tw o skills
civilization only rarely. Like elves, they are driven by o f your choice.
the w anderlust that c o m e s o f their longevity. Others, Languages. You can speak, read, and w rite C om m on ,
in contrast, th row th em selves into the thick o f society, Elvish, and on e extra language o f your ch oice.
putting their charism a and socia l skills to great use
in diplom atic roles or as sw indlers.

H a l f -E lf N am es
H alf-elves use either hum an or elven nam ing
conventions. A s if to em phasize that they d on t really fit
in to either society, half-elves raised am ong hum ans are
often given elven nam es, and th ose raised am ong elves
often take hum an nam es.

H a l f -E lf T r a it s
Your half-elf character has som e qualities in com m on
w ith elves and som e that are unique to half-elves.
Ability Score Increase. Your C harism a score
in creases by 2, and tw o other ability s co re s o f your
ch oice in crease by 1.
Age. Half-elves m ature at the sam e rate hum ans
d o and reach adulthood around the age o f 20. They
live m uch longer than hum ans, however, often
ex ceed in g 180 years.
Alignment. H alf-elves share the chaotic bent o f their
elven heritage. Th ey value both person al freed om and
W h eth er united under the leadership o f a m ighty
w arlock or having fought to a standstill after years
o f conflict, o r c and hum an tribes som etim es form
alliances, join in g forces into a larger horde to the terror
o f civilized lands nearby. W h en th ese alliances are
sea led by m arriages, h alf-orcs are born. S o m e h alf-orcs
rise to b e c o m e proud chiefs o f o rc tribes, their hum an
b lood giving them an edge over their fu ll-blooded o rc
rivals. S o m e venture into the w orld to prove their w orth
am ong hum ans and other m ore civilized races. M any o f
these b e c o m e adventurers, achieving greatness for their
m ighty d eed s and notoriety for their barbaric custom s
and savage fury.

S c a r r e d a n d St r o n g
T h e w a r c h ie f M h u r r e n r o u s e d h im s e l f f r o m h is
H alf-orcs grayish pigm entation, slopin g foreheads,
sleeping-furs and his women and pulled a short hauberk jutting ja w s, prom inent teeth, and tow ering builds m ake
of heavy steel rings over his thick, well-muscled torso. He their orcish heritage plain for all to see. H alf-orcs stand
usually rose before most of his warriors, since he had a betw een 6 and 7 feet tall and usually w eigh betw een
180 and 2 5 0 pounds.
strong streak of human blood in him, and he found the
Orc s regard battle sca rs as tokens o f pride and
daylight less bothersome than most of his tribe did. Among ornam ental sca rs as things o f beauty. Other scars,
the Bloody Skulls, a warrior wasjudged by his strength, his though, m ark an orc or h alf-orc as a form er slave or
a disgraced exile. Any half-orc w h o has lived am ong
fierceness, and his wits. Human ancestry was no blemish
or near orc s has scars, w hether they are m arks o f
against a warriorprovided he was every bit as strong, hum iliation or o f pride, recou ntin g their past exploits
enduring, and bloodthirsty as hisfull-blooded kin. Half- and injuries. Such a half-orc living am ong hum ans might
orcs who were weaker than their orc comrades didn't last display these scars proudly or hide them in sham e.

long among the Bloody Skulls or any other orc tribe for
T he M a r k of G ruum sh
that matter. But it was often true that a bit of human blood
T h e on e-eyed god G ruum sh created the orc s, and even
gave a warriorjust the right mix of cunning, ambition, and th ose orc s w h o turn away from his w orsh ip ca n t fully
self-discipline to go far indeed, as Mhurren had. He was esca p e his influence. T h e sa m e is true o f half-orcs,
master of a tribe that could muster two thousand spears, though their hum an b lood m od erates the im pact o f their
orcish heritage. S om e h alf-orcs hear the w h isp ers o f
and the strongest chief in Thar.
G ruum sh in their dream s, calling them to unleash the
R ich a r d Baker, Swordmage rage that sim m ers w ithin them . O thers feel G ru u m sh s
hate orcs. Some are reserved, trying not to draw attention to
exultation w h en they join in m elee com batand either themselves. A few demonstrate piety and good-heartedness
exult along w ith him or shiver w ith fear and loathing. as publicly as they can (whether or not such demonstrations
H alf-orcs are not evil by nature, but evil d o e s lurk w ithin are genuine). And some simply try to be so tough that others
them , w hether they em brace it or rebel against it. just avoid them.
B eyond the rage o f G ruum sh, h alf-orcs feel em otion
pow erfully. R a ge d oesn t ju st quicken their pulse, it
Ability Score Increase. Your Strength score
m akes their b od ies burn. A n insult stings like acid,
in creases by 2, and your Constitution sco re
and sa d n ess saps their strength. But they laugh loudly
in creases by 1.
and heartily, and sim ple b od ily p lea su resfeasting,
Age. H alf-orcs m ature a little faster than hum ans,
drinking, w restling, drum m ing, and w ild dancingfill
reachin g adulthood around age 14. Th ey age
their hearts w ith joy. Th ey tend to be short-tem pered
noticeably faster and rarely live longer than 75 years.
and som etim es sullen, m ore in clined to action than
Alignment. H alf-orcs inherit a tendency toward ch a os
contem plation and to fighting than arguing. T h e m ost
from their orc parents and are not strongly inclined
accom p lish ed h alf-orcs are th ose w ith en ough self-
tow ard g ood. H alf-orcs raised am ong ores and w illing
con trol to get by in a civilized land.
to live out their lives am ong them are usually evil.
Size. H alf-orcs are som ew h at larger and bulkier than
T ribes a n d Slu m s
hum ans, and they range from 5 to w ell over 6 feet tall.
H alf-orcs m ost often live a m on g orc s. O f the other races, Your size is M edium .
hum ans are m ost likely to a ccept half-orcs, and half- Speed. Your base w alk in g sp eed is 30 feet.
orcs alm ost always live in hum an lands w hen not living Darkvision. T h an ks to your o r c blood, you have
am ong orc tribes. W h eth er proving th em selves am ong su perior vision in dark and dim condition s. You can
rough barbarian tribes or scrabblin g to survive in the see in dim light w ithin 60 feet o f you as if it w ere bright
slum s o f larger cities, h alf-orcs get by on their physical light, and in darkn ess as if it w ere dim light. You can't
might, their endurance, and the sh eer determ ination discern color in darkness, only sh ades o f gray.
they inherit from their hum an ancestry. Menacing. You gain proficiency in the
Intim idation skill.
H a l f - O rc N a m e s Relentless Endurance. W h en you are redu ced to
H alf-orcs usually have n am es appropriate to the culture 0 hit points but n ot k illed outright, you can drop to 1 hit
in w h ich they w ere raised. A h alf-orc w h o w ants to fit in point instead. You ca n t use this feature again until you
am ong hum ans might trade an o r c nam e for a hum an finish a lon g rest.
nam e. S o m e h alf-orcs w ith hum an n am es decide to Savage Attacks. W h en you sco re a critical hit with
adopt a guttural o r c n am e b eca u se they think it m akes a m elee w eapon attack, you can roll one o f the w eapon s
them m ore intim idating. dam age dice on e additional tim e and add it to the extra
dam age o f the critical hit.
Male Orc Names: D ench, Feng, Gell, Henk, H olg, Imsh, Languages. You can speak, read, and
Keth, K rusk, M hurren, Ront, Shum p, T h ok k w rite C om m on and O rc . O rc is a
Female O rc Names: Baggi, Em en, Engong, Kansif, harsh, grating language with
Myev, N eega, Ovak, O w nka, Shautha, Sutha, Vola, hard consonants. It has
Volen, Yevelda no script o f its ow n
but is w ritten in the
H a l f - O rc T r a it s D w arvish script.
Y our h alf-orc character has certain traits deriving from
your ore ancestry.
that wicked glint in his eyes. Youfight it, dontyou ? Like
a little wildcat, I wager. Every littlejab and comment just
sharpensyour claws.
E rin M . Evans, Brimstone Angels

To be greeted with stares and w h ispers, to suffer


violen ce and insult on the street, to see m istrust and
fear in every eye: this is the lot o f the tiefling. And to
tw ist the knife, tieflings kn ow that this is b eca u se a
pact stru ck generations ago in fused the e ss e n ce o f
A s m od eu soverlord o f the Nine H ellsinto their
bloodlin e. Th eir appearan ce and their nature are not
their fault but the result o f an ancient sin, for w hich
they and their children and their children s children
w ill always b e held accountable.

In fer n a l B lo o d lin e
Tieflings are derived from hum an blood lin es, and in the
broadest p ossib le sen se, they still look hum an. However,
their infernal heritage has left a clear im print on their
appearan ce. T ieflings have large h orns that take any
B u t y o u d o see t h e w a y p e o p l e l o o k a t y o u , o f a variety o f shapes: som e have curling h orn s like a
devils child." ram, others have straight and tall h orn s like a g azelles,
Those black eyes, cold as a winter storm, were staring and som e spiral upw ard like an an telopes horns. They
have thick tails, four to five feet long, w hich lash or coil
right into her heart and the sudden seriousness in his
around their legs w hen they get upset or n ervous. Their
voice jolted her. can in e teeth are sharply pointed, and their eyes are
What is it they say?" he asked. Ones a curiosity, twos solid c o lo r s black, red, white, silver, or goldw ith no
visible sclera or pupil. Th eir skin tones cover the full
a conspiracy
range o f hum an coloration, but also include various
Three's a curse, she finished. You think I havent heard sh ades o f red. Their hair, ca sca d in g dow n from behind
that rubbish before? their h orns, is usually dark, from black o r brow n to dark
I knowy o u have. When she glared at him, he added, red, blue, or purple.

Its not as if I m plumbing the depths of your mind, dear


Se l f -R e l ia n t a n d Su spicio u s
girl. That is the burden of every tiefling. Some break under
Tieflings subsist in sm all m inorities found m ostly in
it, some make it the millstone around their neck, some hum an cities or tow ns, often in the roughest quarters
revel in it. He tilted his head again, scrutinizing her, with o f th ose places, w here they g row up to be sw indlers,
M u tu a l M is t r u s t
People tend to be suspicious of tieflings, assuming that
their infernal heritage has left its mark on their personality
and morality, not just their appearance. Shopkeepers keep
a close eye on their goods when tieflings enter their stores,
the town watch might follow a tiefling around for a while,
and demagogues blame tieflings for strange happenings.
The reality, though, is that a tieflings bloodline doesnt affect
his or her personality to any great degree. Years o f dealing
with mistrust does leave its mark on most tieflings, and they
respond to it in different ways. Some choose to live up to the
wicked stereotype, but others are virtuous. Most are simply
very aware of how people respond to them. After dealing with
thieves, or crim e lords. S om etim es they live am ong
this mistrust throughout youth, a tiefling often develops the
other m inority populations in en claves w h ere they are
ability to overcome prejudice through charm or intimidation.
treated w ith m ore respect.
L ackin g a hom eland, tieflings k n ow that they have
to m ake their ow n w ay in the w orld and that they have T ieflin g T r aits
to b e strong to survive. They are not quick to trust
T ieflings share certain racial traits as a result o f their
anyone w h o claim s to b e a friend, but w hen a tieflings
infernal descent.
com p a n ion s dem onstrate that they trust him or her,
Ability Score Increase. Your Intelligence score
the tiefling learns to extend the sam e trust to them.
in creases by 1, and your C harism a sc o r e in crea ses by 2.
A n d on ce a tiefling gives som eon e loyalty, the tiefling
Age. Tieflings m ature at the sam e rate as hum ans but
is a firm friend or ally for life.
live a few years longer.
Alignment. Tieflings m ight not have an innate
T ieflin g N am es
ten den cy tow ard evil, but m any o f them end up there.
Tiefling n am es fall into three broad categories. Tieflings Evil or not, an independent nature inclines m any
b orn into another culture typically have n am es reflective tieflings tow ard a chaotic alignment.
o f that culture. S o m e have n am es derived from the Size. Tieflings are about the sam e size and build as
Infernal language, p a ssed dow n through generations, hum ans. Your size is M edium .
that reflect their fiendish heritage. A n d som e younger Speed. Your base w alkin g sp eed is 30 feet.
tieflings, striving to find a place in the w orld, adopt a Darkvision. T h an ks to your infernal heritage, you
nam e that signifies a virtue or other con cep t and then have su perior vision in dark and dim condition s. You
try to em b od y that con cept. For som e, the ch osen nam e can see in dim light w ithin 60 feet o f you as if it w ere
is a noble quest. For others, its a grim destiny. bright light, and in darkn ess as if it w ere dim light. You
Male Infernal Names: A k m en os, A m non , Barakas, c a n t discern color in darkness, only sh ades o f gray.
D am akos, E kem on, Iados, K airon, Leu cis, M elech, Hellish Resistance. You have resistan ce
M ordai, M orthos, P elaios, S k a m os, Therai to fire dam age.
Female Infernal Names: Akta, A nakis, B ryseis, Criella, Infernal Legacy. You k n ow the thaumaturgy cantrip.
D am aia, Ea, Kallista, Lerissa, M akaria, Nem eia, O nce you reach 3rd level, you can cast the hellish
O rianna, Phelaia, Rieta rebuke spell on ce per day as a 2nd-level spell. O n ce you
Virtue Nam es: Art, Carrion, Chant, Creed, D espair, reach 5th level, you can also cast the darkness spell
E xcellen ce, Fear, Glory, H ope, Ideal, M usic, N ow here, o n ce per day. C harism a is your sp ellcastin g ability for
O pen, Poetry, Quest, R andom , R everen ce, Sorrow , these spells.
Temerity, Torment, W eary Languages. You can speak, read, and w rite C om m on
and Infernal.
C h a p t e r 3: C l a s s e s
DVENTURERS ARE EXTRAORDINARY PEOPLE,
A Your class gives you a variety o f sp ecia l features, such
driven by a thirst for excitem ent into a as a fighters m astery o f w ea p on s and armor, and a
life that others w ou ld never dare lead. w iza rd s spells. At low levels, your class gives you only
T h ey are h eroes, com p elled to explore the tw o or three features, but as you advance in level you
dark p la ces o f the w orld and take on the gain m ore and your existing features often im prove.
challen ges that lesser w om en and m en Each class entry in this chapter includes a table
ca n t stand against. su m m arizin g the benefits you gain at every level, and
C lass is the prim ary definition o f w hat your character a detailed explanation o f each one.
can do. Its m ore than a profession; its your characters Adventurers som etim es advance in m ore than one
calling. C lass sh ap es the w ay you think about the class. A rogu e m ight sw itch direction in life and sw ear
w orld and interact with it and your relationship with the oath o f a paladin. A barbarian m ight d iscover latent
other p eop le and p ow ers in the m ultiverse. A fighter, m agical ability and dabble in the sorcerer class w hile
for exam ple, m ight view the w orld in pragm atic term s continuing to advance as a barbarian. Elves are kn ow n
o f strategy and m aneuvering, and see h erself as ju st a to com bin e m artial m astery w ith m agical training
paw n in a m uch larger gam e. A cleric, by contrast, might and advance as fighters and w izards sim ultaneously.
see h im self as a w illing servant in a g o d s u nfolding plan O ptional rules for com bin in g cla sses in this way, called
or a con flict brew in g a m on g various deities. W h ile the m ulticlassing, appear in chapter 6.
fighter has contacts in a m ercen a ry com pa n y or army, Twelve c la s se slisted in the C la sses tableare found
the cleric m ight kn ow a num ber o f priests, paladins, and in alm ost every D & D w orld and define the sp ectru m o f
devotees w h o share his faith. typical adventurers.

C lasses
Hit Primary Saving Throw Armor and Weapon
Class Description Die Ability Proficiencies Proficiencies
Barbarian A fierce warrior of primitive background d12 Strength Strength & Light and medium armor, shields,
who can enter a battle rage Constitution simple and martial weapons
Bard An inspiring magician whose power d8 Charisma Dexterity & Light armor, simple weapons, hand
echoes the music of creation Charisma crossbows, longswords, rapiers,
shortswords
Cleric A priestly champion who wields divine d8 Wisdom Wisdom & Light and medium armor, shields,
magic in service of a higher power Charisma simple weapons
Druid A priest o f the Old Faith, wielding the d8 Wisdom Intelligence Light and medium armor (nonmetal),
powers of nature moonlight and & Wisdom shields (nonmetal), clubs, daggers,
plant growth, fire and lightning and darts, javelins, maces, quarterstaffs,
adopting animal forms scimitars, sickles, slings, spears
Fighter A master o f martial combat, skilled with d10 Strength or Strength & All armor, shields, simple and martial
a variety o f weapons and armor Dexterity Constitution weapons
Monk An master of martial arts, harnessing d8 Dexterity & Strength & Simple weapons, shortswords
the power of the body in pursuit of Wisdom Dexterity
physical and spiritual perfection
Paladin A holy warrior bound to a sacred oath d10 Strength & Wisdom & All armor, shields, simple and martial
Charisma Charisma weapons
Ranger A warrior who uses martial prowess and d10 Dexterity & Strength & Light and medium armor, shields,
nature magic to combat threats on the Wisdom Dexterity simple and martial weapons
edges of civilization
Rogue A scoundrel who uses stealth and d8 Dexterity Dexterity & Light armor, simple weapons, hand
trickery to overcome obstacles and Intelligence crossbows, longswords, rapiers,
enemies shortswords
Sorcerer A spellcaster who draws on inherent d6 Charisma Constitution Daggers, darts, slings, quarterstaffs,
magic from a gift or bloodline & Charisma light crossbows
Warlock A wielder of magic that is derived from d8 Charisma Wisdom & Light armor, simple weapons
a bargain with an extraplanar entity Charisma
Wizard A scholarly magic-user capable of d6 Intelligence Intelligence Daggers, darts, slings, quarterstaffs,
manipulating the structures of reality & Wisdom light crossbows
A tall hum an tribesm an strides through a blizzard,
draped in fur and hefting his axe. H e laughs as he
ch arges tow ard the frost giant w h o dared p oa ch his
p eop les elk herd.
A half-orc snarls at the latest challen ger to her
authority over their savage tribe, ready to break his neck
w ith her bare hands as she did to the last six rivals.
Frothing at the mouth, a d w arf slam s his helm et into
the face o f his d row foe, then turns to drive his arm ored
elb ow into the gut o f another.
T h ese barbarians, different as they m ight be, are
defined by their rage: unbridled, unquenchable, and
unthinking fury. M ore than a m ere em otion, their anger
is the ferocity o f a corn ered predator, the unrelenting
assault o f a storm , the churning turm oil o f the sea.
F or som e, their rage springs from a com m u n ion
with fierce anim al spirits. O thers draw from a roiling
reservoir o f anger at a w orld full o f pain. For every
barbarian, rage is a p ow er that fuels not just a battle
frenzy but also uncanny reflexes, resilience, and
feats o f strength.

P r im a l In s t in c t
P eop le o f tow n s and cities take pride in h ow their
civilized w ays set them apart from anim als, as if
denying on es o w n nature w as a m ark o f superiority. To
a barbarian, though, civilization is no virtue, but a sign
o f w eak n ess. T h e stron g em b ra ce their anim al n a tu r e -
keen instincts, prim al physicality, and ferociou s rage.
B arbarians are u ncom fortable w hen h edged in by w alls
and crow ds. They thrive in the w ild s o f their hom elands:
the tundra, jungle, or grasslan ds w here their tribes
live and hunt.
Barbarians co m e alive in the ch a os o f com bat.
They can enter a b erserk state w here rage takes over,
giving them superhum an strength and resilience. A
barbarian can draw on this reservoir o f fury only a few
tim es w ithout resting, but th ose few rages are usually
sufficient to defeat w hatever threats arise.

A L if e o f D a n g e r
Not every m em ber o f the tribes deem ed barbarians
by scion s o f civilized society has the barbarian class. A
true barbarian am ong these p eople is as u n com m on as
a skilled fighter in a town, and he or she plays a sim ilar
role as a p rotector o f the p eople and a leader in tim es
o f war. Life in the w ild places o f the w orld is fraught
with peril: rival tribes, deadly weather, and terrifying
Th e Ba r b a r ia n

Proficiency Rage
Level Bonus Features Rages Damage
1st +2 Rage, Unarmored 2 +2
Defense
2nd +2 Reckless Attack, 2 +2
Danger Sense
3rd +2 Primal Path 3 +2
4th +2 Ability Score 3 +2
Improvement
5th +3 Extra Attack, 3 +2
Fast Movement
6th +3 Path feature 4 +2
7th +3 Feral Instinct 4 +2
8th +3 Ability Score 4 +2
Improvement
9th +4 Brutal Critical 4 +3
(1 die)
10th +4 Path feature 4 +3
11th +4 Relentless Rage 4 +3
12th +4 Ability Score 5 +3
Improvement
13th +5 Brutal Critical 5 +3
(2 dice)
14th +5 Path feature 5 +3
15th +5 Persistent Rage 5 +3
16th +5 Ability Score 5 +4 W hat led you to take up the adventuring life? W ere you
Improvement lured to settled lands by the prom ise o f rich es? Did you
17th +6 Brutal Critical 6 +4 jo in forces w ith soldiers o f those lands to face a shared
threat? D id m on sters or an invading horde drive you
(3 dice)
out o f your hom eland, m akin g you a rootless refugee?
18th +6 Indomitable 6 +4
Perhaps y ou w ere a prison er o f war, brought in chains to
Might
civilized lands and only n ow able to w in your freedom .
19th +6 Ability Score 6 +4
Or you might have been cast out from your p eople
Improvement b eca u se o f a crim e you com m itted, a ta boo you violated,
20th +6 Primal Champion Unlimited +4 or a cou p that rem oved you from a position o f authority.

Q u ic k B u il d
You can m ake a barbarian quickly by follow in g these
su ggestion s. First, put your highest ability s c o r e in
Strength, follow ed by Constitution. S econ d , c h o o s e the
outlander background.
m onsters. Barbarians charge h eadlong into that danger
s o that their p eople d on t have to.
T h eir cou rage in the face o f danger m akes barbarians C lass Featu r es
perfectly suited for adventuring. W andering is often a A s a barbarian, you gain the follow in g class features.
w ay o f life for their native tribes, and the rootless life o f
the adventurer is little hardship for a barbarian. S om e H it P o in t s
barbarians m iss the close-k n it fam ily stru ctu res o f the Hit Dice: 1d 12 per barbarian level
tribe, but eventually find them replaced by the bon ds Hit Points at 1st Level: 12 + your Constitution m odifier
form ed am ong the m em bers o f their adventuring parties. Hit Points at Higher Levels: 1d 12 (or 7) + your
Constitution m odifier per barbarian level after 1st
C r ea tin g a Ba r b a r ia n
P r o f ic ie n c ie s
W h en creating a barbarian character, think about w here
Arm or: Light armor, m edium armor, shields
you r character c o m e s from and his or her place in the
Weapons: S im ple w eapon s, martial w eapon s
w orld. Talk with your DM about an appropriate origin
Tools: N one
for your barbarian. D id you co m e from a distant land,
m akin g you a stranger in the area o f the cam paign? Saving Throws: Strength, Constitution
O r is the cam paign set in a rough-and-tum ble frontier Skills: C h oose tw o from A nim al Handling, Athletics,
w here barbarians are com m on ? Intim idation, Nature, P erception , and Survival
Eq u ipm e n t U n arm o red D efense
Y o u s t a r t w i t h t h e f o l l o w i n g e q u ip m e n t , in a d d it io n to
W h ile you are not w earin g any armor, your A rm or C lass
th e e q u ip m e n t g r a n te d b y y o u r b a c k g r o u n d :
equals 10 + your Dexterity m odifier + your Constitution
(a) a greataxe or (b) any m artial m elee w eapon m odifier. You can use a shield and still gain this benefit.
(a) tw o handaxes or (b) any sim ple w eapon
A n exp lorers pack and four javelins R eckless A tta ck
Starting at 2nd level, you can th row aside all con cern
Rage
for defen se to attack w ith fierce desperation. W h en
In battle, you fight with prim al ferocity. O n your turn, you m ake your first attack on your turn, you can decide
you can enter a rage as a bon u s action. to attack recklessly. D oin g s o gives you advantage on
W h ile raging, you gain the follow in g benefits if you m elee w eapon attack rolls usin g Strength during this
arent w earin g heavy arm or: turn, but attack rolls against you have advantage until
You have advantage on Strength ch eck s and Strength your next turn.
saving throw s.
W hen you m ake a m elee w eapon attack using
D a n g e r Sense
Strength, you gain a bon u s to the dam age roll that At 2nd level, you gain an uncanny sen se o f w hen things
in creases as you gain levels as a barbarian, as show n nearby arent as they should be, giving you an edge
in the R age D am age colu m n o f the Barbarian table. w hen you d odge away from danger.
You have resistan ce to bludgeoning, piercing, and You have advantage on D exterity saving throw s
slashing dam age. against effects that you can see, such as traps and spells.
To gain this benefit, you ca n t be blinded, deafened, or
If you are able to cast spells, you ca n t cast them or
incapacitated.
concentrate on them w hile raging.
Your rage lasts for 1 minute. It ends early if you are
P r i m a l Pa t h
k n ocked u n con sciou s or if your turn ends and you
havent attacked a hostile creature sin ce your last turn At 3rd level, you c h o o s e a path that sh ap es the nature o f
or taken dam age sin ce then. You can also end your rage your rage. C h oose the Path o f the B erserker or the Path
on your turn as a bon u s action. o f the Totem W arrior, both detailed at the end o f the
O nce you have raged the num ber o f tim es show n class description. Your ch oice grants you features at 3rd
for your barbarian level in the R a ges colu m n o f the level and again at 6th, 10th, and 14th levels.
Barbarian table, you m ust finish a lon g rest before you
can rage again.
A b il it y S co r e Im p r o v e m e n t barbarians attribute their rage to different sou rces,
however. F or som e, it is an internal reservoir w here
W h en you reach 4th level, and again at 8th, 12th, 16th, pain, grief, and anger are forged into a fury hard as
and 19th level, you ca n in crease on e ability sco re o f your
steel. O thers se e it as a spiritual blessing, a gift o f
ch oice by 2, or you can in crease tw o ability s c o r e s o f
a totem anim al.
your ch oice by 1. A s norm al, you ca n t in crease an ability
sco re above 20 using this feature. Pa t h o f t h e B e r s e r k e r
For som e barbarians, rage is a m eans to an end-that
Extra A ttack
end being violen ce. The Path o f the B erserker is a path
B egin ning at 5th level, you can attack tw ice, instead of
o f untram m eled fury, slick w ith blood. A s you enter
on ce, w hen ever you take the A ttack action on your turn.
the berserk ers rage, you thrill in the ch a os o f battle,
h eed less o f your ow n health or w ell-being.
Fa s t M o v e m e n t
Starting at 5th level, your sp eed in creases by 10 feet Frenzy
w hile you arent w earin g heavy armor. Starting w hen you c h o o s e this path at 3rd level, you
can go into a frenzy w hen you rage. If you do so, for
F e r a l In s t in c t the duration o f your rage you can m ake a single m elee
w eapon attack as a bon u s action on each o f your turns
By 7th level, your instincts are so h oned that you have
after this one. W h en your rage ends, you suffer on e level
advantage on initiative rolls.
o f exhaustion (as d escribed in appendix A).
Additionally, if you are su rprised at the begin ning o f
com bat and arent incapacitated, you can act n orm ally
M in dless R age
on your first turn, but only if you enter your rage before
B egin ning at 6th level, you ca n t be ch a rm ed or
doin g anything else on that turn.
frightened w hile raging. If you are charm ed or
frightened w hen you enter your rage, the effect is
B r u ta l C r it ic a l
su sp ended for the duration o f the rage.
B egin ning at 9th level, you ca n roll one additional
w eap on dam age die w hen determ ining the extra In t im id a t in g P resence
dam age for a critical hit w ith a m elee attack. B egin ning at 10th level, you can use your action to
T h is in crea ses to tw o additional dice at 13th level frighten som eon e w ith your m en acin g p resen ce.
and three additional dice at 17th level. W h en you do so, c h o o s e on e creature that you can see
w ithin 30 feet o f you. If the creature can see or hear
R elentless R age you, it m ust su cce e d on a W isd om saving th row (D C
equal to 8 + your p roficiency bon u s + your Charism a
Starting at 11th level, your rage can keep you fighting
m odifier) or b e frightened o f you until the end o f your
despite grievous w ou n ds. If you drop to 0 hit points
next turn. On subsequent turns, you can use your action
w hile y ou re raging and don t die outright, you can m ake
to extend the duration o f this effect on the frightened
a D C 10 Constitution saving throw. If you su cceed , you
drop to 1 hit point instead.
E ach tim e you use this feature after the first, the D C
in creases by 5. W h en you finish a short or long rest, the
D C resets to 10.

P e r sist e n t R a g e
B egin ning at 15th level, your rage is s o fierce that
it en ds early only if you fall u n con sciou s or if you
c h o o s e to end it.

In d o m it a b l e M ig h t
B egin ning at 18th level, if your total for a Strength
ch eck is less than your Stren gth score, you can use that
sco re in place o f the total.

P r im a l C h a m p io n
At 20th level, you em b od y the p ow er o f the w ilds. Your
Strength and Constitution s c o r e s in crease by 4. Your
m a xim u m for th ose s c o r e s is n ow 24.

P r i m a l Pa t h s
R a ge bu rn s in every barbarians heart, a furnace
that drives him or her tow ard greatness. Different
Your totem anim al m ight be an anim al related to th ose
listed here but m ore appropriate to your hom eland.
F or exam ple, you cou ld c h o o s e a hawk or vulture in
place o f an eagle.
Bear. W h ile raging, you have resistan ce to all dam age
except p sych ic dam age. The spirit o f the bea r m akes you
tough enough to stand up to any punishm ent.
Eagle. W h ile you're raging and arent w earin g
heavy armor, other creatu res have disadvantage on
opportunity attack rolls against you, and you can u se the
D ash action as a bonus action on your turn. T h e spirit
o f the eagle m a k es you into a predator w h o can w eave
through the fray with ease.
Wolf, W h ile you're raging, your friends have
advantage on m elee attack rolls against any creature
w ithin 5 feet o f you that is hostile to you. The spirit o f
the w o lf m akes you a leader o f hunters.

A spect of th e Beast
At 6th level, you gain a m agical benefit based on the
totem anim al o f your ch oice. You can c h o o s e the sam e
anim al you selected at 3rd level or a different one.
creature until the end o f your next turn. This effect ends
Bear. You gain the m ight o f a bear. Your carryin g
if the creature ends its turn out o f line o f sight or m ore
capacity (including m axim um load and m axim um lift)
than 60 feet away from you.
is doubled, and you have advantage on Strength ch eck s
If the creature su cce e d s on its saving throw, you can't
m ade to push, pull, lift, or break objects.
use this feature on that creature again for 24 hours.
Eagle. You gain the eyesight o f an eagle. You can
R e t a l ia t io n
s e e up to 1 m ile away with no difficulty, able to discern
even fine details as though look in g at som eth in g no
Starting at 14th level, w hen you take dam age from
m ore than 100 feet away from you. Additionally, dim
a creature that is within 5 feet o f you. you can use
light doesn't im p ose disadvantage on your W isd om
your reaction to m ake a m elee w eap on attack against
(P erception ) ch ecks.
that creature.
Wolf, You gain the hunting sensibilities o f a w olf. You
Pa t h o f t h e T o t e m W a r r i o r can track other creatu res w hile traveling at a fast pace,
and you can m ove stealthily w hile traveling at a norm al
The Path o f the Totem W arrior is a spiritual journey, as pace (see chapter 8 for rules on travel pace).
the barbarian accep ts a spirit anim al as guide, protector,
and inspiration. In battle, your totem spirit fills you Sp ir it W a l k e r
with supernatural might, adding m agical fuel to your At 10th level, you can cast the commune with nature
barbarian rage. spell, but only as a ritual. W h en you do so, a spiritual
M ost barbarian tribes con sid er a totem anim al to be version o f one o f the anim als you c h ose for Totem Spirit
kin to a particular clan. In such ca ses, it is unusual for or A sp ect o f the B east appears to you to convey the
an individual to have m ore than one totem anim al spirit, inform ation you seek.
though exception s exist.
T o te m ic A ttunem ent
Sp ir it Se e k e r At 14th level, you gain a m agical benefit ba sed on a
Yours is a path that seeks attunement with the natural totem anim al o f your ch oice. You can c h o o s e the sam e
w orld, giving you a kinship with beasts. At 3rd level w hen anim al you selected previously or a different one.
you adopt this path, you gain the ability to cast the beast Bear, W h ile you re raging, any creature within 5 feet
sense and speak with animals spells, but only as rituals, o f you thats hostile to you has disadvantage on attack
as described in chapter 10. rolls against targets other than you or another character
with this feature. An enem y is im m u ne to this effect if it
T otem Sp ir it ca n t see or hear you or if it ca n t b e frightened.
At 3rd level, w hen you adopt this path, you c h o o s e a Eagle. W h ile raging, you have a flying sp eed equal to
totem spirit and gain its feature. You must m ake or your current w alk in g speed. T h is benefit w ork s only in
acquire a physical totem object- an am ulet or sim ilar short bursts; you fall if you end your turn in the air and
adornm entthat in corporates fur or feathers, claw s, nothing else is h oldin g you aloft.
teeth, or b on es o f the totem anim al. At your option, you Wolf. W h ile y ou re raging, you can u se a bon u s action
also gain m inor physical attributes that are rem iniscent on your turn to kn ock a Large or sm aller creature prone
o f your totem spirit. For exam ple, if you have a bear w hen you hit it with m elee w eapon attack.
totem spirit, you m ight be unusually hairy and thick-
skinned, or if your totem is the eagle, your eyes turn
bright yellow.
Ba r d
H u m m ing as she traces her fingers over an ancient
m onum ent in a long-forgotten ruin, a h alf-elf in rugged
leathers finds k n ow led ge sprin ging into her mind,
con ju red forth by the m agic o f her son g kn ow ledge
o f the p eople w h o con stru cted the m onum ent and the
m ythic saga it depicts.
A stern hum an w arrior bangs his sw ord rhythm ically
against his scale mail, setting the tem po for his w ar chant
and exhortin g his com p a n ion s to bravery and heroism .
T he m agic o f his so n g fortifies and em b olden s them .
Laughing as she tunes her cittern, a gnom e w eaves
her subtle m agic over the a ssem bled n obles, ensuring
that her com p a n ion s w ord s w ill be w ell received.
W h eth er scholar, skald, or scou ndrel, a bard w eaves
m agic through w ord s and m u sic to inspire allies,
dem oralize foes, m anipulate m inds, create
illusions, and even heal w oun ds.

M u s ic a n d M a g ic
In the w orlds o f D&D, w ord s and m usic are
not just vibrations o f air, but v ocalization s with
p ow er all their ow n. The bard is a m aster o f song,
sp eech , and the m a gic they contain. B ards say
that the m ultiverse w a s spoken into existence, that the
w ord s o f the g od s gave it shape, and that e c h o e s o f these
prim ordial W ords o f Creation still resou n d throughout
the c o sm o s . The m u sic o f bards is an attempt to snatch
and h arness th ose ech oes, subtly w oven into their
sp ells and pow ers.
The greatest strength o f bards is their sheer
versatility. M any bards prefer to stick to the sidelines
in com bat, using their m agic to inspire their allies and
hinder their foes from a distance. But bards are capable
o f defending them selves in m elee if necessary, using
their m agic to bolster their sw ord s and armor. Their
spells lean tow ard ch a rm s and illusions rather than
blatantly destructive spells. They have a w ide-ranging
k n ow led ge o f m any su bjects and a natural aptitude
that lets them do alm ost anything w ell. B ards b e co m e
m asters o f the talents they set their m inds to perfecting,
from m u sical p erform a n ce to esoteric know ledge.

L e a r n in g fr o m E x p e r ie n c e
True bards are not com m on in the w orld. Not every
m instrel singing in a tavern or jester cavorting in a royal
cou rt is a bard. D iscoverin g the m agic hidden in m usic
requires hard study and som e m easure o f natural talent
that m ost troubadours and jon g leu rs lack. It can be hard
to spot the difference betw een these perform ers and true
bards, though. A bards life is spent w andering across
the land gathering lore, telling stories, and living on the
gratitude o f audiences, m uch like any other entertainer.
But a depth o f know ledge, a level o f m usical skill, and a
touch o f m agic set bards apart from their fellow s.
Only rarely do bards settle in on e place for long, and
their natural desire to travelto find n ew tales to tell,
n ew skills to learn, and new discov eries beyon d the
h orizon m akes an adventuring career a natural calling.
Every adventure is an opportu nity to learn, practice a
variety o f skills, enter long-forgotten tom bs, d iscov er lost
Q u ic k B u il d
You can m ake a bard quickly by
follow in g these suggestion s. First,
C harism a should be your highest
ability score, follow ed by Dexterity.
S econ d , c h o o s e the entertainer
backgrou n d. Third, c h o o s e the dancing lights and
vicious mockery cantrips, along with the follow in g
1st-level spells: charm person, detect magic, healing
word, and thunderwave.

C lass Featu r es
A s a bard, you gain the follow in g class features.

H it Po in ts
Hit Dice: 1d8 per bard level
Hit Points at 1st Level: 8 + your Constitution m odifier
Hit Points at Higher Levels: 1d8 (or 5) + your
Constitution m odifier per bard level after 1st

w ork s o f m agic, deciph er old tom es, travel to strange P r o fic ie n c ie s


places, or encounter exotic creatures. Bards love to A rm or: Light arm or
accom p a n y h eroes to w itn ess their d eeds firsthand. A W eapons: Sim ple w eapon s, hand c rossb ow s,
bard w h o can tell an aw e-inspiring story from person al lon gsw ords, rapiers, sh ortsw ords
experien ce earn s renow n am ong other bards. Indeed, Tools: T h ree m usical instrum ents o f your ch oice
after telling s o m any stories about h eroes accom plish in g
Saving Throws: Dexterity, C harism a
m ighty d eeds, m any bards take these th em es to heart
Skills: C h oose any three
and assu m e h eroic roles them selves.

E q u ip m e n t
C r e a t in g a B a r d
You start with the follow in g equipm ent, in addition to
Bards thrive on stories, w hether th ose stories are true the equipm ent granted by your background:
or not. Your characters back grou n d and m otivations
(a) a rapier, (b) a lon gsw ord, or (c) any sim ple w eapon
are not as im portant as the stories that he or she tells
(a) a diplom ats pack or (b) an entertainer's pack
about them. Perhaps you had a secu re and m undane
(a) a lute or (b) any other m usical instrum ent
ch ildh ood . T h eres no g o o d story to be told about that,
Leather arm or and a dagger
so you m ight paint y ou rself as an orphan raised by a hag
in a dism al sw am p. Or your ch ild h ood m ight be w orthy
Sp e l l c a s t in g
o f a story. S o m e bards acquire their m agical m usic
through extraordinary m eans, including the inspiration You have learned to untangle and reshape the fabric of
o f fey o r other supernatural creatures. reality in harm ony with your w ish es and m usic. Your
Did you serve an apprenticeship, studying under a spells are part o f your vast repertoire, m agic that you
master, follow in g the m ore experien ced bard until you can tune to different situations. S e e chapter 10 for the
w ere ready to strike out on your ow n ? O r did you attend general rules o f spellcasting and chapter 11 for the
a colleg e w here you studied bardic lore and practiced bard spell list.
your m usical m agic? Perhaps you w ere a youn g runaw ay
or orphan, befrien ded by a w an dering bard w h o b eca m e C a n tr ips

your m entor. O r you m ight have been a sp oiled noble You k n ow tw o cantrips o f your ch oice from the bard
child tutored by a master. Perhaps you stum bled into the spell list. You learn additional bard cantrips o f your
clutches o f a hag, m akin g a bargain for a m usical gift in ch oice at higher levels, as sh ow n in the Cantrips K now n
addition to your life and freedom , but at w hat cost? colu m n o f the Bard table.
T h e Ba r d

Spell Slots per Spell Level


Proficiency Cantrips Spells
Level Bonus Features Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

1st +2 Spellcasting, Bardic Inspiration (d6) 2 4 2

2nd +2 jack o f All Trades, Song o f Rest (d 6) 2 5 3

3rd +2 Bard College, Expertise 2 6 4 2

4th +2 Ability Score Improvement 3 7 4 3

5th +3 Bardic Inspiration (d8), 3 8 4 3 2

Font o f Inspiration
6th +3 Countercharm, Bard College feature 3 9 4 3 3

7th +3 3 10 4 3 3 1

8th +3 Ability Score Improvement 3 11 4 3 3 2

9th +4 Song of Rest (d8) 3 12 4 3 3 3 1


10th +4 Bardic Inspiration (d10), Expertise, 4 14 4 3 3 3 2

Magical Secrets
11th +4 4 15 4 3 3 3 2 1
12th +4 Ability Score Improvement 4 15 4 3 3 3 2 1
13th +5 Song of Rest (d10) 4 16 4 3 3 3 2 1 1
14th +5 Magical Secrets, 4 18 4 3 3 3 2 1 1

Bard College feature


15th +5 Bardic Inspiration (d12) 4 19 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 4 19 4 3 3 3 2 1 1 1
17th +6 Song of Rest (d12) 4 20 4 3 3 3 2 1 1 1 1
18th +6 Magical Secrets 4 22 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 22 4 3
3
3 3
3
3
3
2
2
1
2
1
1
1
1
20th +6 Superior Inspiration 4 22 4 3

Sp e l l Sl o t s m odifier w hen setting the saving th row D C for a bard


T h e Bard table sh ow s h ow m any spell slots you have to spell you cast and w hen m akin g an attack roll w ith one.
cast your sp ells o f 1st level and higher. To cast on e o f Spell save DC = 8 + your proficiency bonus +
th ese spells, you m ust expend a slot o f the sp ells level
your Charisma modifier
or higher. You regain all expen ded spell slots w hen you
finish a lon g rest. Spell attack modifier = your proficiency bonus +
For exam ple, if you k n ow the 1st-level spell cure your Charisma modifier
wounds and have a 1st-level and a 2nd-level spell slot
available, you can cast cure wounds using either slot. R it u a l C a st in g
You can cast any bard spell you k n ow as a ritual if that
Spells K now n of 1s t L e v e l and H ig h e r spell has the ritual tag.
You k n ow four 1st-level spells o f your ch oice from the
Sp e l l c a s t in g Fo c u s
bard spell list.
T h e S p ells K n ow n colum n o f the Bard table sh ow s You can use a m u sical instrum ent (found in chapter 5)
w hen you learn m ore bard spells o f your ch oice. Each o f as a spellcastin g focu s for your bard spells.
these sp ells m ust b e o f a level for w hich you have spell
slots, as sh ow n on the table. For instance, w hen you B a r d ic In s p ir a t io n
reach 3rd level in this class, you can learn on e n ew spell You can inspire others through stirring w ord s or m usic.
o f 1st or 2nd level. To do so, you u se a bon u s action on your turn to c h o o s e
Additionally, w hen you gain a level in this class, you on e creature other than y ou rself w ithin 60 feet o f you
can c h o o s e on e o f the bard sp ells you kn ow and replace w h o can hear you. That creature gains on e Bardic
it w ith another spell from the bard spell list, w hich also Inspiration die, a d6.
m ust be o f a level for w hich you have spell slots. O nce w ithin the next 10 m inutes, the creature can roll
the die and add the num ber rolled to one ability check,
Sp e l l c a s t in g A b il it y
attack roll, or saving th row it m akes. T h e creature can
C harism a is your sp ellcastin g ability for your bard wait until after it rolls the d2 0 before decidin g to use the
spells. Your m agic c o m e s from the heart and sou l you B ardic Inspiration die, but must decide before the DM
pou r into the perform an ce o f your m usic or oration. says w hether the roll su cce e d s or fails. O nce the B ardic
You use your C harism a w henever a spell refers to your Inspiration die is rolled, it is lost. A creature can have
spellcastin g ability. In addition, you use your Charism a only on e B ardic Inspiration die at a time.
You can use this feature a num ber o f tim es equal M a g ic a l Secr ets
to your C harism a m odifier (a m inim um o f once). You
regain any expen ded u ses w hen you finish a lon g rest. By 10th level, you have plundered m agical kn ow ledge
Your B ardic Inspiration die changes w hen you reach from a w id e sp ectru m o f disciplines. C h o o se tw o spells
certain levels in this class. T h e die b e c o m e s a d8 at 5th from any class, including this one. A spell you c h o o s e
level, a d 10 at 10th level, and a d l 2 at 15th level. m ust be o f a level you can cast, as sh ow n on the Bard
table, or a cantrip.
Ja c k of A ll T rad es Th e ch osen sp ells count as bard spells for you and are
included in the num ber in the S p ells K n ow n colu m n o f
Starting at 2nd level, you can add h alf your proficiency
the Bard table.
bonus, rounded dow n, to any ability ch eck you m ake that
You learn tw o additional sp ells from any class at 14th
d oesn t already include your proficiency bonus.
level and again at 18th level.

So n g of R est Su p e r io r In s p ir a t io n
B egin ning at 2nd level, you can u se sooth in g m usic or
At 20th level, w hen you roll initiative and have no u ses
oration to help revitalize your w ou n ded allies during
o f B ardic Inspiration left, you regain on e use.
a short rest. If you or any friendly creatu res w h o can
hear your perform an ce regain hit points at the end o f
the short rest, each o f th ose creatures regains an extra
Ba r d C olleges
1d6 hit points. Th e w ay o f a bard is gregarious. B ards seek each
T h e extra hit p oints in crease w hen you reach certain other out to sw ap so n g s and stories, boast o f their
levels in this class: to 1d8 at 9th level, to 1d 10 at 13th a ccom plish m en ts, and share their kn ow ledge. Bards
level, and to 1d 12 at 17th level. form lo o s e association s, w hich they call colleg es, to
facilitate their gatherings and preserve their traditions.
Bard C ollege
C ollege of L ore
At 3rd level, you delve into the advanced techniques o f
a bard colleg e o f your choice: the C ollege o f L ore or the B ards o f the C ollege o f L ore k n ow som eth in g about
C ollege o f Valor, both detailed at the end o f the class m ost things, collectin g bits o f k n ow led ge from sou rces
description. Your ch oice grants you features at 3rd level as diverse as scholarly tom es and peasant tales.
and again at 6th and 14th level. W h eth er singin g folk ballads in taverns or elaborate
com p osition s in royal courts, th ese bards u se their gifts
E x p e r t ise to hold au dien ces spellbou n d. W h en the applause dies
dow n, the audience m em bers m ight find them selves
At 3rd level, c h o o s e tw o o f your skill proficiencies. Your
qu estion in g everything they held to be true, from their
proficiency bon u s is dou bled for any ability ch eck you
faith in the p riesth ood o f the loca l tem ple to their
m ake that u ses either o f the ch osen proficiencies.
loyalty to the king.
At 10th level, you can c h o o s e another tw o skill
The loyalty o f th ese bards lies in the pursuit o f beauty
proficien cies to gain this benefit.
and truth, not in fealty to a m on arch or follow in g the
A b il it y S co re Im pr o v e m e n t tenets o f a deity. A n oble w h o keeps such a bard as a
herald or advisor k n ow s that the bard w ou ld rather be
W h en you reach 4th level, and again at 8th, 12th, 16th, h onest than politic.
and 19th level, you can in crease on e ability sco re o f your The co lle g e s m em bers gather in libraries and
ch oice by 2, or you can in crease tw o ability s c o r e s o f som etim es in actual colleg es, com plete w ith cla ssroom s
your ch oice by 1. A s norm al, you ca n t in crease an ability and dorm itories, to share their lore w ith one another.
sco re above 20 using this feature. T h ey also m eet at festivals or affairs o f state, w here they
can ex p o se corruption, unravel lies, and poke fun at self-
Fo n t o f In sp ir a t io n im portant figures o f authority.
B egin ning w hen you reach 5th level, you regain all o f
your expen ded u ses o f B ardic Inspiration w hen you B o n u s P r o f ic ie n c ie s
finish a short or lon g rest. W h en you jo in the C ollege o f L ore at 3rd level, you gain
proficiency w ith three skills o f your choice.
C ountercharm
C u t t in g W ords
At 6th level, you gain the ability to use m u sical notes or A lso at 3rd level, you learn h ow to use your wit to
w ord s o f p ow er to disrupt m ind-influencing effects. A s distract, con fu se, and oth erw ise sap the con fid en ce and
an action, you can start a perform an ce that lasts until com p eten ce o f others. W h en a creature that you can
the end o f your next turn. D uring that time, you and any see w ithin 6 0 feet o f you m akes an attack roll, an ability
friendly creatu res w ithin 30 feet o f you have advantage check, or a dam age roll, you can use your reaction to
on saving th row s against being frightened or charm ed. expend on e o f your u ses o f B ardic Inspiration, rolling
A creature m ust be able to hear you to gain this benefit. a B ardic Inspiration die and subtracting the num ber
Th e p erform a n ce en ds early if you are incapacitated or rolled from the creatu res roll. You can c h o o s e to use
silen ced or if you voluntarily en d it (no action required). this feature after the creature m akes its roll, but before
the DM determ ines w hether the attack roll or ability
ch eck su cceed s or fails, or before the creature deals its son gs, they inspire others to reach the sam e heights o f
dam age. The creature is im m une if it can t hear you or if accom plish m en t as the h eroes o f old.
its im m une to being charm ed.
B o n u s P r o f ic ie n c ie s
A d d it io n a l M a g ic a l Se c r e t s W hen you jo in the C ollege o f Valor at 3rd level, you
At 6th level, you learn tw o spells o f your ch oice from any gain proficiency w ith m edium arm or, shields, and
class. A spell you c h o o s e m ust be o f a level you can cast, m artial w eapon s.
as sh ow n on the Bard table, or a cantrip. The ch osen
spells coun t as bard sp ells for you but d on t count C ombat In sp ir a t io n
against the num ber o f bard spells you know. A lso at 3rd level, you learn to inspire others in battle.
A creature that has a B ardic Inspiration die from you
P eerless Sk il l can roll that die and add the num ber rolled to a w eapon
Starting at 14th level, w hen you m ake an ability check, dam age roll it just m ade. Alternatively, w hen an attack
you can expend on e u se o f B ardic Inspiration. Roll a roll is m ade against the creature, it can u se its reaction
B ardic Inspiration die and add the num ber rolled to to roll the B ardic Inspiration die and add the num ber
you r ability check . You can c h o o s e to do s o after you roil rolled to its AC against that attack, after seein g the roll
the die for the ability check, but before the DM tells you but before kn ow in g w hether it hits or m isses.
w hether you su cce e d or fail.
Ex t r a A ttack

C ollege of Valor Starting at 6th level, you can attack tw ice, instead o f
on ce, w hen ever you take the Attack action on your turn.
B ards o f the C ollege o f Valor are daring skalds w h ose
tales keep alive the m em ory o f the great h eroes o f the Battle M ag ic
past, and thereby inspire a n ew generation o f h eroes. At 14th level, you have m astered the art o f w eaving
T h ese bards gather in m ead halls or around great sp ellcastin g and w eap on u se into a single h arm on ious
bon fires to sing the d eed s o f the mighty, both past act. W h en you use your action to cast a bard spell, you
and present. Th ey travel the land to w itn ess great can m ake one w eap on attack as a bon u s action.
events firsthand and to ensure that the m em ory of
th ose events d oesn t pa ss from the w orld. W ith their
A rm s and eyes upraised tow ard the sun and a prayer
on his lips, an elf begin s to g low w ith an inner light that
spills out to heal his battle-worn com pan ion s.
Chanting a son g o f glory, a d w arf sw in g s his axe
in w ide sw aths to cut through the ranks o f orc s
arrayed against him , sh ou tin g praise to the g od s w ith
every fo e s fall.
Calling dow n a cu rse upon the forces o f undeath, a
hum an lifts her holy sym bol as light p ou rs from it to
drive ba ck the zom b ies crow d in g in on her com pan ion s.
C lerics are interm ediaries b etw een the m ortal w orld
and the distant planes o f the gods. A s varied as the gods
they serve, clerics strive to em b ody the h andiw ork o f
their deities. No ordinary priest, a cleric is im bued with
divine m agic.

H e a le r s a n d W a r r io r s
Divine m agic, as the nam e suggests, is the p ow er o f
the gods, flow ing from them into the w orld. C lerics are
conduits for that pow er, m anifesting it as m iracu lou s
effects. The gods d on t grant this p ow er to everyone w h o
seek s it, but only to th ose c h osen to fulfill a high calling.
H arn essin g divine m agic d oesn t rely on study or
training. A cleric m ight learn form ulaic prayers and
ancient rites, but the ability to cast cleric spells relies on
devotion and an intuitive sen se o f a deitys w ishes.
C lerics com bin e the helpful m agic o f healing and
inspiring their allies with sp ells that harm and hinder
foes. Th ey can provoke awe and dread, lay c u rses o f
plague or poison, and even call dow n flam es from heaven
to con su m e their en em ies. For th ose evildoers w h o w ill
benefit m ost from a m a ce to the head, clerics depen d on
their com bat training to let them w ade into m elee with
the p ow er o f the g od s on their side.

D iv in e A g e n ts
Not every acolyte or officiant at a tem ple or shrine is a
cleric. S o m e priests are called to a sim ple life o f tem ple
service, carryin g out their g o d s w ill through prayer and
sacrifice, not by m a gic and strength o f arm s. In som e
cities, p riesth ood am ounts to a political office, view ed
as a stepping stone to higher position s o f authority and
involving n o com m u n ion with a god at all. True clerics
are rare in m ost hierarchies.
W h en a cleric takes up an adventuring life, it is usually
b eca u se his or her g od dem an ds it. P u rsuing the goals
o f the g od s often involves braving dangers beyon d the
w alls o f civilization, sm iting evil or seek in g holy relics in
ancient tom bs. M any clerics are a lso ex pected to protect
T h e C l e r ic

Spell Slots per Spell Level


Proficiency Cantrips
Level Bonus Features Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

1st +2 Spellcasting, Divine Domain 3 2

2nd +2 Channel Divinity (1/rest), 3 3

Divine Domain feature


3rd +2 3 4 2

4th +2 Ability Score Improvement 4 4 3

5th +3 Destroy Undead (CR 1/2) 4 4 3 2


6th +3 Channel Divinity (2/rest), 4 4 3 3
Divine Domain feature
7th +3 4 4 3 3 1

8th +3 Ability Score Improvement, Destroy Undead 4 4 3 3 2

(CR 1), Divine Domain feature


9th +4 4 4 3 3 3 1
10th +4 Divine Intervention 5 4 3 3 3 2
11th +4 Destroy Undead (CR 2) 5 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 4 3 3 3 2 1
13th +5 5 4 3 3 3 2 1 1
14th +5 Destroy Undead (CR 3) 5 4 3 3 3 2 1 1
15th +5 5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1
17th +6 Destroy Undead (CR 4), 5 4 3 3 3 2 1 1 1 1
Divine Domain feature
18th +6 Channel Divinity (3/rest) 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Divine Intervention improvement 5 4 3 3 3 3 2 2 1 1

their deities w orsh ipers, w h ich can m ean fighting


ram paging orc s, negotiating p ea ce b etw een w arrin g
C lass Features
nations, or sea lin g a portal that w ou ld allow a dem on A s a cleric, you gain the follow in g cla ss features.
prin ce to enter the w orld.
H it P o in t s
M ost adventuring clerics m aintain som e con n ection to
Hit Dice: 1d8 p er cleric level
established tem ples and orders o f their faiths. A tem ple
Hit Points at 1st Level: 8 + your Constitution m odifier
m ight ask for a clerics aid, or a high priest m ight be in a
Hit Points at Higher Levels: 1d8 (or 5) + your
position to dem an d it.
Constitution m odifier per cleric level after 1st

C r e a t in g a C leric P r o fic ie n c ie s
A s you create a cleric, the m ost im portant question to Arm or: Light armor, m edium armor, shields
con sid er is w h ich deity to serve and w hat prin ciples you Weapons: All sim ple w eap on s
w ant your character to em body. A pp en dix B includes Tools: N one
lists o f m any o f the g od s o f the multiverse. C h eck with
Saving Throws: W isdom , Charism a
your D M to learn w hich deities are in your cam paign.
Skills: C h oose tw o from History, Insight, M edicine,
O n ce you ve ch osen a deity, con sid er your cleric's
Persuasion, and R eligion
relationship to that god. D id you enter this serv ice
w illingly? O r did the g od c h o o s e you, im pelling you into E q u ipm e n t
serv ice w ith n o regard for your w ish es? H ow do the You start with the follow in g equipm ent, in addition to
tem ple priests o f your faith regard you: as a cham pion
the equipm ent granted by your background:
or a troublem aker? W h at are your ultimate goals? D oes
your deity have a sp ecia l task in m ind for you? O r are (a) a m a ce or (b) a w arham m er (if proficient)
you striving to prove y ou rself w orthy o f a great quest? (a) sca le mail, (b) leather armor, or (c) chain m ail (if
proficient)
Q u ic k Bu il d (a) a light cro s s b o w and 20 bolts or (b) any sim ple
You can m ake a cleric quickly by follow in g these w eapon
suggestion s. First, W isd om should be your highest (a) a priests pack or (b) an explorers pack
ability score, follow ed by S tren gth or Constitution. A shield and a holy sym bol
S econ d , c h o o s e the acolyte background.
Sp e l l c a st in g You can change your list o f prepared sp ells w hen you
finish a lon g rest. P reparin g a n ew list o f cleric spells
A s a conduit for divine pow er, you can cast cleric spells.
requ ires tim e spent in prayer and m editation: at least 1
S e e chapter 10 for the general rules o f sp ellcastin g and
m inute per spell level for each spell on your list.
chapter 11 for the cleric spell list.
Sp e l l c a s t in g A b il it y
C a n t r ip s
W isd om is your sp ellcastin g ability for your cleric spells.
At 1st level, you k n ow three cantrips o f your ch oice from
T h e p ow er o f your sp ells c o m e s from your devotion to
the cleric spell list. You learn additional cleric cantrips
your deity. You u se your W isd om w hen ever a cleric spell
o f your ch oice at higher levels, as sh ow n in the Cantrips
refers to your sp ellcastin g ability. In addition, you use
K n ow n colu m n o f the Cleric table.
your W isd om m odifier w hen setting the saving th row
D C for a cleric spell you cast and w hen m aking an
P r e p a r in g and C a s t in g Spells
attack roll w ith one.
T h e Cleric table sh ow s h ow m any spell slots you have
to cast your spells o f 1st level and higher. To cast on e o f Spell save D C = 8 + your proficiency bonus +
th ese spells, you m ust expend a slot o f the sp ells level your Wisdom modifier
or higher. You regain all expen ded spell slots w hen you
Spell attack modifier = your proficiency bonus +
finish a lon g rest.
your Wisdom modifier
You prepare the list o f cleric spells that are available
for you to cast, ch oosin g from the cleric spell list. W h en
R it u a l C a s t in g
you do so, c h o o s e a num ber o f cleric spells equal to
You can cast a cleric spell as a ritual if that spell has the
your W isd om m odifier + your cleric level (m inim um o f
ritual tag and you have the spell prepared.
on e spell). The spells must be o f a level for w hich you
have spell slots. Sp e l l c a s t in g F o c u s
For exam ple, if you are a 3rd-level cleric, you have four You can use a holy sym b ol (found in chapter 5) as a
1st-level and tw o 2nd-level spell slots. W ith a W isd om sp ellcastin g focu s for your cleric spells.
o f 16, your list o f prepared spells can include six spells
o f 1st or 2nd level, in any com bination. If you prepare D iv in e D o m a in
the 1st-level sp ell cure wounds, you can cast it using
C h oose on e dom ain related to your deity: K now ledge,
a 1st-level or 2nd-level slot. C asting the spell d oesn t
rem ove it from your list o f prepared spells. Life, Light, Nature, Tem pest, Trickery, or War. Each
dom ain is detailed at the end o f the class description,
and each on e provides exam ples o f g od s associated
w ith it. Y our ch oice grants you dom ain sp ells and other
features w hen you c h o o s e it at 1st level. It also grants
you additional w ays to use Channel Divinity w hen you
gain that feature at 2nd level, and additional benefits at
6th, 8th, and 17th levels.

D o m a in Spells
E ach dom ain has a list o f sp ellsits dom ain sp ells
that you gain at the cleric levels noted in the dom ain
description. O nce you gain a dom ain spell, you always
have it prepared, and it d oesn t coun t against the
num ber o f spells you ca n prepare each day.
If you have a dom ain spell that d oesn t appear on the
cleric spell list, the spell is nonetheless a cleric spell for you.

C h a n n e l D iv in it y
At 2nd level, you gain the ability to channel divine
en ergy directly from your deity, using that en ergy to fuel
m agical effects. You start with tw o such effects: Turn
U ndead and an effect determ ined by your dom ain. S om e
dom ain s grant you additional effects as you advance in
levels, as noted in the dom ain description.
W h en you u se your Channel Divinity, you c h o o s e
w hich effect to create. You m ust then finish a short or
lon g rest to u se your Channel Divinity again.
S o m e Channel Divinity effects require saving throw s.
W h en you use such an effect from this class, the DC
equals your cleric spell save DC.
B egin n in g at 6th level, you can u se your Channel
Divinity tw ice betw een rests, and beginning at 18th level.
you can use it three tim es betw een rests. W h en you finish dom ain s o f K now ledge, Life, and Light. A s a cleric, you
a short or long rest, you regain your expen ded u ses. c h o o s e on e aspect o f your deitys portfolio to em phasize,
and you are granted p ow ers related to that dom ain.
C hannel D iv in it y : Turn U ndead Your ch oice might c orresp on d to a particular sect
A s an action, you present your holy sym bol and sp eak a dedicated to your deity. A pollo, for exam ple, cou ld be
prayer cen su rin g the undead. E ach undead that can see w orsh ip ed in on e region as P h oeb u s (radiant) A pollo,
or hear you w ithin 30 feet o f you must m ake a W isdom em phasizing his influence over the Light dom ain,
saving throw. If the creature fails its saving throw, it is and in a different place as A p ollo A cesiu s (h ealing),
turned for 1 m inute or until it takes any dam age. em phasizing his a ssocia tion w ith the Life dom ain.
A turned creature m ust spend its turns trying to m ove Alternatively, your ch oice o f dom ain cou ld sim ply b e a
as far away from you as it can, and it can t w illingly m atter o f p erson al preference, the asp ect o f the deity
m ove to a sp ace w ithin 30 feet o f you. It also ca n t take that appeals to you most.
reactions. F or its action, it can use only the D ash action E ach dom ain s description gives exam ples o f deities
or try to esca p e from an effect that prevents it from w h o have influence over that dom ain. G od s are included
m oving. If th eres now h ere to m ove, the creature can use from the w orld s o f the Forgotten R ealm s, Greyhawk,
the D od g e action. D ragon lance, and E b erron cam paign settings, as w ell as
from the Celtic, G reek, N orse, and Egyptian pantheons
A b il it y Sco re Im pr o vem en t o f antiquity.
W h en you reach 4th level, and again at 8th, 12th, 16th,
and 19th level, you can in crease on e ability sc o r e o f your K n o w le d g e D o m a in
ch oice by 2, or you ca n in crease tw o ability s c o r e s o f T h e gods o f kn ow led geincluding O ghm a, B o cco b ,
your ch oice by 1. A s norm al, you ca n t in crease an ability Gilean, A u reon, and T h oth value learning and
sco re above 20 using this feature. understanding above all. S o m e teach that kn ow led ge is
to b e gathered and sh ared in libraries and universities,
D estroy U ndead or prom ote the practical kn ow led ge o f craft and
Starting at 5th level, w hen an undead fails its saving invention. S o m e deities hoard kn ow led ge and keep its
throw against your Turn U ndead feature, the creature is secrets to them selves. A n d som e prom ise their follow ers
instantly destroyed if its challenge rating is at or below a that they w ill gain trem en dou s p ow er if they u n lock the
certain threshold, as show n in the D estroy Undead table. secrets o f the multiverse. F ollow ers o f th ese g od s study
esoteric lore, collect old tom es, delve into the secret
D estr o y U n d e a d p la ces o f the earth, and learn all they can. S o m e gods
o f kn ow led ge prom ote the practical k n ow led ge o f craft
Cleric Level Destroys Undead o f CR
and invention, including sm ith deities like G ond, R eorx,
5th 1/2 or lower
Onatar, M oradin, H ephaestus, and Goibhniu.
8 th 1 or lower
11th 2 or lower K n o w l e d g e D o m a in S pells
14th 3 or lower
Cleric Level Spells
17th 4 or lower
1st c o m m a nd , identify
3rd augury, suggestion

D iv in e In t e r v e n t io n 5th nondetection, speak with dead


7th arcane eye, confusion
B egin ning at 10th level, you can call on your deity to
9th legend lore, scrying
intervene on your beh alf w hen your need is great.
Im ploring your deitys aid requ ires you to u se your
B l e s s in g s of K now ledge
action. D escrib e the assistance you seek, and roll
At 1st level, you learn tw o languages o f y ou r choice.
percentile dice. If you roll a num ber equal to or low er
Y ou also b e c o m e proficient in y ou r ch oice o f tw o o f the
than your cleric level, your deity intervenes. T h e DM
follow in g skills: A rcana, History, Nature, or Religion.
c h o o s e s the nature o f the intervention; the effect o f any
Y our proficiency bon u s is doubled for any ability ch eck
cleric spell or cleric dom ain spell w ou ld be appropriate.
you m ake that uses either o f th ose skills.
If your deity intervenes, you ca n t u se this feature
again for 7 days. O therw ise, you can use it again after
C hannel D iv in it y :
you finish a lon g rest.
K now ledge of the A ges
At 20th level, your call for intervention su cce e d s
Starting at 2nd level, you can u se your Channel Divinity
automatically, n o roll required.
to tap into a divine w ell o f kn ow ledge. A s an action,
you c h o o s e on e skill or tool. For 10 m inutes, you have
D iv in e D o m a in s proficiency w ith the ch osen skill or tool.
In a pantheon, every deity has influence over different
C hannel D iv in it y : R ead T h oughts
asp ects o f m ortal life and civilization, called a deitys
dom ain. A ll the dom ain s over w h ich a deity has At 6th level, you can use your Channel Divinity to read a
influence are called the deitys portfolio. For exam ple, creatu res thoughts. You can then u se your a cce ss to the
the portfolio o f the G reek god A p ollo includes the creatu res m ind to com m a n d it.
A s an action, c h o o s e one creature that you can see o f h ealing or endurance (such as Ilmater, M ishakal,
w ithin 6 0 feet o f you. That creature must m ake a A pollo, and D iancecht), and g od s o f h om e and
W isd om saving throw. If the creature su cce e d s on the com m u n ity (such as Hestia, Hathor, and Boldrei).
saving throw, you ca n t use this feature on it again until
you finish a long rest. Life D o m a in S pells
If the creature fails its save, you can read its su rface Cleric Level Spells
thoughts (those forem ost in its mind, reflecting its
1st bless, cure w ounds
current em otion s and w hat it is actively thinking
3rd lesser restoration, spiritual w eapon
about) w hen it is w ithin 60 feet o f you. T h is effect lasts
5th beacon o f hope, revivify
for 1 minute.
D uring that tim e, you can use your action to end this 7th death ward, gu ard ia n o f faith

effect and cast the suggestion spell on the creature 9th m ass cure w ounds, raise dead
w ithout expending a spell slot. T h e target autom atically
fails its saving throw against the spell. B onus P r o f ic ie n c y
W h en you c h o o s e this dom ain at 1st level, you gain
Po t e n t Sp e l l c a s t in g proficiency with heavy armor.
Starting at 8th level, you add your W isd om m odifier to
the dam age you deal with any cleric cantrip. D is c ip l e o f L if e

A lso starting at 1st level, your h ealing spells are m ore


V is io n s o f t h e Pa s t effective. W h enever you u se a spell o f 1st level or higher
Starting at 17th level, you can call up vision s o f the to restore hit points to a creature, the creature regains
past that relate to an object you hold or your im m ediate additional hit points equal to 2 + the sp ells level.
surroundings. You sp end at least 1 m inute in meditation
and prayer, then receive dream like, sh ad ow y glim p ses C hannel D iv in it y : Preserve L if e
o f recent events. You can m editate in this w ay for a Starting at 2nd level, you can u se your Channel Divinity
num ber o f m inutes equal to your W isd om sc o r e and to heal the badly injured.
must m aintain concentration during that time, as if you A s an action, you presen t your holy sym bol and
w ere castin g a spell. evoke h ealing en ergy that can restore a num ber o f hit
O n ce you use this feature, you ca n t use it again until points equal to five tim es your cleric level. C h oose any
you finish a short or lon g rest. creatu res w ithin 30 feet o f you, and divide th ose hit
Object Reading. H olding an object as you meditate, points am ong them . T his feature can restore a creature
you can see vision s o f the o b je cts previous owner. to no m ore than h alf o f its hit point m axim um . You ca n t
After m editating for 1 minute, you learn h ow the ow n er u se this feature on an undead or a construct.
acqu ired and lost the object, as w ell as the m ost recent
significant event involving the object and that owner. B lessed H ealer

If the object w as ow n ed by another creature in the B egin ning at 6th level, the healing spells you cast on
recen t past (within a num ber o f days equal to your others heal you as w ell. W h en you cast a spell o f 1st
W isd om score), you can spend 1 additional minute level or higher that restores hit points to a creature
for each ow n er to learn the sa m e inform ation about other than you, you regain hit points equal to 2 + the
that creature. spells level.
Area Reading. A s you meditate, you see vision s
D iv in e St r i k e
o f recen t events in your im m ediate vicinity (a room ,
street, tunnel, clearing, or the like, up to a 50 -foot cube), At 8th level, you gain the ability to infuse your w eapon
g oin g back a num ber o f days equal to your W isd om strikes w ith divine energy. O n ce on each o f your turns
score. For each minute you meditate, you learn about w hen you hit a creature with a w eapon attack, you can
on e significant event, begin n in g with the m ost recent. cau se the attack to deal an extra 1d8 radiant dam age to
the target. W h en you reach 14th level, the extra dam age
Significant events typically involve pow erfu l em otions,
in creases to 2d8.
su ch as battles and betrayals, m arriages and m urders,
births and funerals. However, they m ight also include
Su p r e m e H e a l in g
m ore m undane events that are n evertheless im portant
Starting at 17th level, w hen you w ould norm ally roll
in your current situation.
on e or m ore dice to restore hit points with a spell, you
instead u se the h ighest num ber p ossib le for each die.
L if e D o m a in
F or exam ple, instead o f restoring 2d6 hit points to a
T h e Life dom ain fo c u s e s on the vibrant positive creature, you restore 12.
en ergyon e o f the fundam ental forces o f the universe
that sustains all life. The gods o f life prom ote vitality L ig h t D o m a in
and health through healing the sick and w ounded,
G od s o f lightincluding Helm , Lathander, Pholtus,
caring for th ose in need, and driving away the forces o f
Branchala, the Silver Flam e, Belenus, A pollo, and
death and undeath. A lm ost any non-evil deity can claim
R e-H orakhtyprom ote the ideals o f rebirth and
influence over this dom ain, particularly agricultural
renew al, truth, vigilance, and beauty, often using the
deities (such as Chauntea, Araw ai, and D em eter), sun
sym bol o f the sun. S o m e o f th ese g od s are portrayed
g od s (such as Lathander, Pelor, and Re-Horakhty), gods
as the sun itself or as a charioteer w h o guides the sun
a cro ss the sky. O thers are tireless sentinels w h o s e eyes
pierce every sh adow and see through every deception.
S om e are deities o f beauty and artistry, w h o teach that
art is a vehicle for the sou l's im provem ent. C lerics o f a
god o f light are enlightened sou ls in fused w ith radiance
and the p ow er o f their g o d s discern in g vision, charged
with chasin g away lies and burning away darkness.

Lig h t D o m a in S pells

Cleric Level Spells


1st b u rn in g h a nds, faerie fire
3rd f la m in g sphere, sco rch in g ray
5th daylight, f ireball
7th gu ardia n o f faith, wall of f ire
9th f la m e strike, scrying

Bonus C a n t r ip
W h en you c h o o s e this dom ain at 1st level, you gain the
light cantrip if you don t already k n ow it.

W a r d in g F l a r e
A lso at 1st level, you can in terpose divine light betw een
y ou rself and an attacking enemy. W h en you are attacked
by a creature w ithin 30 feet o f you that you can see,
you can u se your reaction to im pose disadvantage on
the attack roll, cau sin g light to flare before the attacker
before it hits or m isses. A n attacker that ca n t be blinded
is im m une to this feature.
You can u se this feature a num ber o f tim es equal to
your W isd om m odifier (a m inim um o f once). You regain
all expen ded u ses w hen you finish a long rest.

C hannel D iv in it y : R a d ia n c e o f t h e Daw n
Starting at 2nd level, you can use your Channel Divinity
to h arn ess sunlight, banish in g dark n ess and dealing N atu re D o m ain
radiant dam age to your foes. G od s o f nature are as varied as the natural w orld
A s an action, you presen t your holy sym bol, and any itself, from inscrutable g od s o f the deep forests (such
m agical darkn ess w ithin 30 feet o f you is dispelled. as Silvanus, Obad-Hai, Chislev, Balinor, and Pan) to
Additionally, each hostile creature w ithin 30 feet of friendly deities a ssocia ted with particular sprin gs and
you m ust m ake a Constitution saving throw. A creature groves (such as Eldath). D ruids revere nature as a
takes radiant dam age equal to 2 d 10 + your cleric level w h ole and m ight serve one o f these deities, practicing
on a failed saving throw, and half as m uch dam age on a m ysterious rites and reciting all-but-forgotten prayers in
su ccessfu l one. A creature that h as total cover from you their ow n secret tongue. But m any o f these g od s have
is not affected. clerics as w ell, cham pion s w ho take a m ore active role
in advancing the interests o f a particular nature god.
Im p r o v e d F l a r e
T h ese clerics m ight hunt the evil m on strosities that
Starting at 6th level, you ca n also use your W arding
d espoil the w ood lan d s, b less the harvest o f the faithful,
Flare feature w hen a creature that you can see w ithin
or w ither the crop s o f th ose w h o anger their gods.
3 0 feet o f you attacks a creature other than you.

N ature D o m a in S pells
P o t e n t S p e l l c a s t in g
Starting at 8th level, you add your W isd om m odifier to Cleric Level Spells
the dam age you deal with any cleric cantrip. 1st a n im a l friendship, speak with anim als
3rd barkskin, spike grow th
C o r o n a o f L ig h t
5th plant growth, w ind wall
Starting at 17th level, you can use your action to activate
7th dom inate beast, gra sp ing vine
an aura o f sunlight that lasts for 1 minute or until you
9th insect plague, tree stride
d ism iss it usin g another action. You emit bright light in
a 60 -foot radius and dim light 30 feet beyond that. Your
en em ies in the bright light have disadvantage on saving
throw s against any spell that deals fire or radiant damage.
A colyte of N ature righ teou sn ess or to en cou ra ge them to offer sa crifices o f
At 1st level, you learn on e druid cantrip o f your choice. propitiation to w ard o ff divine wrath.
You also gain proficiency in one o f the follow in g skills o f
your ch oice: A nim al H andling, Nature, or Survival. Te m p e st D o m a in S pells

Cleric Level Spells


B o n u s P r o f ic ie n c y
1st f o g cloud, thunderw ave
A lso at 1st level, you gain proficiency w ith heavy armor.
3rd gu st o f wind, shatter

C hannel D iv in it y : C harm A n im a l s 5th call lightning, sleet storm


and Plants 7th control water, ice storm
Starting at 2nd level, you can use your Channel Divinity 9th destructive wave, insect plague
to charm anim als and plants.
A s an action, you present you r holy sym bol and invoke B o n u s P r o f ic ie n c ie s
the nam e o f your deity. Each beast or plant creature that At 1st level, you gain proficiency w ith m artial w eap on s
can see you w ithin 30 feet o f you must m ake a W isd om and heavy armor.
saving throw. If the creature fails its saving throw, it is
ch a rm ed by you for 1 m inute or until it takes dam age. W rath of th e St o r m
W h ile it is ch arm ed by you, it is friendly to you and other A lso at 1st level, you can thunderously rebuke attackers.
creatu res you designate. W h en a creature w ithin 5 feet o f you that you can see
hits you w ith an attack, you can use your reaction to
Dam pen Elem ents cau se the creature to m ake a D exterity saving throw.
Starting at 6th level, w hen you or a creature w ithin 30 T h e creature takes 2d8 lightning or thunder dam age
feet o f you takes acid, cold, fire, lightning, or thunder (your ch oice) on a failed saving throw, and half as m uch
dam age, you can u se your reaction to grant resistan ce to dam age on a su ccessfu l one.
the creature against that in stan ce o f the dam age. You can u se this feature a num ber o f tim es equal to
your W isd om m odifier (a m inim um o f once). You regain
D iv in e St r i k e
all expen ded u ses w hen you finish a long rest.
At 8th level, you gain the ability to infuse your w eapon
strikes w ith divine energy. O nce on each o f your turns C hannel D iv in it y : D e s t r u c t iv e W rath
w hen you hit a creature w ith a w eap on attack, you Starting at 2nd level, you can u se your Channel Divinity
can cau se the attack to deal an extra 1d8 cold, fire, or to w ield the pow er o f the storm w ith u nch eck ed ferocity.
lightning dam age (your choice) to the target. W h en you W h en you roll lightning or thunder dam age, you can
reach 14th level, the extra dam age in creases to 2d8. use your Channel Divinity to deal m axim u m dam age,
instead o f rolling.
M aster of Nature
At 17th level, you gain the ability to com m a n d anim als T hunderbolt St r i k e
and plant creatures. W h ile creatu res are charm ed by At 6th level, w hen you deal lightning dam age to a Large
your Charm A n im als and Plants feature, you can take or sm aller creature, you can also push it up to 10 feet
a bon u s action on your turn to verbally c om m a n d what away from you.
each o f th ose creatu res w ill do on its next turn.
D iv in e St r i k e
T em pe st D o m a in At 8th level, you gain the ability to infuse your w eapon
G o d s w h o s e portfolios include the Tem pest d o m a in - strikes w ith divine energy. O n ce on each o f your turns
including Talos, U m berlee, K ord, Z eb oim , the w hen you hit a creature with a w eap on attack, you can
Devourer, Z eus, and T h orgovern storm s, sea, and cau se the attack to deal an extra 1d8 thunder dam age to
sky. Th ey include g od s o f lightning and thunder, gods the target. W h en you reach 14th level, the extra dam age
o f earthquakes, so m e fire gods, and certain g od s o f in creases to 2d8.
violen ce, physical strength, and courage. In som e
St o r m born
pantheons, a god o f this dom ain rules over other deities
At 17th level, you have a flying sp eed equal to
and is k n ow n for sw ift ju stice delivered by thunderbolts.
your current w alking sp eed w hen ever you are not
In the pantheons o f seafaring people, gods o f this
undergrou nd or in doors.
dom ain are o ce a n deities and the patrons o f sailors.
Tem pest g od s send their clerics to inspire fear in the
T r ic k e r y D o m a in
co m m o n folk, either to keep th ose folk on the path o f
G od s o f trickerysuch as Tymora, Beshaba,
O lidam m ara, the Traveler, Garl Glittergold, and
L ok iare m ischief-m akers and instigators w h o stand
as a constant challenge to the accep ted order am ong
both g od s and m ortals. T h eyre patrons o f thieves,
scou n d rels, gam blers, rebels, and liberators. Their
clerics are a disruptive force in the w orld, puncturing
pride, m ock in g tyrants, stealing from the rich, freeing
captives, and flouting h ollow traditions. Th ey prefer
subterfuge, pranks, deception , and theft rather than w atch over w arriors and rew ard them for their great
direct confrontation. deeds. T h e clerics o f such g od s excel in battle, inspiring
others to fight the g o o d fight or offering acts o f violen ce
Tr ickery D o m a in S pells as prayers. G od s o f w ar include ch a m pion s o f h onor
Cleric Level Spells and chivalry (such as Torm , H eironeou s, and Kiri-
Jolith) as w ell as g od s o f destruction and pillage (such
1st ch a rm person, disguise self
as Erythnul, the Fury, G ruum sh, and A res) and g od s o f
3rd m irror im age, pa ss without trace
conquest and dom ination (such as Bane, Hextor, and
5th blink, dispel m agic
Maglubiyet). Other w ar g od s (such as Tem pus, Nike,
7th dim ension door, polym orph
and Nuada) take a m ore neutral stance, prom oting w ar
9th do m in ate person, m odify m e m ory in all its m anifestations and supporting w arriors in any
circu m stan ce.
B le ssin g of th e T r ic k st e r
Starting w hen you c h o o s e this dom ain at 1st level, you W ar D o m a in S pells
can use your action to touch a w illing creature other
Cleric Level Spells
than y ou rself to give it advantage on D exterity (Stealth)
1st divine favor, shield o f faith
ch ecks. T h is blessin g lasts for 1 hour or until you use
3rd m a g ic weapon, spiritual w eapon
this feature again.
5th crusad ers mantle, spirit gu ardians
C hannel D iv in it y : In v o k e D u p l ic it y 7th fre e do m o f m ovem ent, stoneskin
Starting at 2nd level, you can use y ou r Channel Divinity 9th f la m e strike, hold m onster
to create an illusory duplicate o f yourself.
A s an action, you create a perfect illusion o f B o n u s P r o fic ie n c ie s
y ou rself that lasts for 1 m inute, or until you lose your At 1st level, you gain proficiency w ith m artial w eap on s
concentration (as if you w ere concentratin g on a spell). and heavy armor.
The illusion appears in an u n occu p ied sp ace that you
can see w ithin 30 feet o f you. A s a bon u s action on your W a r P r ie st
turn, you can m ove the illusion up to 30 feet to a sp ace F rom 1st level, your god delivers bolts o f inspiration to
you can see, but it must rem ain w ithin 120 feet o f you. you w hile you are engaged in battle. W h en you use the
For the duration, you ca n cast spells as though you Attack action, you can m ake on e w ea p on attack as a
w ere in the illusions space, but you m ust use your ow n bon u s action.
sen ses. Additionally, w hen both you and your illusion You ca n u se this feature a num ber o f tim es equal to
are w ithin 5 feet o f a creature that can see the illusion, your W isd om m odifier (a m inim um o f once). You regain
you have advantage on attack rolls against that creature, all expended u ses w hen you finish a long rest.
given h ow distracting the illusion is to the target.
C hannel D iv in it y : G u id e d St r i k e
C hannel D iv in it y : C lo a k of Sh a d o w s Starting at 2nd level, you can use your Channel Divinity
Starting at 6th level, you can u se your Channel to strike w ith supernatural accuracy. W h en you m ake
D ivinity to vanish. an attack roll, you can u se your Channel Divinity to gain
A s an action, you b e co m e invisible until the end o f your a +10 bon u s to the roll. You m ake this ch oice after you
next turn. You b e co m e visible if you attack or cast a spell. see the roll, but before the DM says w hether the attack
hits or m isses.
D iv in e St r i k e
At 8th level, you gain the ability to infuse your w eapon C hannel D iv in it y : War G o d s B le ssin g
strikes w ith p o iso n a gift from your deity. O nce on each At 6th level, w hen a creature w ithin 30 feet o f you
o f your turns w hen you hit a creature w ith a w eapon m akes an attack roll, you can u se y ou r reaction to grant
attack, you can cau se the attack to deal an extra 1d8 that creature a +10 bon u s to the roll, usin g your Channel
p oison d am age to the target. W h en you reach 14th level, Divinity. You m ake this ch oice after you see the roll, but
the extra dam age in creases to 2d8. before the DM says w hether the attack hits or m isses.

Im proved D u p l ic it y D iv in e St r i k e
At 17th level, you can create up to four duplicates At 8th level, you gain the ability to infuse your w eap on
o f yourself, instead o f one, w hen you u se Invoke strikes w ith divine energy. O n ce on each o f your turns
Duplicity. A s a bon u s action on your turn, you can w hen you hit a creature w ith a w eap on attack, you can
m ove any n um ber o f them up to 30 feet, to a m axim um cau se the attack to deal an extra 1d8 dam age o f the
range o f 120 feet. sam e type dealt by the w ea p on to the target. W h en you
reach 14th level, the extra dam age in creases to 2d8.
W a r D o m a in
A vatar of Battle
W ar has m any m anifestations. It can m ake h eroes o f
At 17th level, you gain resistance to bludgeoning, piercing,
ordinary people. It can be desperate and horrific, with
and slashing dam age from n onm agical w eapon s.
acts o f cruelty and cow a rd ice eclipsing in stan ces o f
excellen ce and courage. In either case, the gods o f w ar
D ruid
H olding high a gnarled staff w reathed with holly, an elf
su m m on s the fury o f the storm and calls d ow n explosive
bolts o f lightning to sm ite the torch-carryin g orc s w ho
threaten her forest.
C rou ch in g out o f sight on a high tree branch in the
form o f a leopard, a hum an p eers out o f the ju n gle at the
strange construction o f a tem ple o f Evil Elem ental Air,
keepin g a clo se eye on the cultists activities.
Sw in g in g a blade form ed o f pure fire, a h alf-elf
ch arges into a m a ss o f skeletal soldiers, sundering
the unnatural m agic that gives the foul creatu res the
m ock in g sem bla n ce o f life.
W h eth er calling on the elem ental forces o f nature or
em ulating the creatu res o f the anim al w orld, druids are
an em bodim ent o f natures resilience, cunning, and fury.
They claim n o m astery over nature. Instead, they see
them selves as exten sion s o f natures indom itable will.

Pow er of N ature
D ruids revere nature above all, gaining their spells and
other m agical p ow ers either from the force o f nature
itself or from a nature deity. M any druids pursue a
m ystic spirituality o f transcendent union with nature
rather than devotion to a divine entity, w hile others
serve g od s o f w ild nature, anim als, or elem ental forces.
Th e ancient druidic traditions are som etim es called
the Old Faith, in contrast to the w orship o f g od s in
tem ples and shrines.
D ruid sp ells are oriented tow ard nature and an im als
the p ow er o f tooth and claw, o f sun and m oon , o f fire
and storm . D ruids also gain the ability to take on anim al
form s, and som e druids m ake a particular study o f this
practice, even to the point w h ere they prefer anim al
form to their natural form .

P reserve th e Ba la n c e
F or druids, nature exists in a preca riou s balance. The
four elem ents that m ake up a w orld air, earth, fire,
T he D r u id

Spell Slots per Spell Level


Proficiency Cantrips
Level Bonus Features Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Druidic, Spellcasting 2 2
2nd +2 Wild Shape, Druid Circle 2 3
3rd +2 2 4 2
4th +2 Wild Shape improvement, 3 4 3
Ability Score Improvement
5th +3 3 4 3 2
6th +3 Druid Circle feature 3 4 3 3
7th +3 3 4 3 3 1
8th +3 Wild Shape improvement, 3 4 3 3 2
Ability Score Improvement
9th +4 3 4 3 3 3 1

10th +4 Druid Circle feature 4 4 3 3 3 2

11th +4 4 4 3 3 3 2 1

12th +4 Ability Score Improvement 4 4 3 3 3 2 1

13th +5 4 4 3 3 3 2 1 1

14th +5 Druid Circle feature 4 4 3 3 3 2 1 1

15th +5 4 4 3 3 3 2 1 1 1

16th +5 Ability Score Improvement 4 4 3 3 3 2 1 1 1

17th +6 4 4 3 3 3 2 1 1 1 1
18th +6 Timeless Body, Beast Spells 4 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 4 3 3 3 3 2 1 1 1
20th +6 Archdruid 4 4 3 3 3 3 2 2 1 1

and w atermust rem ain in equilibrium . If on e elem ent as a sign that b e co m in g a druid
w ere to gain p ow er over the others, the w orld cou ld be w as part o f your characters destiny.
destroyed, draw n into on e o f the elem ental planes and Have you always been an adventurer
broken apart into its com p on en t elem ents. Thus, druids as part o f your druidic calling, or did you
o p p o s e cults o f Elem ental Evil and others w h o prom ote first sp en d tim e as a caretaker o f a sacred
one elem ent to the exclusion o f others. grove or sprin g? Perhaps your h om eland w as
D ruids are also con cern ed with the delicate ecologica l befou led by evil, and you took up an adventuring life in
balance that sustains plant and anim al life, and the need h op es o f finding a new h om e or pu rpose.
for civilized folk to live in harm ony with nature, not in
opposition to it. D ruids a ccept that w h ich is cru el in Q u ic k B u il d
nature, and they hate that w h ich is unnatural, including You can m ake a druid quickly by follow in g these
aberrations (such as b eh olders and m ind flayers) su ggestion s. First, W isd om should be your highest
and undead (such as zom b ies and vam pires). D ruids ability score, follow ed by Constitution. S econ d , c h o o s e
som etim es lead raids against such creatures, especially the herm it background.
w hen the m on sters en croach on the druids territory.
D ruids are often found guarding sacred sites or C lass Featu r es
w atching over region s o f u nspoiled nature. But w hen a
A s a druid, you gain the follow in g class features.
significant danger arises, threatening natures balance
or the lands they protect, druids take on a m ore active H it P o in t s
role in com ba tin g the threat, as adventurers. Hit Dice: 1d8 per druid level
Hit Points at 1st Level: 8 + your Constitution m odifier
C r e a t in g a D ru id Hit Points at Higher Levels: 1d8 (or 5) + your
W h en m aking a druid, con sid er w hy your character has Constitution m odifier per druid level after 1st
such a clo se bon d with nature. Perhaps your character
lives in a society w h ere the Old Faith still thrives, or w as P r o f ic ie n c ie s
raised by a druid after being abandoned in the depths A rm or: Light armor, m edium armor, shields (druids w ill
o f a forest. Perhaps your character had a dram atic not w ear arm or or u se shields m ade o f m etal)
en cou nter with the spirits o f nature, com in g face to W eapons: Clubs, daggers, darts, javelins, m aces,
face with a giant eagle or dire w o lf and surviving the quarterstaffs, scim itars, sickles, slings, sp ears
experience. M aybe your character w a s born during an Tools: H erbalism kit
epic storm or a volca n ic eruption, w hich w as interpreted Saving Throws: Intelligence, W isd om
Skills: C h oose tw o from A rcan a, A nim al one spell). The sp ells must be o f a level for w hich you
Handling, Insight, M edicine, Nature, P erception, have spell slots.
Religion, and Survival F or exam ple, if you are a 3rd-level druid, you have four
1st-level and tw o 2nd-level spell slots. W ith a W isd om
E q u ip m ent o f 16, your list o f prepared sp ells can include six spells
You start w ith the follow in g equipm ent, in addition to o f 1st or 2nd level, in any com bination. If you prepare
the equipm ent granted by your background: the 1st-level spell cure wounds, you ca n cast it using
(a) a w o o d e n shield or (b) any sim ple w eapon a 1st-level or 2nd-level slot. Casting the spell d o e s n t
(a) a scim itar or (b) any sim ple m elee w eap on rem ove it from your list o f prepared spells.
Leather armor, an ex plorers pack, and a druidic focu s You can also change your list o f prepared sp ells w hen
you finish a long rest. P reparin g a n ew list o f druid
D r u id ic sp ells requ ires tim e spent in prayer and m editation: at
least 1 m inute p er spell level for each spell on your list.
You k n ow D ruidic, the secret language o f druids. You
can sp ea k the language and u se it to leave hidden Sp e l l c a s t in g A b il it y
m essa ges. You and others w h o k n ow this language W isd om is your spellcastin g ability for y ou r druid
autom atically sp ot such a m essage. O thers spot the spells, sin ce your m a gic draw s u pon your devotion and
m essa g es p resen ce w ith a su ccessfu l D C 15 W isd om attunem ent to nature. You use your W isd om w henever
(P erception ) ch eck but ca n t deciph er it w ithout m agic. a spell refers to your sp ellcastin g ability. In addition,
you use your W isd om m odifier w hen setting the saving
Sp e l l c a s t in g th row D C for a druid spell you cast and w hen m akin g an
D raw ing on the divine e ss e n ce o f nature itself, you attack roll w ith one.
can cast spells to sh ape that e ss e n ce to your w ill. S ee
Spell save DC = 8 + your proficiency bonus +
chapter 10 for the general rules o f sp ellcastin g and
your Wisdom modifier
chapter 11 for the druid sp ell list.
Spell attack modifier = your proficiency bonus +
C a n t r ip s your Wisdom modifier
At 1st level, you k n ow tw o cantrips o f you r ch oice from
the druid spell list. You learn additional druid cantrips R it u a l C a s t in g
o f your ch oice at higher levels, as sh ow n in the Cantrips
You ca n cast a druid spell as a ritual if that spell has the
K n ow n colu m n o f the D ruid table.
ritual tag and you have the spell prepared.

P r e p a r in g and C a s t in g Spells
Sp e l l c a s t in g Fo c u s
T h e D ruid table sh ow s h ow m any spell slots you have
You can u se a druidic focu s (found in chapter 5) as a
to cast your sp ells o f 1st level and higher. To cast on e o f
sp ellcastin g focu s for your druid spells.
th ese druid spells, you m ust expend a slot o f the sp ells
level or higher. You regain all expen ded spell slots w hen W il d S h a p e
you finish a lon g rest.
You prepare the list o f druid spells that are available Starting at 2nd level, you can use your action to
for you to cast, ch o o s in g from the druid spell list. W h en m agically assu m e the shape o f a beast that you have
you d o so, c h o o s e a num ber o f druid spells equal to seen before. Y ou can u se this feature tw ice. You regain
your W isd om m odifier + your druid level (m inim um o f expen ded u ses w hen you finish a short or long rest.
Your druid level determ ines the bea sts you can
transform into, as sh ow n in the B east Sh apes table. At
Sacred Plants and Wo o d
2nd level, for exam ple, you can transform into any beast
A druid holds certain plants to be sacred, particularly alder,
that has a challen ge rating o f 1/4 or low er that d oesn t
ash, birch, elder, hazel, holly, juniper, mistletoe, oak, rowan,
have a flying or sw im m in g speed.
willow, and yew. Druids often use such plants as part of a
spellcasting focus, incorporating lengths o f oak or yew or
sprigs o f mistletoe. Beast S h apes
Similarly, a druid uses such woods to make other objects, Level Max. CR Limitations Example
such as weapons and shields. Yew is associated with death
2nd 1/4 No flying or swimming speed Wolf
and rebirth, so weapon handles for scimitars or sickles might
be fashioned from it. Ash is associated with life and oak 4th 1/2 No flying speed Crocodile
with strength. These woods make excellent hafts or whole 8th 1 Giant eagle
weapons, such as clubs or quarterstaffs, as well as shields.
Alder is associated with air, and it might be used for thrown You can stay in a beast sh ape for a num ber o f hours
weapons, such as darts or javelins. equal to h alf your druid level (rounded down). You then
Druids from regions that lack the plants described here revert to your n orm al form u n less you expend another
have chosen other plants to take on similar uses. For use o f this feature. You can revert to your norm al
instance, a druid o f a desert region might value the yucca form earlier by using a bon u s action on your turn. You
tree and cactus plants. autom atically revert if you fall u n con sciou s, drop to
0 hit points, or die.
W h ile you are transform ed, the follow in g rules apply:
Your gam e statistics are replaced by the statistics o f T im e l e ss B o d y
the beast, but you retain your alignm ent, personality,
Starting at 18th level, the prim al m agic that you w ield
and Intelligence, W isd om , and C harism a sco re s. You
also retain all o f your skill and saving th row proficien- cau ses you to age m ore slowly. F or every 10 y ears that
pass, your b od y ages only 1 year.
cies, in addition to gaining th ose o f the creature. If
the creature has the sam e proficiency as you and the
B ea st Spells
bon u s in its stat b lo ck is higher than yours, u se the
creatu res bon u s instead o f yours. If the creature has B egin ning at 18th level, you can cast m any o f your druid
any legendary or lair actions, you can't u se them. sp ells in any shape you assu m e usin g W ild Shape. You
W h en you transform , you assu m e the b ea sts hit can p erform the som atic and verbal com pon en ts o f a
points and Hit D ice. W h en you revert to your n orm al druid spell w hile in a beast shape, but you arent able to
form , you return to the num ber o f hit p oin ts you had provide m aterial com pon en ts.
before you transform ed. H owever, if you revert as a
result o f droppin g to 0 hit points, any e x ce s s dam age A r c h d r u id
carries over to your n orm al form . F or exam ple, if you At 20th level, you can u se your W ild S h a p e an unlim ited
take 10 dam age in anim al form and have only 1 hit num ber o f tim es.
point left, you revert and take 9 dam age. A s lon g as
the ex cess dam age d oesn t reduce your n orm al form
to 0 hit points, you arent k n ock ed u n con sciou s.
You can t cast spells, and your ability to sp eak or
take any action that requ ires hands is lim ited to the
capabilities o f your beast form . Tran sform in g d oesn t
break your concentration on a spell you ve already
cast, however, or prevent you from taking actions that
are part o f a spell, such as call lightning, that you ve
already cast.
You retain the benefit o f any features from your class,
race, or other sou rce and can use them if the n ew
form is physically capable o f doin g so. H ow ever, you
c a n t use any o f your sp ecia l sen ses, such as darkvi-
sion, u n less your n ew form also has that sense.
You c h o o s e w hether your equipm ent falls to the
ground in your space, m erges into your n ew form , or
is w orn by it. W orn equipm ent fu nction s as norm al,
but the DM d ecid es w hether it is practical for the new
form to w ear a piece o f equipm ent, ba sed on the crea -
tures sh ape and size. Your equipm ent d oesn t change
size or shape to m atch the new
form , and any equipm ent that
the n ew form ca n t w ear
m ust either fall to the
grou nd or m erge w ith it.
Equipm ent that m erges
w ith the form has no
effect until you leave
the form .

D r u id C ir c l e
At 2nd level, you c h o o s e to
identify w ith a circle o f druids:
the Circle o f the Land or the Circle o f the M oon, both
detailed at the end o f the class description. Your ch oice
grants you features at 2nd level and again at 6th, 10th,
and 14th level.

A b il it y S co r e Im pr o v e m e n t
W h en you reach 4th level, and again at 8th, 12th, 16th,
and 19th level, you can in crease on e ability s c o r e o f
your ch oice by 2, or you can in crease tw o ability scores
o f your ch oice by 1. A s norm al, you ca n t in crease an
ability s c o r e above 20 using this feature.
Additionally, you can ignore the verbal and som atic A r c t ic
com p on en ts o f your druid spells, as w ell as any material
Druid Level Circle Spells
com pon en ts that lack a cost and arent con su m ed by a
3rd hold person, spike grow th
spell. You gain this benefit in both your norm al shape
5th sleet storm , slow
and your beast shape from W ild Shape.
7th fre e do m o f m ovem ent, ice storm
9th co m m u n e with nature, cone o f cold
D r u i d C ir c l e s
Though their organization is invisible to m ost outsiders, C o a st
druids are part o f a society that spans the land, ignoring
Druid Level Circle Spells
political borders. All druids are nom inally m em bers
3rd m irror image, m isty step
o f this druidic society, though som e individuals are so
isolated that they have never seen any high-ranking 5th w ater breathing, water walk

m em bers o f the society or participated in druidic 7th control water, fre e d o m o f m ovem ent

gatherings. D ruids recog n ize each other as brothers and 9th conjure elemental, scrying
sisters. Like creatures o f the w ilderness, however, druids
som etim es com pete with or even prey on each other. D esert

At a local scale, druids are organized into circles that Druid Level Circle Spells
share certain perspectives on nature, balance, and the 3rd blur, silence
w ay o f the druid. 5th create fo o d a n d water, protection fro m energy
7th blight, hallucinatory terrain
C ircle of t h e L a n d
9th insect plague, wall o f stone
The Circle o f the Land is m ade up o f m ystics and sages
w h o safeguard ancient kn ow led ge and rites through Fo r est
a vast oral tradition. T h ese druids m eet w ithin sacred
Druid Level Circle Spells
circles o f trees or standing ston es to w h isper prim al
3rd barkskin, spider clim b
secrets in D ruidic. T h e circles w isest m em bers preside
5th call lightning, plant grow th
as the ch ief priests o f com m u n ities that hold to the Old
7th divination, freedom o f m ovem ent
Faith and serve as advisors to the rulers o f th ose folk.
A s a m em ber o f this circle, your m agic is influenced 9th c o m m u n e with nature, tree stride

by the land w here you w ere initiated into the circles


G r a ssl a n d
m ysterious rites.
Druid Level Circle Spells
Bonus C a n t r ip
3rd invisibility, pass without trace
W h en you c h o o s e this circle at 2nd level, you learn one 5th daylight, haste
additional druid cantrip o f your choice.
7th divination, fre e do m o f m ovem ent

Natural R ecovery
9th dream, insect plague

Starting at 2nd level, you can regain som e o f your


M o u n t a in
m agical en ergy by sitting in m editation and com m u n in g
w ith nature. D uring a short rest, you c h o o s e expended Druid Level Circle Spells
spell slots to recover. The spell slots can have a 3rd spider climb, spike grow th
com b in ed level that is equal to or less than h alf your 5th lightning bolt, m eld into stone
druid level (rounded up), and n one o f the slots can be 7th stone shape, stoneskin
6 th level or higher. You can t use this feature again until 9th passwall, wall o f stone
you finish a long rest
For exam ple, w hen you are a 4th-level druid, you can S w a m p
recover up to tw o levels w orth o f spell slots. You can
Druid Level Circle Spells
recover either a 2nd-level slot or tw o 1st-level slots.
3rd darkness, M e lf s acid arrow
C ir c l e Spe lls 5th w ater walk, stinking cloud
Your m ystical con n ection to the land in fu ses you with 7th freedom o f m ovem ent, locate creature
the ability to cast certain spells. At 3rd, 5th, 7th, and 9th insect plague, scrying
9th level you gain a c c e s s to circle spells con n ected
to the land w here you b e ca m e a druid. C h oose that U n d er d a r k
landarctic, coast, desert, forest, grassland, mountain,
Druid Level Circle Spells
sw am p, or U nderdarkand consult the associated
list o f spells. 3rd spider climb, web

O nce you gain a c c e s s to a circle spell, you always have 5th gaseous form , stinking cloud
it prepared, and it d o e s n t coun t against the num ber o f 7th greater invisibility, stone shape
spells you can prepare each day. If you gain a c c e s s to a 9th cloudkill, insect plague
spell that d oesn t appear on the druid spell list, the spell
is n onetheless a druid spell for you.
La n d s St r i d e P r im al St r i k e
Starting at 6th level, m ovin g through n onm agical Starting at 6th level, your attacks in beast form count as
difficult terrain co sts you no extra m ovem ent. You can m agical for the p u rp ose o f ov ercom in g resistan ce and
also pa ss through n onm agical plants w ithout being im m unity to n onm agical attacks and dam age.
slow ed by them and w ithout taking dam age from them if
they have thorns, spines, or a sim ilar hazard. Elem ental W il d Sh ape
In addition, you have advantage on saving throws against At 10th level, you can expend tw o u ses o f W ild Sh ape
plants that are magically created or manipulated to im pede at the sam e tim e to transform into an air elem ental, an
m ovem ent, such th ose created by the entangle spell. earth elem ental, a fire elem ental, or a water elem ental.

N a t u r e s W a r d T h o u sa n d Form s
W h en you reach 10th level, you c a n t be ch arm ed or By 14th level, you have learned to use m agic to alter
frightened by elem entals or fey, and you are im m u ne to your physical form in m ore subtle ways. You can cast the
p oison and disease. alter self spell at will.

N a t u r e s Sa n c t u a r y D ruids a n d th e G ods
W h en you reach 14th level, creatures o f the natural Some druids venerate the forces o f nature themselves, but
w orld sen se your con n ection to nature and b e c o m e most druids are devoted to one o f the many nature deities
hesitant to attack you. W h en a beast or plant creature worshiped in the multiverse (the lists o f gods in appendix
attacks you, that creature m ust m ake a W isd om saving B include many such deities). The worship o f these deities
th row against your druid spell save D C. On a failed save, is often considered a more ancient tradition than the faiths
the creature m ust c h o o s e a different target, or the attack o f clerics and urbanized peoples. In fact, in the world of
autom atically m isses. O n a su ccessfu l save, the creature Greyhawk, the druidic faith is called the Old Faith, and it
is im m une to this effect for 24 hours. claims many adherents among farmers, foresters, fishers,
and others who live closely with nature. This tradition
T h e creature is aw are o f this effect before it m akes its
includes the worship o f Nature as a primal force beyond
attack against you.
personification, but also encompasses the worship o f Beory,
the Oerth Mother, as well as devotees o f Obad-Hai, Ehlonna,
C ir c l e o f t h e M o o n and Ulaa.
D ruids o f the Circle o f the M oon are fierce guardians In the worlds of Greyhawk and the Forgotten Realms,
o f the w ilds. Th eir order gathers under the full m oon to druidic circles are not usually connected to the faith o f a
single nature deity. Any given circle in the Forgotten Realms,
share n ew s and trade w arnings. They haunt the deepest
for example, might include druids who revere Silvanus,
parts o f the w ildern ess, w here they might go for w eek s
Mielikki, Eldath, Chauntea, or even the harsh Gods o f Fury:
on end before crossin g paths w ith another hum anoid
Talos, Malar, Auril, and Umberlee. These nature gods are
creature, let alone another druid. often called the First Circle, the first among the druids, and
C hangeable as the m oon , a druid o f this circle might most druids count them all (even the violent ones) as worthy
prow l as a great cat on e night, soa r over the treetops o f veneration.
as an eagle the next day, and crash through the The druids o f Eberron hold animistic beliefs completely
undergrow th in bea r form to drive off a trespassing unconnected to the Sovereign Host, the Dark Six, or any of
m onster. The w ild is in the druid's blood. the other religions of the world. They believe that every living
thing and every natural phenomenon sun, moon, wind,
C om bat W il d Sh ape fire, and the world itselfhas a spirit. Their spells, then, are
W h en you c h o o s e this circle at 2nd level, you gain the a means to communicate with and command these spirits.
Different druidic sects, though, hold different philosophies
ability to u se W ild Sh ape on your turn as a bon u s action,
about the proper relationship of these spirits to each other
rather than as an action.
and to the forces o f civilization. The Ashbound, for example,
Additionally, w hile you are transform ed by W ild
believe that arcane magic is an abomination against nature,
Shape, you ca n u se a bon u s action to expend one the Children o f Winter venerate the forces o f death, and the
spell slot to regain 1d8 hit points per level o f the spell Gatekeepers preserve ancient traditions meant to protect the
slot expended. world from the incursion o f aberrations.

C ir c l e Form s
T h e rites o f y ou r circle grant you the ability to transform
into m ore dangerou s anim al form s. Starting at 2nd
level, you can u se your W ild Sh ape to transform into a
beast with a challen ge rating as high as 1 (you ignore
the M ax. C R colum n o f the B east S h apes table, but must
abide by the other lim itations there).
Starting at 6th level, you can transform into a beast
w ith a challen ge rating as high as your druid level
divided by 3, rounded dow n.
Fig h ter
A hum an in clan ging plate arm or holds her shield
b efore her as she run s tow ard the m a ssed goblins. A n
elf behind her, clad in studded leather armor, peppers
the goblin s w ith arrow s lo o s e d from his exquisite
bow . The h alf-orc nearby shouts orders, helping
the tw o com batants coordin a te their assault to the
best advantage.
A d w arf in chain m ail in terp oses his shield b etw een
the o g re s club and his com panion , k n ock in g the deadly
blow aside. H is com panion , a half-elf in sca le armor,
sw in gs tw o scim itars in a blinding w hirl as she circles
the ogre, look in g for a blind spot in its defen ses.
A gladiator fights for sport in an arena, a m aster with
his trident and net, skilled at toppling fo e s and m oving
them around for the crow d s delightand his ow n
tactical advantage. H is op p on en ts sw ord flares with
blue light an instant b efore sh e sen ds lightning flashing
forth to sm ite him.
All o f these h eroes are fighters, perhaps the m ost
diverse cla ss o f characters in the w orld s o f D u n g e o n s &
D r a g o n s . Q uesting knights, con q u erin g overlords, royal
cham pion s, elite foot soldiers, hardened m ercenaries,
and bandit kin gsas fighters, they all share an
unparalleled m astery with w ea p on s and armor, and a
th orough k n ow led ge o f the skills o f com bat. A nd they
are w ell acquainted w ith death, both m eting it out and
staring it defiantly in the face.

W e l l -R o u n d e d Sp e c ia l ist s
Fighters learn the b a sics o f all com bat styles. Every
fighter can sw in g an axe, fen ce with a rapier, w ield a
lon gsw ord or a greatsw ord, use a bow, and even trap foes
in a net with som e degree o f skill. Likew ise, a fighter is
adept with shields and every form o f armor. Beyond that
basic degree o f familiarity, each fighter sp ecia lizes in a
certain style o f com bat. S o m e concentrate on archery,
som e on fighting w ith tw o w ea p on s at on ce, and som e
on augm enting their m artial skills w ith m agic. This
com bination o f broad general ability and extensive
specialization m akes fighters su perior com batants
on battlefields and in du ngeon s alike.

T r a in e d fo r D a n g e r
Not every m em ber o f the city watch, the village militia,
or the qu een s arm y is a fighter. M ost o f these troop s are
relatively untrained soldiers w ith only the m ost basic
com bat kn ow ledge. Veteran soldiers, m ilitary officers,
trained bodyguards, dedicated knights, and sim ilar
figures are fighters.
T h e F ig h t e r

Proficiency
Level Bonus Features
1st +2 Fighting Style, Second Wind
2nd +2 Action Surge (one use)
3rd +2 Martial Archetype
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Ability Score Improvement
7th +3 Martial Archetype feature
8th +3 Ability Score Improvement
9th +4 Indomitable (one use)
10th +4 Martial Archetype feature
11th +4 Extra Attack (2)
12th +4 Ability Score Improvement
13th +5 Indomitable (two uses)
14th +5 Ability Score Improvement
15th +5 Martial Archetype feature
16th +5 Ability Score Improvement
17th +6 Action Surge (two uses), Indomitable
(three uses)
18th +6 Martial Archetype feature
19th +6 Ability Score Improvement
20th +6 Extra Attack (3)

S o m e fighters feel draw n to use their training as to buy them. Your arm am ents are n ow am on g your
adventurers. The du ngeon delving, m on ster slaying, and m ost im portant p o s se ss io n sthe only things that stand
other dangerou s w ork c o m m o n am ong adventurers is betw een you and deaths em brace.
se co n d nature for a fighter, not all that different from
the life he or she left behind. T h ere are greater risks, Q u ic k B u il d
perhaps, but also m uch greater rew ardsfew fighters in You can m ake a fighter quickly by follow in g these
the city w atch have the opportunity to d iscover a m agic suggestion s. First, m ake Strength or D exterity your
flame tongue sw ord, for exam ple. highest ability score, depen din g on w hether you
w ant to focu s on m elee w ea p on s or on archery (or
C r e a t in g a F ig h t e r fin esse w eapons). Your next-highest sc o r e should be
Constitution, or Intelligence if you plan to adopt the
A s you build your fighter, think about tw o related
Eldritch K night m artial archetype. S econ d , c h o o s e
elem ents o f your character's backgrou n d: W h ere did
the sold ier background.
you get your com bat training, and w hat set you apart
from the m undane w arriors around you? W ere you
particularly ruthless? D id you get extra help from a C lass Featur es
mentor, perhaps b eca u se o f your exception al dedication? A s a fighter, you gain the follow in g cla ss features.
W hat drove you to this training in the first place? A
threat to y ou r hom eland, a thirst for revenge, or a need H it P o in t s
to prove y ou rself m ight all have b een factors. Hit Dice: 1d 10 per fighter level
You m ight have enjoyed form al training in a n obles Hit Points at 1st Level: 10 + your Constitution m odifier
arm y or in a local militia. Perhaps you trained in a w ar Hit Points at Higher L ev els: 1d 10 (or 6) + your
academ y, learning strategy, tactics, and m ilitary history. Constitution m odifier p er fighter level after 1st
O r you m ight be self-taughtunpolish ed but w ell tested.
Did you take up the sw ord as a w ay to esca p e the lim its P r o f ic ie n c ie s
o f life on a farm , or are you follow in g a p roud fam ily A r m o r : A ll armor, shields
tradition? W h ere did you acquire your w ea p on s and W eapons: Sim ple w eapon s, m artial w ea p on s
arm or? T h ey m ight have been m ilitary issue or fam ily T o o ls : N one
h eirloom s, or perhaps you scrim p ed and saved for years Saving Throws: Strength, Constitution
Skills: C h oose tw o skills from A crobatics, A nim al O nce you use this feature, you must finish a sh ort or
Handling, Athletics, History, Insight, Intim idation, long rest before you can u se it again. Starting at 17th
P erception, and Survival level, you can u se it tw ice b efore a rest, but only on ce on
the sam e turn.
E q u ip m ent
You start with the follow in g equipm ent, in addition to M a r t ia l A r ch e type
the equipm ent granted by your background:
At 3rd level, you c h o o s e an archetype that you strive to
(a) chain m ail or (b) leather, longbow , and 20 arrow s em ulate in your com bat styles and techniques. C h oose
(a) a martial w eap on and a shield or (b) tw o martial Cham pion, Battle Master, or Eldritch Knight, all detailed
w eap on s at the end o f the class description. T h e archetype you
(a) a light c ro s s b o w and 20 bolts or (b) tw o handaxes c h o o s e grants you features at 3rd level and again at 7th,
(a) a du ng eon eers pack o r (b) an explorers pack 10th, 15th, and 18th level.

F ig h t in g St y l e A b il it y Sco r e Im pr o v e m e n t
You adopt a particular style o f fighting as your specialty. W h en you reach 4th level, and again at 6th, 8th, 12th,
C h oose on e o f the follow in g options. You ca n t take a 14th, 16th, and 19th level, you can in crease one ability
Fighting Style option m ore than on ce, even if you later sc o r e o f your ch oice by 2, or you can in crease tw o ability
get to c h o o s e again. s c o r e s o f your ch oice by 1. A s norm al, you ca n t in crease
an ability sc o r e above 20 using this feature.
A rchery
You gain a +2 bonus to attack rolls you m ake with Extra A ttack
ranged w eapon s.
B egin ning at 5th level, you can attack tw ice, instead o f
D efense on ce, w henever you take the A ttack action on your turn.
W h ile you are w earin g armor, you gain a +1 bonus to AC. The num ber o f attacks in creases to three w hen you
reach 11th level in this class and to four w hen you reach
D u e l in g 20th level in this class.
W h en you are w ielding a m elee w eap on in on e hand and
no other w eapon s, you gain a +2 bon u s to dam age rolls In d o m it a b l e
w ith that w eapon. B egin ning at 9th level, you can reroll a saving th row that
you fail. If you do so, you must use the n ew roll, and you
G reat W eapon F ig h t in g
ca n t use this feature again until you finish a long rest.
W h en you roll a 1 or 2 on a dam age die for an attack you
You can u se this feature tw ice betw een lon g rests
m ake with a m elee w eap on that you are w ielding with
starting at 13th level and three tim es betw een lon g rests
tw o hands, you can reroll the die and m ust u se the new
starting at 17th level.
roll, even if the new roll is a 1 or a 2. The w eap on must
have the tw o-handed or versatile property for you to gain
this benefit. M a r t ia l A rchetypes
Different fighters c h o o s e different ap proach es to
P r o t e c t io n perfecting their fighting p row ess. T h e m artial archetype
W h en a creature you can see attacks a target other you c h o o s e to em ulate reflects your approach.
than you that is w ithin 5 feet o f you, you can u se your
reaction to im p ose disadvantage on the attack roll. You C h a m p io n
m ust be w ielding a shield.
The archetypal C ham pion fo c u s e s on the developm ent
Tw o -W eapon F ig h t in g
o f raw physical p ow er honed to deadly perfection.
T h ose w ho m odel themselves on this archetype com bine
W h en you engage in tw o-w eapon fighting, you can add
rigorous training w ith physical ex cellen ce to deal
your ability m odifier to the dam age o f the secon d attack.
devastating blow s.
S e c o n d W in d
Im pr o v e d C r it ic a l
You have a lim ited w ell o f stam ina that you can draw on B eg in n in g w hen you c h o o s e this arch etype at 3rd
to protect y ou rself from harm . On your turn, you can use level, y ou r w ea p on attacks s c o r e a critical hit on a
a bon u s action to regain hit points equal to 1d 10 + your roll o f 19 or 20.
fighter level.
O nce you u se this feature, you must finish a short or R em arkable A thlete

long rest before you can u se it again. Starting at 7th level, you can add h alf your proficiency
bon u s (round up) to any Strength, Dexterity, or
A c t io n Su rge Constitution ch eck you m ake that d oesn t already use
your proficiency bonus.
Starting at 2nd level, you can push y ou rself beyon d your
In addition, w hen you m ake a running long jum p, the
n orm al lim its for a m om ent. On your turn, you can take
distance you can cover in creases by a num ber o f feet
on e additional action on top o f your regular action and a
equal to your Strength modifier.
p ossib le bon u s action.
A d d it io n a l F ig h t in g St y l e
At 10th level, you can c h o o s e a se co n d option from the
Fighting Style class feature.

Su p e r io r C r it ic a l
Starting at 15th level, your w eap on attacks sc o r e a
critical hit on a roll o f 1 8 -2 0 .

Su r v iv o r
At 18th level, you attain the pinnacle o f resilien ce in
battle. At the start o f each o f your turns, you regain hit
points equal to 5 + your Constitution m odifier if you
have n o m ore than h alf o f your hit points left. You don t
gain this benefit if you have 0 hit points.

Battle M aster
T h ose w h o emulate the archetypal Battle M aster
em ploy m artial tech niques p a ssed dow n through
generations. To a Battle Master, com bat is an acad em ic
field, som etim es including su bjects beyon d battle such
as w eapon sm ith in g and calligraphy. Not every fighter
ab sorbs the lesson s o f history, theory, and artistry
that are reflected in the Battle M aster archetype, but
th ose w h o do are w ell-rounded fighters o f great skill
and know ledge.

C om bat Su p e r io r it y
W h e n you c h o o s e this archetype at 3rd level, you
learn m aneuvers that are fueled by sp ecial dice called
superiority dice.
Maneuvers. You learn three m aneuvers o f your
ch oice, w hich are detailed under M aneuvers below.
M any m aneuvers en h a n ce an attack in so m e way. You
can u se only on e m aneuver per attack.
You learn tw o additional m aneuvers o f your ch oice
at 7th, 10th, and 15th level. E ach tim e you learn new
m aneuvers, you can also replace on e m aneuver you
kn ow with a different one.
Superiority Dice. You have four superiority dice,
w hich are d8s. A superiority die is expen ded w hen you
u se it. You regain all o f your expen ded superiority dice
w hen you finish a short or long rest.
You gain another superiority die at 7th level and one
m ore at 15th level.
Saving Throws. S o m e o f your m aneuvers require
your target to m ake a saving throw to resist the
m aneuvers effects. T h e saving th row D C is calculated
as follow s:

Maneuver save D C = 8 + your proficiency bonus +


your Strength or Dexterity modifier (your choice)

St u d e n t of War
At 3rd level, you gain proficiency w ith on e type of
artisans tools o f your choice.

K now Y our Enem y


Starting at 7th level, if you spend at least 1 m inute
observ in g or interacting w ith another creature outside
com bat, you can learn certain inform ation about its
capabilities com p a red to your ow n. The DM tells you if
the creature is your equal, superior, or inferior in regard
to tw o o f the follow in g characteristics o f your choice:
Strength sco re Maneuvering Attack. W h en you hit a creature with
D exterity score a w ea p on attack, you can expend one superiority
Constitution score die to m aneuver on e o f your com ra d es into a m ore
A rm or C lass advantageous position. You add the superiority die to the
Current hit points attacks dam age roll, and you c h o o s e a friendly creature
Total class levels (if any) w ho can see or hear you. That creature can use its
Fighter class levels (if any) reaction to m ove up to h alf its sp eed w ithout provoking
opportunity attacks from the target o f your attack.
Im pr o v e d C om bat Su p e r io r it y Menacing Attack. W h en you hit a creature w ith a
At 10th level, your superiority dice turn into d 10s. At w eapon attack, you can expend on e superiority die to
18th level, they turn into d l2 s . attempt to frighten the target. You add the superiority
die to the attacks dam age roll, and the target must
R elen tless m ake a W isd om saving throw. On a failed save, it is
Starting at 15th level, w hen you roll initiative and frightened o f you until the en d o f your next turn.
have no superiority d ice rem aining, you regain 1 Parry. W h en another creature dam ages you w ith a
superiority die. m elee attack, you can u se your reaction and expend one
superiority die to reduce the dam age by the num ber you
M aneuvers roll on your superiority die + your D exterity m odifier.
T h e m aneuvers are presen ted in alphabetical order. Precision Attack. W h en you m ake a w eapon attack
Commanders Strike. W h en you take the Attack roll against a creature, you can expend one superiority
action on you r turn, you can forgo on e o f your attacks die to add it to the roll. You can u se this m aneuver
and u se a bon u s action to direct on e o f your com pa n ion s before or after m akin g the attack roll, but before any
to strike. W h en you do so, c h o o s e a friendly creature effects o f the attack are applied.
w h o can s e e or hear you and expend one superiority die. Pushing Attack. W h en you hit a creatu re with
That creature can im m ediately u se its reaction to m ake a w ea p on attack, you ca n expend on e su periority
on e w ea p on attack, adding the superiority die to the die to attem pt to drive the target back. You add the
attacks dam age roll. su periority die to the attack's dam age roll, and if the
Disarming Attack. W h en you hit a creature w ith a target is Large or sm aller, it m ust m ake a Strength
w eap on attack, you can expend on e superiority die to saving throw. On a failed save, you push the target up
attempt to disarm the target, forcin g it to drop one item to 15 feet away from you.
o f your ch oice that its holding. You add the superiority Rally. On your turn, you ca n use a bon u s action and
die to the attacks dam age roll, and the target m ust expend on e superiority die to bolster the resolve o f on e
m ake a Strength saving throw. O n a failed save, it drops o f your com pa n ion s. W h en you do so, c h o o s e a friendly
the object you c h oose. The object lands at its feet. creature w h o ca n see or hear you. That creature gains
Distracting Strike. W h en you hit a creature w ith a tem porary hit points equal to the superiority die roll +
w eap on attack, you can expend on e superiority die to your C harism a modifier.
distract the creature, giving your allies an opening. You Riposte. W h en a creature m isses you with a m elee
add the superiority die to the attacks dam age roll. The attack, you can use your reaction and expend one
next attack roll against the target by an attacker other superiority die to m ake a m elee w eap on attack against
than you has advantage if the attack is m ade before the the creature. If you hit, you add the superiority die to the
start o f y ou r next turn. attack's dam age roll.
Evasive Footwork. W h en you m ove, you ca n expend Sweeping Attack. W h en you hit a creature with a
on e superiority die, rolling the die and adding the m elee w eap on attack, you can expend one superiority
num ber rolled to your AC until you stop moving. die to attempt to dam age another creature w ith the
Feinting Attack. You can expend one superiority die sam e attack. C h oose another creature w ithin 5 feet
and use a bon u s action on your turn to feint, ch oosin g o f the original target and w ithin your reach. If the
one creature w ithin 5 feet o f you as your target. You original attack roll w ou ld hit the se co n d creature, it
have advantage on your next attack roll against that takes dam age equal to the num ber you roll on your
creature. If that attack hits, add the superiority die to the superiority die. The dam age is o f the sam e type dealt by
attacks dam age roll. the original attack.
Goading Attack. W h en you hit a creature w ith a Trip Attack. W h en you hit a creature w ith a w eapon
w eap on attack, you can expend on e superiority die to attack, you can expend on e superiority die to attempt
attempt to goad the target into attacking you. You add to k n ock the target dow n. You add the superiority die
the superiority die to the attacks dam age roll, and to the attacks dam age roll, and if the target is Large or
the target must m ake a W isd om saving throw. On a sm aller, it m ust m ake a Strength saving throw. On a
failed save, the target has disadvantage on all attack failed save, you k n ock the target prone.
rolls against targets other than you until the end o f
your next turn. E l d r it c h K n ig h t
Lunging Attack. W h en you m ake a m elee w eapon
The archetypal Eldritch K night com b in es the martial
attack on your turn, you can expend one superiority die
m astery co m m o n to all fighters w ith a carefu l study o f
to in crease your reach for that attack by 5 feet. If you hit,
m agic. Eldritch K nights u se m agical tech niques sim ilar
you add the superiority die to the attacks dam age roll.
to th ose practiced by w izards. They focu s their study
on tw o o f the eight sch o o ls o f m agic: abjuration and El d r it c h K n ig h t S p e l l c a s t in g
evocation. Abjuration sp ells grant an Eldritch Knight Spell Slots per Spell Level
additional protection in battle, and evocation sp ells deal Fighter Cantrips Spells
Level Known Known 1st 2nd 3rd 4th
dam age to m any foes at on ce, extending the fighters
reach in com bat. T h ese knights learn a com paratively 3rd 2 3 2
sm all num ber o f spells, com m ittin g them to m em ory 4th 2 4 3
instead o f keepin g them in a sp ellbook . 5th 2 4 3
6th 2 4 3
Sp e l l c a s t in g 4 2
7th 2 5
W h en you reach 3rd level, you augm ent your martial
8th 2 6 4 2
p row ess w ith the ability to cast spells. S e e chapter 10
9th 2 6 4 2
for the general rules o f sp ellcastin g and chapter 11 for
10th 3 7 4 3
the w izard spell list.
Cantrips. You learn tw o cantrips o f your ch oice from 11th 3 8 4 3

the w izard spell list. You learn an additional w izard 12th 3 8 4 3


cantrip o f your ch oice at 10th level. 13th 3 9 4 3 2
Spell Slots. The Eldritch K night S p ellcastin g table 14th 3 10 4 3 2
sh ow s h ow m any spell slots you have to cast your 15th 3 10 4 3 2
sp ells o f 1st level and higher. To cast on e o f these 16th 3 11 4 3 3
spells, you m ust expend a slot o f the spells level or 17th 3 11 4 3 3

higher. You regain all expen ded spell slots w hen you 18th 3 11 4 3 3
finish a lon g rest. 19th 3 12 4 3 3 1
F or exam ple, if you kn ow the 1st-level spell shield and
20th 3 13 4 3 3 1
have a 1st-level and a 2nd-level spell slot available, you
ca n cast shield using either slot.
during a short rest. T h e w ea p on must b e w ithin your
Spells Known o f 1st-Level and Higher. You kn ow
reach throughout the ritual, at the con clu sion o f w hich
three 1st-level w izard spells o f your choice, tw o o f w hich
you touch the w eap on and forge the bond.
you m ust c h o o s e from the abjuration and evocation
O nce you have b on d ed a w ea p on to yourself, you
sp ells on the w izard spell list.
ca n t be disarm ed o f that w ea p on u nless you are
T h e S p ells K n ow n colum n o f the Eldritch K night
incapacitated. If it is on the sam e plane o f existence,
S p ellcastin g table sh ow s w hen you learn m ore w izard
you can su m m on that w eap on as a bon u s action on your
sp ells o f 1st level or higher. Each o f th ese sp ells m ust be
turn, cau sin g it to teleport instantly to your hand.
an abjuration or evocation spell o f your ch oice, and must
You can have up to tw o b on d ed w eapon s, but can
b e o f a level for w h ich you have spell slots. For instance,
su m m on only one at a tim e w ith your bon u s action.
w hen you reach 7th level in this class, you can learn one
If you attempt to bon d w ith a third w eapon , you must
n ew spell o f 1st or 2nd level.
break the b on d w ith on e o f the other two.
T h e sp ells you learn at 8th, 14th, and 20th level can
c om e from any sch o o l o f m agic. War M a g ic
W h enever you gain a level in this class, you can B egin ning at 7th level, w hen you use your action to
replace on e o f the w izard spells you kn ow w ith another cast a cantrip, you can m ake on e w ea p on attack as a
spell o f your ch oice from the w izard spell list. The bon u s action.
n ew spell m ust be o f a level for w h ich you have spell
slots, and it m ust be an abjuration or evocation spell, E l d r i t c h St r i k e
u n less you re replacin g the spell you gained at 8th, 14th, At 10th level, you learn h ow to m ake your w eap on
or 20th level. strikes undercut a creatu res resistan ce to your spells.
Spellcasting Ability. Intelligence is your spellcastin g W h en you hit a creature w ith a w ea p on attack, that
ability for your w izard spells, sin ce you learn your creature has disadvantage on the next saving th row
sp ells through study and m em orization. You u se your it m ak es against a spell you cast before the end o f
Intelligence w hen ever a spell refers to your spellcastin g your next turn.
ability. In addition, you use your Intelligence m odifier
w hen setting the saving th row D C for a w izard spell you A rcane C harge
cast and w hen m akin g an attack roll w ith one. At 15th level, you gain the ability to teleport up to 30
feet to an u n occu p ied sp ace you can see w hen you use
Spell save DC = 8 + your proficiency bonus +
your A ction Surge. You can teleport before or after the
your Intelligence modifier
additional action.
Spell attack modifier = your proficiency bonus +
your Intelligence modifier Im pr o v e d W a r M a g ic
Starting at 18th level, w h en you u se your action to
cast a spell, you can m ake on e w eap on attack as a
W eapon Bond
bonus action.
At 3rd level, you learn a ritual that creates a m agical
bon d b etw een you rself and on e w eapon . You perform
the ritual over the co u rse o f 1 hour, w hich can be done
M onk
H er fists a blur as they deflect an in com in g hail o f arrow s,
a half-elf sprin gs over a barricade and th row s h erself
into the m a ssed ranks o f h obg oblin s on the other side.
S h e w hirls a m on g them, k n ock in g their b low s aside and
sen din g them reeling, until at last she stands alone.
Taking a deep breath, a hum an covered in tattoos
settles into a battle stance. A s the first chargin g orc s
reach him , he exhales and a blast o f fire roars from his
m outh, engulfing his foes.
M oving with the silen ce o f the night, a black-clad
halfling steps into a sh ad ow beneath an arch and
em erges from another inky sh ad ow on a ba lcon y a
ston es throw away. S h e slides her blade free o f its cloth-
w ra pped scabbard and p eers through the op en w in d ow
at the tyrant prince, so vulnerable in the grip o f sleep.
W hatever their discipline, m on k s are united in their
ability to m agically h arn ess the en ergy that flow s in
their bod ies. W hether chann eled as a striking display
o f com bat p row ess or a subtler focu s o f defensive ability
and speed, this en ergy in fu ses all that a m on k does.

T h e M a g ic o f K i
M onks m ake careful study o f a m agical en ergy that m ost
m on astic traditions call k i. Th is en ergy is an elem ent
o f the m agic that su ffu ses the m ultiversespecifically,
the elem ent that flow s through living bod ies. M onk s
h arn ess this pow er w ithin th em selves to create m agical
effects and ex ceed their b od ies' physical capabilities,
and som e o f their sp ecia l attacks can hinder the flow o f
ki in their oppon en ts. U sing this energy, m on k s channel
uncanny sp eed and strength into their unarm ed strikes.
A s they gain experience, their m artial training and their
m astery o f ki gives them m ore p ow er over their b od ies
and the b od ies o f their foes.

T r a in in g a n d A sc e t ic ism
S m all w alled cloisters dot the la n d sca p es o f the w orlds
o f D & D , tiny refuges from the flow o f ordinary life,
w h ere tim e seem s to stand still. The m on k s w h o live
there seek p erson al perfection through contem plation
and rigorou s training. M any entered the m onastery
as children, sent to live there w hen their parents died,
w hen food cou ld n t be found to support them, or in
return for som e kin dn ess that the m on ks had perform ed
for their fam ilies.
S o m e m on k s live entirely apart from the su rrou nding
population, seclu ded from anything that m ight im pede
their spiritual progress. O thers are sw orn to isolation,
T h e M o n k

Proficiency Martial Ki Unarmored


Level Bonus Arts Points Movement Features
1st +2 1d4 Unarmored Defense, Martial Arts
2nd +2 1d4 2 +10 ft. Ki, Unarmored Movement
3rd +2 1d4 3 +10 ft. Monastic Tradition, Deflect Missiles
4th +2 1d4 4 +10 ft. Ability Score Improvement, Slow Fall
5th +3 1d6 5 +10 ft. Extra Attack, Stunning Strike
6th +3 1d6 6 +15 ft. Ki-Empowered Strikes, Monastic Tradition feature
7th +3 1d6 7 +15 ft. Evasion, Stillness o f Mind
8th +3 1d6 8 +15 ft. Ability Score Improvement
9th +4 1d6 9 +15 ft. Unarmored Movement improvement
10th +4 1d6 10 +20 ft. Purity o f Body
11th +4 1d8 11 +20 ft. Monastic Tradition feature
12th +4 1d8 12 +20 ft. Ability Score Improvement
13th +5 1d8 13 +20 ft. Tongue o f the Sun and Moon
14th +5 1d8 14 +25 ft. Diamond Soul
15th +5 1d8 15 +25 ft. Timeless Body
16th +5 1d8 16 +25 ft. Ability Score Improvement
17th +6 1d10 17 +25 ft. Monastic Tradition feature
18th +6 1d10 18 +30 ft. Empty Body
19th +6 1d10 19 +30 ft. Ability Score Improvement
20th +6 1d10 20 +30 ft. Perfect Self

em erging only to serve as spies or a ssa ssin s at the A s a result o f the structured life o f a m on astic
com m a n d o f their leader, a noble patron, or som e other com m u n ity and the discipline requ ired to h arn ess ki,
m ortal or divine power. m on k s are alm ost always lawful in alignm ent.
T h e m ajority o f m on k s don t shun their n eighbors,
m akin g frequent visits to nearby tow n s or villages and Q u ic k B u il d
exch an ging their serv ice for food and other g ood s. A s You can m ake a m on k quickly by follow in g these
versatile w arriors, m on ks often end up protecting their su ggestion s. First, m ake D exterity your highest
n eigh bors from m on sters or tyrants. ability score, follow ed by W isd om . S econ d , c h o o s e the
F or a m onk, b e co m in g an adventurer m eans leaving herm it background.
a structured, com m u n al lifestyle to b e c o m e a w anderer.
T h is can be a harsh transition, and m on k s don t C lass Featur es
undertake it lightly. T h o se w h o leave their cloisters take
A s a m onk, you gain the follow in g class features.
their w ork seriously, approach in g their adventures as
person al tests o f their physical and spiritual grow th. H it P o in t s
A s a rule, m on k s care little for m aterial w ealth and are Hit Dice: 1d8 per m on k level
driven by a desire to accom p lish a greater m ission than Hit Points at 1st Level: 8 + your Constitution m odifier
m erely slaying m on sters and plundering their treasure. Hit Points at Higher Levels: 1d8 (or 5) + your
Constitution m odifier per m on k level after 1st
C REATING A M O N K
A s you m ake your m onk character, think about your P r o f ic ie n c ie s
con n ection to the m onastery w here you learn ed your A rm or: N one
skills and spent your form ative years. W ere you an W eapons: S im ple w eapon s, sh ortsw ords
orphan or a child left on the m on asterys th resh old? D id Tools: C h oose on e type o f artisans tools or one
your parents prom ise you to the m on astery in gratitude m u sical instrum ent
for a serv ice p erform ed by the m on k s? Did you enter Saving Throws: Strength, Dexterity
this seclu d ed life to hide from a crim e you com m itted? Skills: C h oose tw o from A crobatics, Athletics, History,
Or did you c h o o s e the m on astic life for y ou rself? Insight, R eligion, and Stealth
C on sider w hy you left. Did the head o f your m onastery
c h o o s e you for a particularly im portant m ission beyond E q u ip m ent
the cloister? Perhaps you w ere cast out b eca u se o f You start w ith the follow in g equipm ent, in addition to
so m e violation o f the com m u n ity s rules. Did you dread the equipm ent granted by your background:
leaving, or w ere you happy to go? Is there som eth in g
(a) a sh ortsw ord or (b) any sim ple w eapon
you h op e to accom p lish outside the m onastery? A re you
(a) a d u n geon eers pack or (b) an exp lorers pack
eager to return to your h om e?
10 darts
U n arm o red D efense Flurry of B low s
Im m ediately after you take the Attack action on your
B egin n in g at 1st level, w hile you are w earin g no arm or
turn, you can spend 1 ki point to m ake tw o unarm ed
and not w ielding a shield, your AC equals 10 + your
strikes as a bon u s action.
D exterity m odifier + your W isd om modifier.

Pa t i e n t D efense
M a r t ia l A rts
You can spend 1 ki point to take the D od g e action as a
At 1st level, your practice o f m artial arts gives you bon u s action on your turn.
m astery o f com bat styles that u se unarm ed strikes and
m on k w eapon s, w hich are sh ortsw ords and any sim ple St e p of th e W in d

m elee w ea p on s that d on t have the tw o-h an ded or You can spend 1 ki point to take the D isen gage or Dash
heavy property. action as a bon u s action on your turn, and your ju m p
You gain the follow in g benefits w hile you are unarm ed distance is doubled for the turn.
or w ielding only m on k w ea p on s and you arent w earin g
arm or or w ielding a shield: U narm ored M ovem ent
You can u se Dexterity instead o f Strength for the Starting at 2nd level, your sp eed in crea ses by 10 feet
attack and dam age rolls o f your unarm ed strikes and w hile you are not w earin g arm or or w ielding a shield.
m on k w eapon s. T h is bon u s in creases w hen you reach certain m on k
You can roll a d4 in place o f the norm al dam age levels, as sh ow n in the M onk table.
o f your unarm ed strike or m on k w eapon . T h is die At 9th level, you gain the ability to m ove along vertical
ch a n g es as you gain m on k levels, as sh ow n in the su rfaces and a cross liquids on your turn without falling
M artial A rts colum n o f the M onk table. during the m ove.
W h en you use the A ttack action with an unarm ed
strike or a m on k w ea p on on your turn, you can m ake M o n a st ic T r a d it io n
one unarm ed strike as a bon u s action. F or exam ple, if W h en you reach 3rd level, you com m it y ou rself to a
you take the A ttack action and attack with a quarter- m on astic tradition: the W ay o f the O pen H and, the Way
staff, you can also m ake an unarm ed strike as a bonus o f Shadow , or the W ay o f the Four Elem ents, all detailed
action, assu m in g you haven't already taken a bonus at the end o f the cla ss description. Your tradition
action this turn. grants you features at 3rd level and again at 6th, 11th,
Certain m on asteries u se sp ecia lized form s o f the and 17th level.
m on k w eapon s. For exam ple, you might u se a club
that is tw o lengths o f w o o d con n ected by a sh ort chain D e f l e c t M is sil e s
(called a nunchaku) or a sickle with a shorter, straighter Starting at 3rd level, you can use your reaction to
blade (called a kama). W hatever nam e you use for a deflect or catch the m issile w hen you are hit by a ranged
m on k w eapon , you can u se the gam e statistics provided w eap on attack. W h en you do so, the dam age you take
for the w eapon in chapter 5. from the attack is redu ced by 1d 10 + your Dexterity
m odifier + your m on k level.
Ki If you reduce the dam age to 0, you can catch the
Starting at 2nd level, your training allow s you to m issile if it is sm all en ough for you to hold in one hand
h arness the m ystic en ergy o f ki. Your a c c e s s to this and you have at least on e hand free. If you catch a
energy is represented by a num ber o f ki points. Your m issile in this way, you can spend 1 ki point to m ake a
m on k level determ ines the num ber o f points you have, ranged attack with the w eapon or p iece o f am m unition
as sh ow n in the Ki P oints colu m n o f the M onk table. you ju st caught, as part o f the sam e reaction. You m ake
You can sp end these points to fuel various ki features. this attack w ith proficiency, regardless o f your w eapon
You start kn ow in g three such features: Flurry o f B low s, proficiencies, and the m issile coun ts as a m on k w eapon
Patient D efense, and Step o f the W ind. You learn m ore for the attack.
ki features as you gain levels in this class.
W h en you spend a ki point, it is unavailable until A b il it y S co r e Im pr o v e m e n t
you finish a short or lon g rest, at the end o f w hich you W h en you reach 4th level, and again at 8th, 12th, 16th,
draw all o f your expen ded ki ba ck into yourself. You and 19th level, you can in crease on e ability s c o r e o f your
must spend at least 30 m inutes o f the rest m editating to ch oice by 2, or you can in crease tw o ability s c o r e s o f
regain your ki points. your ch oice by 1. A s norm al, you ca n t in crease an ability
S o m e o f your ki features require your target to m ake sco re above 20 using this feature.
a saving th row to resist the features effects. The saving
th row D C is calculated as follow s: S l o w Fa l l
Ki save D C = 8 + your proficiency bonus + B egin n in g at 4th level, you can u se your reaction w hen
your Wisdom modifier you fall to reduce any falling dam age you take by an
am ount equal to five tim es your m on k level.
D uring that time, you also have resistan ce to all dam age
Extra A ttack
but force dam age.
B egin ning at 5th level, you ca n attack tw ice, instead o f Additionally, you can spend 8 ki points to cast the
on ce, w henever you take the A ttack action on your turn. astral projection spell, without n eedin g material
com pon en ts. W h en you do so, you ca n t take any other
St u n n in g St r ik e creatu res with you.
Starting at 5th level, you can interfere w ith the flow o f
ki in an op p on en ts body. W h en you hit another creature P erfect Self
w ith a m elee w ea p on attack, you can sp en d 1 ki point to At 20th level, w hen you roll for initiative and have no ki
attempt a stunning strike. T h e target m ust su cce e d on a points rem aining, you regain 4 ki points.
C onstitution saving th row or be stunned until the end o f
your next turn.
M onastic T r ad itio n s
K i -E m po w e r e d St r ik e s T h ree traditions o f m on astic pursuit are co m m o n in
the m on asteries scattered a cross the multiverse. M ost
Starting at 6th level, your unarm ed strikes coun t as
m on asteries practice on e tradition exclusively, but a
m agical for the p u rp ose o f overcom in g resistan ce and
few h on or the three traditions and instruct each m on k
im m unity to n onm agical attacks and dam age.
accord in g to his or her aptitude and interest. All three
traditions rely on the sam e ba sic techniques, diverging
Ev a sio n
as the student g row s m ore adept. Thus, a m on k need
At 7th level, your instinctive agility lets you dodge c h o o s e a tradition only upon reachin g 3rd level.
out o f the w ay o f certain area effects, such as a blue
dragon s lightning breath or a fireball spell. W h en you Wa y of th e O pen H a n d
are su bjected to an effect that allow s you to m ake a
M onks o f the W ay o f the O pen H and are the ultimate
D exterity saving th row to take only h alf dam age, you
m asters o f m artial arts com bat, w hether arm ed or
instead take no dam age if you su cceed on the saving
u narm ed. They learn tech niques to push and trip their
throw, and only h alf dam age if you fail.
opponents, m anipulate ki to heal dam age to their
bod ies, and practice advanced m editation that can
St il l n e s s o f M in d
protect them from harm .
Starting at 7th level, you can u se your action to end on e
effect on y ou rself that is cau sin g you to be charm ed O pen H and T e c h n iq u e

or frightened. Starting w hen you c h o o s e this tradition at 3rd level,


you can m anipulate your en em ys ki w hen you h arness
P u rity o f B ody your ow n. W h enever you hit a creature w ith on e o f the
attacks granted by y ou r F lurry o f B low s, you can im p ose
At 10th level, your m astery o f the ki flow in g through you
on e o f the follow in g effects on that target:
m akes you im m une to d isease and poison.
It m ust su cce e d on a D exterity saving th row o r be
T o n g u e of th e Su n a n d M o o n kn ock ed prone.
Starting at 13th level, you learn to touch the ki o f other It m ust m ake a Strength saving throw. If it fails, you
m inds s o that you understand all spoken languages. can push it up to 15 feet away from you.
M oreover, any creature that can understand a language It ca n t take reaction s until the end o f your next turn.
can understand w hat you say.
W h oleness of Body
At 6th level, you gain the ability to heal yourself. A s an
D ia m o n d S o u l
action, you can regain hit points equal to three tim es
B egin ning at 14th level, your m astery o f ki grants you
proficiency in all saving throw s.
Additionally, w hen ever you m ake a saving th row and
fail, you can spend 1 ki point to reroll it and take the
s e c o n d result.

T im e l e ss B o d y
At 15th level, your ki sustains you s o that you suffer
none o f the frailty o f old age, and you can't be aged
magically. You can still die o f old age, however. In
addition, you no lon ger need food or water.

Em pty B ody
B egin ning at 18th level, you can use your action to
spend 4 ki points to b e c o m e invisible for 1 minute.
your m on k level. You m ust finish a lon g rest b efore you O p p o r t u n is t
can u se this feature again. At 17th level, you can exploit a creatu re's m om entary
distraction w hen it is hit by an attack. W h enever a
T r a n q u il it y
creature w ithin 5 feet o f you is hit by an attack m ade by
B egin ning at 11th level, you can enter a sp ecia l a creature other than you, you can use your reaction to
m editation that su rrou nd s you w ith an aura o f p ea ce. At m ake a m elee attack against that creature.
the end o f a long rest, you gain the effect o f a sanctuary
spell that lasts until the start o f your next long rest (the Way of th e Four Elem ents
spell can end early as norm al). The saving th row D C
Y ou follow a m on astic tradition that teach es you to
for the spell equals 8 + your W isd om m odifier + your
h arn ess the elem ents. W h en you focu s your ki, you can
proficiency bonus.
align y ou rself w ith the fo r ce s o f creation and ben d the
Q u iv e r in g Pa l m four elem ents to your w ill, using them as an extension
At 17th level, you gain the ability to set up lethal o f your body. S om e m em bers o f this tradition dedicate
vibrations in s o m e o n e s body. W h en you hit a creature them selves to a single elem ent, but others w eave the
w ith an unarm ed strike, you can spend 3 ki points to elem ents together.
start th ese im perceptible vibrations, w hich last for a M any m on k s o f this tradition tattoo their b o d ie s with
num ber o f days equal to your m on k level. The vibrations representations o f their ki pow ers, com m on ly im agined
are h arm less u n less you use your action to end them. as coilin g dragons, but also as ph oenixes, fish, plants,
To do so, you and the target m ust be on the sam e plane m ountains, and crestin g w aves.
o f existence. W h en you u se this action, the creature
D is c ip l e o f t h e E lem ents
m ust m ake a Constitution saving throw. If it fails, it is
W h en you c h o o s e this tradition at 3rd level, you learn
redu ced to 0 hit points. If it su cceed s, it takes 10d 10
m agical disciplin es that h arness the p ow er o f the four
n ecrotic dam age.
elem ents. A discipline requ ires you to spend ki points
Y ou can have only on e creature under the effect o f this
each tim e you use it.
feature at a tim e. You can c h o o s e to end the vibrations
You k n ow the E lem ental Attunem ent discipline and
h arm lessly without usin g an action.
on e other elem ental discipline o f your choice, w hich are
Wa y of Sh adow detailed in the Elem ental D iscip lin es section below.
You learn on e additional elem ental discipline o f your
M onks o f the W ay o f S h a d ow follow a tradition that ch oice at 6th, 11th, and 17th level.
values stealth and subterfuge. T h ese m on k s might W h enever you learn a n ew elem ental discipline,
b e called ninjas or sh ad ow dan cers, and they serve as you can also replace on e elem ental discipline that you
sp ies and assassins. S om etim es the m em bers o f a already k n ow w ith a different discipline.
ninja m onastery are fam ily m em bers, form in g a clan Casting Elemental Spells. S o m e elem ental
sw orn to se cre cy about their arts and m issions. Other disciplin es allow you to cast spells. S e e chapter 10 for
m on asteries are m ore like thieves guilds, hiring out the general rules o f spellcasting. To cast on e o f these
their serv ices to n obles, rich m erchants, or anyone else spells, you u se its casting tim e and other rules, but you
w h o can pay their fees. R egardless o f their m ethods, the don t need to provide material com pon en ts for it.
h eads o f these m on asteries expect the unquestioning O n ce you reach 5th level in this class, you can spend
o b ed ien ce o f their students. additional ki points to in crease the level o f an elem ental
discipline spell that you cast, provided that the spell has
Sh adow A rts
an en hanced effect at a higher level, as burning hands
Starting w hen you c h o o s e this tradition at 3rd level, you
does. The spell's level in creases by 1 for each additional
can use your ki to duplicate the effects o f certain spells.
ki point you spend. For exam ple, if you are a 5th-level
A s an action, you can spend 2 ki poin ts to cast darkness,
m on k and use S w eep in g Cinder Strike to cast burning
darkvision, pass without trace, or silence, without
hands, you can spend 3 ki points to cast it as a 2nd-level
providing m aterial com pon en ts. Additionally, you gain
spell (the disciplin es ba se cost o f 2 ki points plus 1).
the minor illusion cantrip if you don t already k n ow it.
T h e m axim u m num ber o f ki points you can spend to
Sh adow St e p cast a spell in this w ay (including its ba se ki point cost
and any additional ki poin ts you sp en d to in crease its
At 6th level, you gain the ability to step from on e sh adow
level) is determ ined by your m on k level, as sh ow n in the
into another. W h en you are in dim light or darkness,
S p ells and Ki Points table.
as a bon u s action you can teleport up to 60 feet to an
u n occu pied sp ace you can see that is also in dim light
S pells a n d K i Po in t s
or darkness. You then have advantage on the first m elee
attack you m ake b efore the end o f the turn. Monk Levels M axim um Ki Points for a Spell
5th8th 3
C lo ak of Sh a d o w s
9th12th 4
By 11th level, you have learned to b e c o m e one with
13th16th 5
the sh adow s. W h en you are in an area o f dim light or
17th20th 6
darkness, you can u se your action to b e c o m e invisible.
Y ou rem ain invisible until you m ake an attack, cast a
spell, or are in an area o f bright light.
Elem ental D is c ip l in e s Shape the Flowing River. A s an action, you can
The elem ental disciplin es are presen ted in alphabetical spend 1 ki point to c h o o s e an area o f ice or w ater no
order. If a discipline requ ires a level, you must be that larger than 30 feet on a side w ithin 120 feet o f you. You
level in this class to learn the discipline. can change w ater to ice w ithin the area and v ice versa,
Breath o f Winter (17th Level Required). You can and you can resh ape ice in the area in any m anner you
spend 6 ki points to cast con e o f cold. ch oose. You can raise or low er the ic e s elevation, create
Clench o f the North Wind (6th Level Required). You or fill in a trench, erect or flatten a w all, or form a pillar.
can spend 3 ki poin ts to cast hold person. T h e extent o f any such ch a n g es ca n t ex ceed h alf the
Elemental Attunement. You can use your action to areas largest dim ension. For exam ple, if you affect a
briefly control elem ental forces nearby, causing one o f 30 -foot square, you can create a pillar up to 15 feet high,
the follow in g effects o f your choice: raise or low er the sq u a res elevation by up to 15 feet, dig
a trench up to 15 feet deep, and s o on. You ca n t shape
Create a h arm less, instantaneous sen sory effect
the ice to trap or injure a creature in the area.
related to air, earth, fire, or water, such as a sh ow er o f
Sweeping Cinder Strike. You can sp end 2 ki points to
sparks, a pu ff o f w ind, a spray o f light mist, or a gentle
cast burning hands.
rum bling o f stone.
Water Whip. You can sp end 2 ki points as a bon u s
Instantaneously light or snuff out a candle, a torch, or
action to create a w hip o f water that shoves and pulls
a sm all cam pfire.
a creature to u nbalance it. A creature that you can see
Chill or w arm up to 1 pou nd o f nonliving m aterial for
that is w ithin 30 feet o f you must m ake a Dexterity
up to 1 hour.
saving throw. On a failed save, the creature takes 3 d 10
Cause earth, fire, water, or m ist that can fit w ithin a
bludgeon ing dam age, plus an extra 1d 10 bludgeon ing
1-foot cu b e to sh ape itself into a crude form you d esig
dam age for each additional ki point you spend, and you
nate for 1 minute.
can either k n ock it prone or pull it up to 25 feet closer
Eternal Mountain Defense (11th Level Required). to you. O n a su ccessfu l save, the creature takes h alf as
You can sp end 5 ki points to cast stoneskin, m uch dam age, and you don t pull it or k n ock it prone.
targeting yourself. Wave o f Rolling Earth (17th Level Required). You
Fangs o f the Fire Snake. W h en you use the Attack can sp end 6 ki points to cast wall o f stone.
action on your turn, you can spend 1 ki point to cause
tendrils o f flam e to stretch out from your fists and feet. Mo nastic O rders
Y our reach w ith your unarm ed strikes in creases by The worlds o f D&D contain a multitude o f monasteries
10 feet for that action, as w ell as the rest o f the turn. and monastic traditions. In lands with an Asian cultural
A hit w ith such an attack deals fire dam age instead of flavor, such as Shou Lung far to the east o f the Forgotten
bludgeon ing dam age, and if you spend 1 ki point w hen Realms, these monasteries are associated with philosophical
the attack hits, it also deals an extra 1d 10 fire dam age. traditions and martial arts practice. The Iron Hand School,
Fist o f Four Thunders. You can spend 2 ki points to the Five Stars School, the Northern Fist School, and
cast thunderwave. the Southern Star School of Shou Lung teach different
Fist o f Unbroken Air. You can create a blast o f approaches to the physical, mental, and spiritual disciplines
o f the monk. Some o f these monasteries have spread to the
com p re ss e d air that strikes like a m ighty fist. A s an
western lands o f Faerun, particularly in places with large
action, you can spend 2 ki points and c h o o s e a creature
Shou immigrant communities, such as Thesk and Westgate.
w ithin 30 feet o f you. That creature must m ake a Other monastic traditions are associated with deities who
Strength saving throw. On a failed save, the creature teach the value o f physical excellence and mental discipline.
takes 3 d 10 bludgeon ing dam age, plus an extra 1d 10 In the Forgotten Realms, the order o f the Dark Moon is
bludgeon ing dam age for each additional ki point you made up o f monks dedicated to Shar (goddess o f loss), who
spend, and you can push the creature up to 20 feet away maintain secret communities in remote hills, back allies,
from you and k n ock it prone. On a su ccessfu l save, the and subterranean hideaways. Monasteries o f Ilmater (god
creature takes h alf as m uch dam age, and you d on t push o f endurance) are named after flowers, and their orders
it or k n ock it prone. carry the names o f great heroes o f the faith; the Disciples of
Saint Sollars the Twice-Martyred reside in the Monastery of
Flames o f the Phoenix (11th Level Required). You
the Yellow Rose near Damara. The monasteries of Eberron
can spend 4 ki points to cast fireball.
combine the study o f martial arts with a life of scholarship.
Gong o f the Summit (6th Level Required). Y ou can Most are devoted to the deities o f the Sovereign Host.
spend 3 ki points to cast shatter. In the world o f Dragonlance, most monks are devoted to
Mist Stance (11th Level Required). You can spend 4 Majere, god o f meditation and thought. In Greyhawk, many
ki points to cast gaseous form, targeting yourself. monasteries are dedicated to Xan Yae, the goddess o f twilight
Ride the Wind (11th Level Required). You can spend and the superiority o f mind over matter, or to Zuoken, god of
4 ki points to cast fly, targeting yourself. mental and physical mastery.
River o f Hungry Flame (17th Level Required). You The evil monks o f the Scarlet Brotherhood in the world of
can sp end 5 ki poin ts to cast wall o f fire. Greyhawk derive their fanatic zeal not from devotion to a god
but from dedication to the principles o f their nation and their
Rush o f the Gale Spirits. You can spend 2 ki points
race the belief that the Suel strand of humanity are meant
to cast gust o f wind.
to rule the world.
Pa l a d i n
Clad in plate arm or that gleam s in the sunlight despite
the dust and grim e o f long travel, a hum an lays dow n
her sw ord and shield and p la ces her hands on a m ortally
w ou n ded man. D ivine radiance sh in es from her hands,
the m ans w ou n ds knit closed, and his eyes op en w ide
with am azem ent.
A dw arf crou ch es behind an outcrop, his black cloak
m akin g him nearly invisible in the night, and w atches
an orc w ar band celebrating its recent victory. Silently,
he stalks into their m idst and w h ispers an oath, and tw o
ores are dead b efore they even realize he is there.
Silver hair shining in a shaft o f light that seem s to
illum inate only him , an elf laughs w ith exultation. His
sp ear flashes like his eyes as he ja b s again and again
at a tw isted giant, until at last his light ov ercom es its
h ideou s darkness.
W hatever their origin and their m ission, paladins are
united by their oaths to stand against the forces o f evil.
W h eth er sw orn before a g od s altar and the w itn ess o f
a priest, in a sa cred glade b efore nature spirits and fey
beings, or in a m om ent o f desperation and g rief w ith the
dead as the only w itn ess, a paladins oath is a pow erfu l
bond. It is a so u rce o f p ow er that turns a devout w arrior
into a blessed cham pion.

T he C ause of R ig h teo u sn ess


A paladin sw ea rs to uphold ju stice and righteousness,
to stand w ith the g o o d things o f the w orld against the
en croach in g darkness, and to hunt the forces o f evil
w herever they lurk. Different paladins focu s on various
aspects o f the cau se o f righ teou sn ess, but all are
b ou n d by the oaths that grant them p ow er to d o their
sa cred w ork. A lthough m any paladins are devoted to
g od s o f g ood , a paladins p ow er c o m e s as m uch from a
com m itm en t to ju stice itself as it d o e s from a god.
Paladins train for years to learn the skills o f com bat,
m astering a variety o f w ea p on s and armor. Even so,
their martial skills are secon d a ry to the m agical p ow er
they w ield: p ow er to heal the sick and injured, to sm ite
the w ick ed and the undead, and to protect the innocent
and th ose w h o join them in the fight for ju stice.

B e y o n d t h e M u n d a n e L ife
A lm ost by definition, the life o f a paladin is an
adventuring life. U n less a lasting injury has taken him
or her away from adventuring for a time, every paladin
lives on the front lines o f the c o sm ic struggle against
T h e Pa la din

Spell Slots per Spell Level


Proficiency
Level Bonus Features 1st 2nd 3rd 4th 5th
1st +2 Divine Sense, Lay on Hands
2nd +2 Fighting Style, Spellcasting, Divine Smite 2
3rd +2 Divine Health, Sacred Oath 3
4th +2 Ability Score Improvement 3
5th +3 Extra Attack 4 2
6th +3 Aura o f Protection 4 2
7th +3 Sacred Oath feature 4 3
8th +3 Ability Score Improvement 4 3
9th +4 4 3 2
10th +4 Aura o f Courage 4 3 2
11th +4 Improved Divine Smite 4 3 3
12th +4 Ability Score Improvement 4 3 3
13th +5 4 3 3 1
14th +5 Cleansing Touch 4 3 3 1
15th +5 Sacred Oath feature 4 3 3 2
16th +5 Ability Score Improvement 4 3 3 2
17th +6 4 3 3 3 1
18th +6 Aura improvements 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Sacred Oath feature 4 3 3 3 2

evil. Fighters are rare enough a m on g the ranks o f the as Torm , Tyr, H eironeou s,
m ilitias and arm ies o f the w orld, but even few er p eople Paladine, Kiri-Jolith, D ol
can claim the true calling o f a paladin. W h en they do Arrah, the Silver Flam e,
receive the call, these w arriors turn from their form er Bahamut, Athena, Re-Horakhty,
occu p ation s and take up arm s to fight evil. S om etim es and H eim dall.
their oaths lead them into the serv ice o f the crow n as H ow did you exp erien ce your call to
leaders o f elite grou ps o f knights, but even then their serve as a paladin? D id you hear a w h isper
loyalty is first to the ca u se o f righ teou sn ess, not to from an u n seen g od or angel w hile you w ere at
crow n and country. prayer? D id another paladin sen se the potential w ithin
Adventuring p aladins take their w ork seriously. A you and d ecide to train you as a squire? Or did som e
delve into an ancient ruin or dusty crypt can be a quest terrible eventthe destruction o f your h om e, perhaps
driven by a higher p u rp ose than the acquisition of drive you to your quests? Perhaps you stum bled into
treasure. Evil lurks in du ngeon s and prim eval forests, a sa cred grove or a hidden elven enclave and found
and even the sm allest victory against it can tilt the y ou rself called to protect all such refuges o f g o od n ess
c o s m ic ba la n ce away from oblivion. and beauty. O r you m ight have k n ow n from your earliest
m em ories that the paladins life w as your calling, alm ost
C r e a t i n g a Pa l a d i n as if you had been sent into the w orld w ith that p u rp ose
stam ped on your soul.
Th e m ost im portant aspect o f a paladin character is
A s guardians against the forces o f w ick ed n ess,
the nature o f his or her holy quest. Although the class
paladins are rarely o f any evil alignm ent. M ost o f them
features related to your oath don't appear until you
reach 3rd level, plan ahead for that ch oice by reading w alk the paths o f charity and ju stice. C on sider h ow your
alignm ent c o lo rs the w ay you pursue your holy quest
the oath descriptions at the end o f the class. A re you a
and the m ann er in w hich you con du ct y ou rself before
devoted servant o f g ood, loyal to the gods o f ju stice and
g od s and m ortals. Your oath and alignm ent m ight be
honor, a holy knight in shining arm or venturing forth
in harmony, or your oath m ight represent standards of
to sm ite evil? A re you a g loriou s cham pion o f the light,
behavior that you have not yet attained.
cherish in g everything beautiful that stands against the
shadow, a knight w h o s e oath d escen d s from traditions
Q u ic k B u il d
older than m any o f the god s? O r are you an em bittered
You can m ake a paladin quickly by follow in g these
lon er sw orn to take v en g ean ce on th ose w h o have done
suggestion s. First, Strength sh ou ld be your highest
great evil, sent as an angel o f death by the g od s or driven
ability score, follow ed by C harism a. S econ d , c h o o s e the
by your n eed for revenge? A pp en dix B lists m any deities
noble background.
w orsh ip ed by paladins throughout the m ultiverse, such
C lass Featu r es F ig h t in g St y l e
A s a paladin, you gain the follow in g cla ss features. At 2nd level, you adopt a style o f fighting as your
specialty. C h oose on e o f the follow in g options. You ca n t
H it P o in t s take a Fighting Style option m ore than on ce, even if you
Hit Dice: 1d10 p er paladin level later get to c h o o s e again.
Hit Points at 1st Level: 10 + your Constitution m odifier
Hit Points at Higher Levels: 1d 10 (or 6) + your D efense

C onstitution m odifier per paladin level after 1st W h ile you are w earing armor, you gain a +1 bon u s to AC.

P r o f ic ie n c ie s D u e l in g

Arm or: A ll armor, shields W h en you are w ielding a m elee w eap on in on e hand and
W eapons: Sim ple w eapon s, m artial w eapon s no other w eapon s, you gain a +2 bon u s to dam age rolls
Tools: N one w ith that w eapon.

Saving Throws: W isdom , Charism a G reat W eapon F ig h t in g


Skills: C h o o se tw o from A thletics, Insight, Intimidation,
W h en you roll a 1 or 2 on a dam age die for an attack you
M edicine, Persuasion, and R eligion
m ake w ith a m elee w eap on that you are w ielding with
tw o hands, you can reroll the die and must u se the new
E q u ip m ent
roll. T h e w eap on m ust have the tw o-handed or versatile
You start w ith the follow in g equipm ent, in addition to
property for you to gain this benefit.
the equipm ent granted by your background:

(a) a m artial w eap on and a shield or (b) tw o martial P r o t e c t io n


w eap on s W h en a creature you can see attacks a target other
(a) five javelins or (b) any sim ple m elee w eapon than you that is w ithin 5 feet o f you, you can u se your
(a) a priests pack or (b) an explorers pack reaction to im p ose disadvantage on the attack roll.
C hain m ail and a holy sym bol You must be w ielding a shield.

D iv in e Sense Spellca stin g


T h e p resen ce o f stron g evil registers on your se n se s like B y 2nd level, you have learned to draw on divine
a n oxiou s odor, and pow erfu l g o o d rings like heavenly m agic through m editation and prayer to cast sp ells as
m u sic in your ears. A s an action, you can op en your a cleric does. S e e chapter 10 for the general rules o f
aw aren ess to detect such forces. Until the end o f your spellcastin g and chapter 11 for the paladin spell list.
next turn, you k n ow the location o f any celestial, fiend,
or undead w ithin 60 feet o f you that is not behind total P r e p a r in g and C a s t in g Spe lls
cover. You k n ow the type (celestial, fiend, or undead) o f T h e Paladin table sh ow s h ow m any spell slots you have
any bein g w h ose p resen ce you sen se, but not its identity to cast your spells. To cast on e o f your paladin sp ells o f
(the vam pire Count Strahd von Z arovich, for instance). 1st level or higher, you must expend a slot o f the sp ells
W ithin the sa m e radius, you also detect the presen ce level or higher. You regain all expen ded spell slots w hen
o f any place or object that has been con secrated or you finish a lon g rest.
desecrated, as w ith the hallow spell. Y ou prepare the list o f paladin spells that are available
You can u se this feature a num ber o f tim es equal to for you to cast, ch oosin g from the paladin spell list.
1 + your C harism a m odifier. W h en you finish a lon g rest, W h en you do so, c h o o s e a n um ber o f paladin spells
you regain all expen ded uses. equal to your C harism a m odifier + h alf your paladin
level, roun ded dow n (m inim um o f one spell). The sp ells
L ay on H ands must b e o f a level for w hich you have spell slots.
For exam ple, if you are a 5th-level paladin, you have
Your blessed touch can heal w oun ds. You have a p ool
four 1st-level and tw o 2nd-level spell slots. W ith a
o f healing p ow er that replen ish es w hen you take a long
C harism a o f 14, your list o f prepared spells can include
rest. W ith that pool, you can restore a total num ber o f
four spells o f 1st or 2nd level, in any com bination. If you
hit points equal to your paladin level x 5.
prepare the 1st-level spell cure wounds, you can cast
A s an action, you can touch a creature and draw
it using a 1st-level or a 2nd-level slot. Casting the spell
p ow er from the p o o l to restore a num ber o f hit points
d oesn t rem ove it from your list o f prepared spells.
to that creature, up to the m axim u m am ount rem aining
You can change your list o f prepared spells w hen you
in your p ool.
finish a long rest. P reparin g a n ew list o f paladin spells
Alternatively, you ca n expend 5 hit points from your
requ ires tim e spent in prayer and m editation: at least 1
p o o l o f healing to cure the target o f one d isease or
m inute per spell level for each spell on your list.
neutralize on e p oison affecting it. You can cure multiple
d isea ses and neutralize multiple p oison s w ith a single Sp e l l c a s t in g A b il it y
use o f Lay on H ands, expending hit points separately C harism a is your sp ellcastin g ability for your paladin
for each one. spells, sin ce their p ow er derives from the strength o f
T h is feature has no effect on undead and constructs.
your conviction s. You u se your C harism a w hen ever a A b il it y S c o r e Im p r o v e m e n t
spell refers to your spellcastin g ability. In addition, you
W h en you reach 4th level, and again at 8th, 12th, 16th,
use your C harism a m odifier w hen setting the saving
and 19th level, you can in crease on e ability s c o r e o f your
th row D C for a paladin spell you cast and w hen m aking
ch oice by 2, or you can in crease tw o ability sc o r e s o f
an attack roll w ith one.
your ch oice by 1. A s norm al, you ca n t in crease an ability
Spell save D C = 8 + your proficiency bonus + sco re above 20 using this feature.
your Charisma modifier
Extra A ttack
Spell attack modifier = your proficiency bonus +
your Charisma modifier B egin ning at 5th level, you can attack tw ice, instead o f
on ce, w henever you take the A ttack action on your turn.
Sp e l l c a s t in g Fo c u s
You can u se a holy sym b ol (found in chapter 5) as a
A u r a of P ro tectio n
sp ellcastin g focu s for your paladin spells. Starting at 6th level, w hen ever you or a friendly creature
w ithin 10 feet o f you m ust m ake a saving throw, the
D iv in e Sm ite creature gains a bon u s to the saving th row equal to your
Starting at 2nd level, w hen you hit a creature w ith a C harism a m odifier (with a m inim um bon u s o f +1). You
m elee w eap on attack, you can expend one paladin spell m ust be co n s cio u s to grant this bonus.
slot to deal radiant dam age to the target, in addition to At 18th level, the range o f this aura in creases to 30 feet.
the w ea p on s dam age. T h e extra dam age is 2d 8 for a
1st-level sp ell slot, plus 1d8 for each spell level higher
A ura of C ourage
than 1st, to a m axim u m o f 5d8. T h e dam age in creases Starting at 10th level, you and friendly creatu res
by 1d8 if the target is an undead or a fiend. w ithin 10 feet o f you ca n t be frightened w hile you
are con sciou s.
D ivin e H ea lth At 18th level, the range o f this aura in creases to 30 feet.
By 3rd level, the divine m agic flow in g through you
m a kes you im m une to disease.
Im pr o ved D iv in e Sm ite
By 11th level, you are s o su ffu sed w ith righteous
Sa c r e d O a t h might that all your m elee w ea p on strikes carry divine
W h en you reach 3rd level, you sw ear the oath that binds pow er w ith them. W h en ever you hit a creature with a
you as a paladin forever. Up to this tim e you have been m elee w eapon , the creature takes an extra 1d8 radiant
in a preparatory stage, com m itted to the path but not dam age. If you also u se your D ivine Sm ite with an
yet sw orn to it. N ow you c h o o s e the Oath o f D evotion, attack, you add this dam age to the extra dam age o f your
the Oath o f the Ancients, or the Oath o f V engeance, all D ivine Sm ite.
detailed at the end o f the class description.
Your ch oice grants you features at 3rd level and again
C lea n sin g T ou ch
at 7th, 15th, and 20th level. T h o se features include oath B egin ning at 14th level, you can use your action to
sp ells and the Channel Divinity feature. end on e spell on y ou rself or on on e w illing creature
that you touch.
O ath Spe lls You can use this feature a num ber o f tim es equal
E ach oath has a list o f a ssocia ted spells. You gain to your C harism a m odifier (a m inim um o f once). You
a c c e s s to th ese spells at the levels sp ecified in the oath regain expended u ses w hen you finish a lon g rest.
description. O n ce you gain a c c e ss to an oath spell, you
always have it prepared. Oath spells d on t count against
the num ber o f spells you can prepare each day.
Sa c r e d O a t h s
If you gain an oath spell that d oesn t appear on the B ecom in g a paladin involves taking v ow s that com m it
paladin sp ell list, the spell is n onetheless a paladin the paladin to the cau se o f righ teou sn ess, an active
spell for you. path o f fighting w ick ed n ess. The final oath, taken
w hen he or sh e reach es 3rd level, is the culm ination
C hannel D iv in it y o f all the paladins training. S o m e characters with this
Your oath allow s you to channel divine en ergy to fuel class d on t con sider them selves true paladins until
m agical effects. E ach Channel Divinity option provided they have reach ed 3rd level and m ade this oath. For
by your oath explains h ow to u se it. others, the actual sw earin g o f the oath is a formality,
W h en you u se your Channel Divinity, you ch o o s e an official stam p on w hat has always been true in the
w hich option to use. You must then finish a short or long paladins heart.
rest to u se your Channel Divinity again.
S o m e Channel Divinity effects require saving throw s. O a th of D evo tio n
W h en you u se such an effect from this class, the DC T h e Oath o f D evotion binds a paladin to the loftiest
equals your paladin spell save DC. ideals o f ju stice, virtue, and order. S om etim es called
cavaliers, w hite knights, or holy w arriors, these
paladins m eet the ideal o f the knight in sh in in g armor,
acting w ith h on or in pursuit o f ju stice and the greater B r e a k in g Yo u r O ath
good. Th ey h old th em selves to the highest standards of A paladin tries to hold to the highest standards o f conduct,
conduct, and som e, for better or w orse, hold the rest o f but even the most virtuous paladin is fallible. Sometimes
the w orld to the sam e standards. M any w ho sw ear this the right path proves too demanding, sometimes a situation
oath are devoted to gods o f law and g o o d and use their calls for the lesser o f two evils, and sometimes the heat of
g od s tenets as the m easu re o f their devotion. Th ey hold emotion causes a paladin to transgress his or her oath.
an gelsthe perfect servants o f g o o d as their ideals, A paladin who has broken a vow typically seeks absolution
from a cleric who shares his or her faith or from another
and in corporate im ages o f angelic w in gs into their
paladin of the same order. The paladin might spend an all-
helm ets or coats o f arm s.
night vigil in prayer as a sign o f penitence, or undertake a
fast or similar act o f self-denial. After a rite o f confession and
T enets of D e v o t io n
forgiveness, the paladin starts fresh.
T h ou gh the exact w ord s and strictures o f the Oath o f If a paladin willfully violates his or her oath and shows no
D evotion vary, paladins o f this oath share these tenets. sign o f repentance, the consequences can be more serious.
Honesty. D on t lie or cheat. Let your w ord b e At the DM's discretion, an impenitent paladin might be
your prom ise. forced to abandon this class and adopt another, or perhaps
Courage. Never fear to act, though caution is w ise. to take the Oathbreaker paladin option that appears in the
Compassion. A id others, protect the w eak, and D u n ge o n M aste r's Guide.

punish th ose w h o threaten them. S h o w m ercy to your


foes, but tem per it w ith w isdom . reactions. F or its action, it can use only the D ash action
Honor. Treat others with fairness, and let your or try to esca p e from an effect that prevents it from
honorable d eed s be an exam ple to them . D o as m oving. If theres n ow h ere to m ove, the creature can u se
m uch g o o d as p ossib le w hile causing the least the D od g e action.
am ount o f harm.
Duty. B e respon sib le for your actions and their A u ra of D e v o t io n

con seq u en ces, protect th ose entrusted to your care, Starting at 7th level, you and friendly creatu res w ithin
and obey th ose w h o have ju st authority over you. 10 feet o f you ca n t be ch a rm ed w hile you are con sciou s.
At 18th level, the range o f this aura in creases to 30 feet.
O ath Spells
You gain oath sp ells at the paladin levels listed. Pu r it y of S p ir it
B egin ning at 15th level, you are always under the effects
O ath o f D e v o t io n S pells o f a protection from evil and good spell.

Paladin Level Spells


H oly N im b u s
3rd protection fro m evil a n d good, san ctu ary At 20th level, as an action, you can em anate an aura o f
5th lesser restoration, zone o f truth sunlight. F or 1 minute, bright light sh in es from you in a
9th beacon o f hope, dispel m agic 30 -foot radius, and dim light sh in es 30 feet beyon d that.
13th fre e do m o f m ovem ent, gu ardia n o f faith W h enever an enem y creature starts its turn in the
17th com m u n e, fla m e strike bright light, the creature takes 10 radiant dam age.
In addition, for the duration, you have advantage on
C hannel D iv in it y saving throw s against sp ells cast by fiends or undead.
W h en you take this oath at 3rd level, you gain the O n ce you use this feature, you ca n t use it again until
follow in g tw o Channel Divinity options. you finish a long rest.
Sacred Weapon. A s an action, you ca n im bue one
w eap on that you are holdin g w ith positive energy, O a t h of th e A n cien ts
using your Channel Divinity. For 1 minute, you add The Oath o f the A ncients is as old as the race o f elves
your C harism a m odifier to attack rolls m ade w ith that and the rituals o f the druids. S om etim es called fey
w eap on (with a m inim um bon u s o f +1). T h e w ea p on also knights, green knights, or h orn ed knights, paladins w ho
em its bright light in a 20 -foot radius and dim light 20 sw ear this oath cast their lot with the side o f the light
feet beyon d that. If the w eap on is not already m agical, it in the co sm ic struggle against darkn ess b eca u se they
b e c o m e s m agical for the duration. love the beautiful and life-giving things o f the w orld,
You ca n end this effect on your turn as part o f any not n ecessarily b eca u se they believe in prin ciples o f
other action. If you are no lon ger h olding or carrying honor, courage, and ju stice. Th ey adorn their arm or and
this w eapon , or if you fall u n con sciou s, this effect ends. cloth in g with im ages o f grow in g thingsleaves, antlers,
Turn the Unholy. A s an action, you present your or flow ersto reflect their com m itm en t to preserving
holy sym bol and sp eak a prayer cen su rin g fiends and life and light in the world.
undead, using your Channel Divinity. E ach fiend or
undead that can s e e or hear you w ithin 30 feet o f you T enets of th e A n c ie n t s
must m ake a W isd om saving throw. If the creature The tenets o f the Oath o f the A ncients have been
fails its saving throw, it is turned for 1 m inute or until preserved for u ncounted centuries. T h is oath
it takes dam age. em p hasizes the prin ciples o f g o o d above any con cern s
A turned creature m ust sp en d its turns trying to m ove o f law o r chaos. Its four central prin ciples are sim ple.
as far away from you as it can, and it ca n t w illingly
m ove to a sp ace w ithin 30 feet o f you. It also ca n t take
sym bol, and each fey o r fiend w ithin 30 feet o f you that
can hear you m ust m ake a W isd om saving throw. O n a
failed save, the creature is turned for 1 m inute or until it
takes dam age.
A turned creature m ust spend its turns trying to m ove
as far away from you as it can, and it ca n t w illingly
m ove to a sp a ce w ithin 30 feet o f you. It also ca n t take
reactions. F or its action, it can use only the D ash action
or try to esca p e from an effect that prevents it from
m oving. If th eres now h ere to m ove, the creature can use
the D o d g e action.
If the creatu res true form is con cea led by an illusion,
shapeshifting, or other effect, that form is revealed w hile
it is turned.

A u ra of W a r d in g
B egin ning at 7th level, ancient m agic lies so heavily
u pon you that it form s an eldritch w ard. You and friendly
creatu res w ithin 10 feet o f you have resistan ce to
dam age from spells.
At 18th level, the range o f this aura in creases to 30 feet.
K indle the Light. T h rou gh your acts o f mercy,
kin dn ess, and forgiveness, kindle the light o f h op e in the U n d y in g Se n t in e l
w orld, beating ba ck despair. Starting at 15th level, w hen you are redu ced to 0 hit
S helter the Light. W h ere there is g ood, beauty, love, points and are not killed outright, you can c h o o s e to
and laughter in the w orld, stand against the w ick ed n ess drop to 1 hit point instead. O n ce you u se this ability, you
that w ou ld sw a llow it. W h ere life flourishes, stand ca n t u se it again until you finish a lon g rest.
against the fo r ce s that w ou ld render it barren. Additionally, you suffer n one o f the draw backs o f old
P reserve Your Own Light. D elight in son g and age, and you c a n t be aged m agically.
laughter, in beauty and art. If you allow the light to die in
Elder C h a m p io n
your ow n heart, you ca n t preserve it in the w orld.
At 20th level, you can assu m e the form o f an ancient
B e the Light. B e a g loriou s b ea con for all w h o live in
force o f nature, taking on an appearan ce you ch oose.
despair. Let the light o f your jo y and cou rage shine forth
For exam ple, your skin m ight turn green or take on a
in all your deeds.
bark-like texture, your hair m ight b e c o m e leafy or m o s s -
O ath Spells like, or you m ight sprout antlers or a lion-like mane.
You gain oath sp ells at the paladin levels listed. U sing your action, you u ndergo a transform ation.
For 1 m inute, you gain the follow in g benefits:
O ath of the A n c ie n t s S pells At the start o f each o f your turns, you regain 10 hit
Paladin Level Spells points.
3rd e n sn aring strike, speak with anim als
W h en ever you cast a paladin spell that has a casting
tim e o f 1 action, you can cast it using a bon u s action
5th m oon b eam , m isty step
instead.
9th p lant growth, protection fro m energy
E nem y creatures w ithin 10 feet o f you have disadvan
13th ice storm , stoneskin
tage on saving th row s against your paladin spells and
17th c o m m u n e with nature, tree stride
Channel Divinity options.

C h a n n e l D iv in it y O nce you u se this feature, you ca n t use it again until


W h en you take this oath at 3rd level, you gain the you finish a lon g rest.
follow in g tw o Channel Divinity options.
N atures Wrath. You can use your Channel Divinity
O ath of V engeance
to invoke prim eval forces to ensnare a foe. A s an action, The Oath o f V en gean ce is a solem n com m itm en t to
you can cau se spectral vines to spring up and reach punish th ose w ho have com m itted a grievous sin. W h en
for a creature w ithin 10 feet o f you that you can see. evil forces slaughter helpless villagers, w hen an entire
T h e creature m ust su cceed on a Strength or Dexterity p eople turns against the w ill o f the gods, w hen a thieves
saving th row (its ch oice) or be restrained. W h ile guild grow s too violent and pow erfu l, w hen a dragon
restrained by the vines, the creature repeats the saving ram pages through the cou n trysideat tim es like these,
th row at the end o f each o f its turns. O n a su ccess, it paladins arise and sw ear an Oath o f V en gean ce to set
frees itself and the v ines vanish. right that w hich has gone w ron g. To th ese paladins
Turn the Faithless. You can use your Channel som etim es called avengers or dark knightstheir ow n
Divinity to utter ancient w ord s that are painful for fey purity is not as im portant as delivering justice.
and fiends to hear. A s an action, you present your holy
T enets of V engeance C hannel D iv in it y
T h e tenets o f the Oath o f V en gean ce vary by paladin, but W h en you take this oath at 3rd level, you gain the
all the tenets revolve around punishing w ron g d oers by follow in g tw o Channel Divinity options.
any m eans necessary. Paladins w h o uphold these tenets A bjure Enemy. A s an action, you present your holy
are w illing to sa crifice even their ow n righ teou sn ess to sym bol and sp ea k a prayer o f denunciation, using your
m ete out ju stice upon th ose w h o do evil, so the paladins Channel Divinity. C h oose one creature w ithin 60 feet
are often neutral or lawful neutral in alignm ent. The o f you that you can see. That creature m ust m ake a
c o re prin ciples o f the tenets are brutally sim ple. W isd om saving throw, u nless it is im m une to being
Fight the Greater Evil. F aced w ith a ch oice o f fighting frightened. Fiends and undead have disadvantage on
m y sw orn foes or com batin g a lesser evil. I c h o o s e the this saving throw.
greater evil. On a failed save, the creature is frightened for 1
No Mercy for the Wicked. O rdinary foes m ight w in minute or until it takes any dam age. W h ile frightened,
my m ercy, but m y sw orn en em ies do not. the creatu res sp eed is 0, and it ca n t benefit from any
By Any Means Necessary. My qualm s ca n t get in the bon u s to its speed.
w ay o f exterm inating m y foes. On a su ccessfu l save, the creatu res sp eed is halved
Restitution. If m y fo e s w rea k ruin on the w orld, it is for 1 m inute or until the creature takes any dam age.
b eca u se I failed to stop them. I m ust help th ose harm ed Vow o f Enmity. A s a bon u s action, you can utter a vow
by their m isdeeds. o f enm ity against a creature you can see w ithin 10 feet
o f you, using your Channel Divinity. You gain advantage
O ath Spe lls on attack rolls against the creature for 1 minute or until
You gain oath spells at the paladin levels listed. it d rops to 0 hit points or falls u n con sciou s.

O ath o f V e n g e a n c e S pells R elen tless Avenger


Paladin Level Spells By 7th level, your supernatural focu s helps you close
o ff a fo e s retreat. W h en you hit a creature w ith an
3rd bane, hu n te rs m ark
opportu nity attack, you can m ove up to h alf your
5th hold person, m isty step
sp eed im m ediately after the attack and as part o f
9th haste, protection fro m energy
the sam e reaction. T h is m ovem ent d oesn t provoke
13th banishm ent, dim ension door
opportunity attacks.
17th hold monster, scrying
Sou l of V engeance
Starting at 15th level, the authority w ith w h ich you
sp ea k your V ow o f Enm ity gives you greater pow er over
your foe. W h en a creature under the effect o f your V ow
o f Enm ity m akes an attack, you can use your reaction to
m ake a m elee w eap on attack against that creature if it is
w ithin range.

A v e n g in g A ngel
At 20th level, you can assu m e the form o f an
angelic avenger. U sing your action, you undergo a
transform ation. F or 1 hour, you gain the follow in g
benefits:

W in gs sprout from your back and grant you a flying


sp eed o f 60 feet.
You em anate an aura o f m en ace in a 30 -foot radius.
T he first tim e any en em y creatu re enters the aura or
starts its turn there during a battle, the creature m ust
su cceed on a W isd om saving th row o r b e c o m e fright
ened o f you for 1 m inute or until it takes any dam age.
Attack rolls against the frightened creature have
advantage.

O nce you u se this feature, you ca n t use it again until


you finish a lon g rest.
Ranger
R ou gh and w ild looking,
a hum an stalks alone
through the sh ad ow s o f
trees, hunting the ores he
k n ow s are planning a raid
on a nearby farm. Clutching
a sh ortsw ord in each hand,
he b e c o m e s a w hirlw ind of
steel, cutting dow n on e enem y
after another.
After tum bling away from a c o n e o f
freezin g air, an elf finds her feet and draw s
ba ck her b o w to lo o s e an arrow at the white
dragon. S h ru g gin g o ff the w ave o f fear that em anates
from the dragon like the cold o f its breath, she sen ds
on e arrow after another to find the gaps betw een the
dragon s thick scales.
H olding his hand high, a half-elf w histles to the hawk
that circles high above him, calling the bird b a ck to his
side. W h isp erin g instructions in Elvish, he points to
the ow lbea r h es b een tracking and sen ds the haw k to
distract the creature w hile he readies his bow.
Far from the bustle o f cities and tow ns, past the
h ed ges that shelter the m ost distant farm s from the
terrors o f the w ild, am id the den se-pa ck ed trees o f
trackless forests and a cro ss w id e and em pty plains,
ran gers k eep their unending w atch.

D eadly H unters
W arriors o f the w ildern ess, rangers sp ecia lize in
hunting the m on sters that threaten the ed g es o f
civilizationhum anoid raiders, ram paging beasts and
m onstrosities, terrible giants, and deadly dragons. T h ey
learn to track their quarry as a predator d oes, m oving
stealthily through the w ild s and hiding them selves in
brush and rubble. R a n gers focu s their com bat training
on tech niques that are particularly useful against their
sp ecific favored foes.
Th an ks to their fam iliarity w ith the w ilds, rangers
acqu ire the ability to cast spells that h arness natures
pow er, m uch as a druid d oes. Th eir spells, like their
com bat abilities, em phasize speed, stealth, and the hunt.
A rangers talents and abilities are h oned w ith deadly
focu s on the grim task o f protecting the borderlands.

In d epen d en t A dven turers


T h ou gh a ranger m ight m ake a living as a hunter, a
guide, or a tracker, a ran gers true calling is to defend
the outskirts o f civilization from the ravages o f m onsters
and h um anoid h ordes that p ress in from the w ild. In
so m e places, rangers gather in secretive orders or join
forces w ith druidic circles. M any rangers, though, are
independent alm ost to a fault, k n ow in g that, w hen a
dragon or a band o f orc s attacks, a ranger m ight be the
firstand p ossib ly the lastline o f defense.
This fierce in depen den ce m akes rangers w ell suited
to adventuring, sin ce they are accu stom ed to life far
from the c om forts o f a dry bed and a hot bath. Faced
with city-bred adventurers w h o g rou se and w hine about
the hardships o f the w ild, rangers respon d w ith som e
T he Ra n g e r

Proficiency Spells Spell Slots per Spell Level


Level Bonus Features Known 1st 2nd 3rd 4th 5th
1st +2 Favored Enemy, Natural Explorer
2nd +2 Fighting Style, Spellcasting 2 2
3rd +2 Ranger Archetype, Primeval Awareness 3 3

4th +2 Ability Score Improvement 3 3
5th +3 Extra Attack 4 4 2
6th +3 Favored Enemy and Natural Explorer improvements 4 4 2
7th +3 Ranger Archetype feature 5 4 3
8th +3 Ability Score Improvement, Lands Stride 5 4 3
9th +4 6 4 3 2
10th +4 Natural Explorer improvement, Hide in Plain Sight 6 4 3 2

11th +4 Ranger Archetype feature 7 4 3 3


12th +4 Ability Score Improvement 7 4 3 3

13th +5 8 4 3 3 1

14th +5 Favored Enemy improvement, Vanish 8 4 3 3 1


15th +5 Ranger Archetype feature 9 4 3 3 2
16th +5 Ability Score Improvement 9 4 3 3 2
17th +6 10 4 3 3 3 1
18th +6 Feral Senses 10 4 3 3 3 1
19th +6 Ability Score Improvement 11 4 3 3 3 2
20th +6 Foe Slayer 11 4 3 3 3 2

W hat m ade you join up with a band o f adventurers?


D o you find it challen ging to teach n ew allies the w ays
o f the w ild, or do you w elcom e the relief from solitude
that they offer?

Q u ic k B u il d
You can m ake a ranger quickly by follow in g these
m ixture o f am usem ent, frustration, and com pa ssion .
suggestion s. First, m ake D exterity your highest ability
But they quickly learn that other adventurers w h o can
score, follow ed by W isdom . (S o m e rangers w h o focu s
carry their ow n w eight in a fight against civilizations
on tw o-w eapon fighting m ake Strength higher than
fo e s are w orth any extra burden. C odd led city folk might
Dexterity.) S econ d , c h o o s e the outlander background.
not k n ow h ow to feed them selves or find fresh w ater in
the w ild, but they m ake up for it in other ways.
C lass Featu r es
C r e a t in g a R anger A s a ranger, you gain the follow in g class features.
A s you create your ranger character, con sider the nature
H it P o in t s
o f the training that gave you your particular capabilities.
Hit Dice: 1d 10 per ranger level
D id you train with a single mentor, w an dering the w ilds
Hit Points at 1st Level: 10 + your Constitution m odifier
together until you m astered the ran gers w ays? Did you
Hit Points at Higher Levels: 1d 10 (or 6) + your
leave your apprenticeship, or w a s your m entor slain
C onstitution m odifier per ranger level after 1st
perhaps by the sam e kind o f m on ster that b e ca m e your
favored enem y? Or perhaps you learned your skills as P r o f ic ie n c ie s
part o f a band o f rangers affiliated with a druidic circle, Arm or: Light armor, m edium armor, shields
trained in m ystic paths as well as w ilderness lore. You
W eapons: S im ple w eapon s, m artial w eapon s
might b e self-taught, a recluse w ho learned com bat Tools: N one
skills, tracking, and even a m agical conn ection to nature
through the n ecessity o f surviving in the w ilds. Saving Throws: Strength, D exterity
W h ats the sou rce o f your particular hatred o f a Skills: C h oose three from A nim al Handling,
certain kind o f enem y? D id a m on ster kill som eon e A thletics, Insight, Investigation, Nature, P erception,
you loved or destroy your h om e village? Or did you see Stealth, and Survival
too m uch o f the destruction th ese m on sters cau se and
E q u ip m ent
com m it y ou rself to reining in their depredations? Is
You start w ith the follow in g equipm ent, in addition to
your adventuring career a continuation o f your w ork
the equipm ent granted by your background:
in protectin g the borderlands, or a significant change?
(a) scale m ail or (b) leather arm or A rchery
(a) tw o sh ortsw ords or (b) tw o sim ple m elee w eap on s You gain a +2 bon u s to attack rolls you m ake with
(a) a du ng eon eers pack or (b) an explorers pack ranged w eapon s.
A lon g b ow and a quiver o f 20 arrow s
D efense
Fa v o r e d E n e m y W h ile you are w earing armor, you gain a +1 bonus to AC.

B egin ning at 1st level, you have significant experience


D u e l in g
studying, tracking, hunting, and even talking to a certain
W h en you are w ielding a m elee w eap on in on e hand and
type o f enemy.
no other w eapon s, you gain a +2 bon u s to dam age rolls
C h oose a type o f favored enem y: aberrations,
w ith that w eapon.
beasts, celestials, constructs, dragons, elem entals, fey,
fiends, giants, m on strosities, ooze s , plants, or undead. Tw o -W eapon F ig h t in g
Alternatively, you can select tw o races o f hum anoid W h en you engage in tw o-w eapon fighting, you can add
(such as gnolls and orc s) as favored enem ies. your ability m odifier to the dam age o f the se co n d attack.
Y ou have advantage on W isd om (Survival) ch eck s to
track your favored en em ies, as w ell as on Intelligence Spellca stin g
ch eck s to recall inform ation about them.
By the tim e you reach 2nd level, you have learned to
W h en you gain this feature, you also learn one
u se the m agical e ss e n ce o f nature to cast spells, m uch
language o f your ch oice that is sp oken by your favored
as a druid d oes. S e e chapter 10 for the general rules o f
en em ies, if they sp eak on e at all.
sp ellcastin g and chapter 11 for the ranger spell list.
You c h o o s e on e additional favored enemy, as w ell as
an a ssocia ted language, at 6th and 14th level. A s you
Spell Slo ts
gain levels, your c h o ice s should reflect the types o f
T h e R anger table sh ow s h ow m any spell slots you have
m on sters you have en cou ntered on your adventures.
to cast your spells o f 1st level and higher. To cast one o f
th ese spells, you m ust expend a slot o f the sp ells level
N atural Explorer
or higher. You regain all expen ded spell slots w hen you
You are particularly fam iliar w ith one type o f natural finish a long rest.
environm ent and are adept at traveling and surviving in F or exam ple, if you kn ow the 1st-level spell animal
such regions. C h oo se on e type o f favored terrain: arctic, friendship and have a 1st-level and a 2nd-level spell slot
coast, desert, forest, grassland, m ountain, sw am p, available, you can cast animal friendship using either slot.
or the U nderdark. W h en you m ake an Intelligence or
W isd om ch eck related to your favored terrain, your Spe lls K now n of 1s t L evel and H ig h e r

proficiency bon u s is dou bled if you are using a skill that Y ou k n ow tw o 1st-level spells o f you r c h oice from the
you re proficient in. ranger spell list.
W h ile traveling for an hour or m ore in your favored T he S p ells K n ow n colu m n o f the R anger table sh ow s
terrain, you gain the follow in g benefits: w h en you learn m ore ranger sp ells o f your ch oice. Each
o f th ese sp ells m ust be o f a level for w hich you have
Difficult terrain d oesn t slow your grou ps travel.
Your group can t b e c o m e lost except by m agical
m eans.
Even w h en you are engaged in another activity w hile
traveling (such as foraging, navigating, or tracking),
you rem ain alert to danger.
If you are traveling alone, you can m ove stealthily at
a n orm al pace.
W h en you forage, you find tw ice as m uch food as you
norm ally w ould.
W h ile tracking other creatures, you also learn their
exact num ber, their sizes, and h ow lon g ago they
pa ssed through the area.

You c h o o s e additional favored terrain types at 6th


and 10th level.

F i g h t i n g St y l e
At 2nd level, you adopt a particular style o f fighting as
your specialty. C h o ose on e o f the follow in g options.
Y ou ca n t take a Fighting Style option m ore than on ce,
even if you later get to c h o o s e again.
spell slots. F or instance, w hen you reach 5th level in this A b il it y Sco r e Im pr o v e m e n t
class, you can learn on e n ew sp ell o f 1st or 2nd level.
Additionally, w hen you gain a level in this class, W h en you reach 4th level, and again at 8th, 12th, 16th,
you can c h o o s e on e o f the ranger sp ells you kn ow and 19th level, you can in crease on e ability s c o r e o f your
and rep lace it w ith another spell from the ranger ch oice by 2, or you can in crease tw o ability s c o r e s o f
spell list, w hich also m ust be o f a level for w hich you your ch oice by 1. A s norm al, you ca n t in crease an ability
have spell slots. sc o r e above 20 using this feature.

Sp e l l c a s t in g A b il it y Extra A ttack
W isd om is your sp ellcastin g ability for your ranger B egin n in g at 5th level, you ca n attack tw ice, instead o f
spells, sin ce your m a gic draw s on your attunem ent to on ce, w henever you take the A ttack action on your turn.
nature. You use your W isd om w henever a spell refers
to your sp ellcastin g ability. In addition, you u se your L a n d s S t r i d e
W isd om m odifier w hen setting the saving th row D C for
Starting at 8th level, m oving through n onm agical
a ranger spell you cast and w hen m akin g an attack roll
difficult terrain co sts you no extra m ovem ent. You can
with one.
also pass through n onm agical plants w ithout being
Spell save D C = 8 + your proficiency bonus + slow ed by them and without taking dam age from them if
your Wisdom modifier they have thorns, spines, or a sim ilar hazard.
In addition, you have advantage on saving throw s
Spell attack modifier = your proficiency bonus +
against plants that are m agically created or m anipulated
your Wisdom modifier
to im pede m ovem ent, such th ose created by the
entangle spell.
R anger A rchetype
At 3rd level, you c h o o s e an archetype that you strive H id e in P l a i n S ig h t
to emulate: Hunter or B east Master, both detailed at Starting at 10th level, you can sp en d 1 m inute creating
the end o f the class description. Your ch oice grants cam ou flage for yourself. You m ust have a c c e s s to fresh
you features at 3rd level and again at 7th, 11th, mud, dirt, plants, soot, and other naturally o ccu rrin g
and 15th level. m aterials w ith w hich to create your cam ou flage.
O n ce you are cam ou fla ged in this way, you can try
P r im eval A wareness to hide by p ressin g y ou rself up against a solid surface,
B egin n in g at 3rd level, you can use your action and such as a tree or w all, that is at least as tall and w ide
expend on e ranger spell slot to focu s your aw areness on as you are. You gain a +10 bon u s to D exterity (Stealth)
the region around you. F or 1 m inute per level o f the spell ch eck s as long as you rem ain there without m oving or
slot you expend, you can sen se w hether the follow in g taking actions. O nce you m ove or take an action or a
types o f creatu res are present w ithin 1 m ile o f you (or reaction, you m ust cam ou flage y ou rself again to gain
w ithin up to 6 m iles if you are in your favored terrain): this benefit.
aberrations, celestials, dragons, elem entals, fey, fiends,
and undead. T h is feature d oesn t reveal the creatu res Va n ish
location or number. Starting at 14th level, you can u se the H ide action as a
bon u s action on your turn. A lso, you ca n t b e tracked by
n onm agical m eans, u n less you c h o o s e to leave a trail.

F e r a l Senses
At 18th level, you gain preternatural se n se s that help
you fight creatu res you ca n t see. W h en you attack a
creature you ca n t see, your inability to see it d oesn t
im p ose disadvantage on your attack rolls against it.
You are also aware o f the location o f any invisible
creature w ithin 30 feet o f you, provided that the
creature isnt hidden from you and you arent
blinded or deafened.

Foe Sla ye r
At 20th level, you b e c o m e an unparalleled hunter o f your
enem ies. O n ce on each o f your turns, you can add your
W isd om m odifier to the attack roll or the dam age roll o f
an attack you m ake against one o f your favored en em ies.
You can c h o o s e to use this feature before or after the
roll, but b efore any effects o f the roll are applied.
if you su cce e d on the saving throw, and only half
R an g er A rchetypes d am age if you fail.
The ideal o f the ranger has tw o classic expression s: the Stand Against the Tide. W h en a hostile creature
Hunter and the B east Master. m isses you with a m elee attack, you can u se your reaction
to force that creature to repeat the sam e attack against
H unter another creature (other than itself) o f your choice.
Em ulating the Hunter archetype m eans a cceptin g your Uncanny Dodge. W h en an attacker that you can see
place as a bulw ark b etw een civilization and the terrors hits you w ith an attack, you can use your reaction to
o f the w ildern ess. A s you w alk the H unters path, you halve the attacks dam age against you.
learn sp ecia lized tech niques for fighting the threats
you face, from ram paging og res and h ord es o f orc s to B east M aster
tow ering giants and terrifying dragons. T h e B east M aster archetype em b od ies a friendship
betw een the civilized races and the beasts o f the w orld.
H u n t e r s Prey
United in focu s, beast and ranger w ork as on e to fight
At 3rd level, you gain on e o f the follow in g features
the m on strou s fo e s that threaten civilization and the
o f y ou r choice.
w ildern ess alike. Em ulating the B east M aster archetype
Colossus Slayer. Y our tenacity can w ear dow n
m eans com m itting y ou rself to this ideal, w ork in g in
the m ost potent foes. W h en you hit a creature w ith a
partnership w ith an anim al as its com p a n ion and friend.
w eap on attack, the creature takes an extra 1d8 dam age
if its b elow its hit point m axim um . You can deal this R a n g e r s C o m p a n io n
extra dam age only o n ce per turn. At 3rd level, you gain a beast com p a n ion that
Giant Killer. W h en a Large or larger creature w ithin accom p a n ies you on your adventures and is trained to
5 feet o f you hits or m isses you w ith an attack, you can fight alongside you. C h oose a beast that is no larger than
u se your reaction to attack that creature im m ediately M edium and that has a challen ge rating o f 1/4 or low er
after its attack, provided that you can see the creature. (appendix D presen ts statistics for the hawk, mastiff,
Horde Breaker. O n ce on each o f your turns w hen you and panther as exam ples). A dd your proficiency bon u s
m ake a w eap on attack, you can m ake another attack to the bea sts AC, attack rolls, and dam age rolls, as w ell
w ith the sam e w eap on against a different creature that as to any saving th row s and skills it is proficient in. Its
is w ithin 5 feet o f the original target and w ithin range hit point m axim u m equals its n orm al m axim u m or four
o f your w eapon . tim es your ranger level, w hich ever is higher.
The beast obeys your com m a n d s as best as it can. It
D e f e n s iv e T a c t ic s
takes its turn on your initiative, though it d oesn t take an
At 7th level, you gain on e o f the follow in g features
action u n less you com m a n d it to. O n your turn, you can
o f your ch oice.
verbally com m a n d the beast w h ere to m ove (no action
Escape the Horde. O pportunity attacks against you
requ ired by you). You can use your action to verbally
are m ade w ith disadvantage.
com m a n d it to take the Attack, Dash, D isengage, D odge,
Multiattack Defense. W h en a creature hits you
or Help action. O nce you have the Extra A ttack feature,
w ith an attack, you gain a +4 b on u s to AC against
you can m ake on e w eap on attack y ou rself w hen you
all subsequent attacks m ade by that creature for the
com m a n d the beast to take the A ttack action.
rest o f the turn.
W h ile traveling through your favored terrain w ith only
Steel Will. Y ou have advantage on saving throw s
the beast, you can m ove stealthily at a n orm al pace.
against bein g frightened.
If the beast dies, you can obtain another on e by
sp ending 8 hours m agically b on d in g w ith another beast
M u l t ia t t a c k
that isnt hostile to you, either the sam e type o f beast as
At 11th level, you gain on e o f the follow in g features
b efore or a different one.
o f your ch oice.
Volley. You can u se your action to m ake a ranged E x c e p t io n a l T r a in in g
attack against any n um ber o f creatu res w ithin 10 feet
B egin ning at 7th level, on any o f your turns w hen
o f a point you can see w ithin your w ea p on s range. You
your beast com p a n ion d oesn t attack, you can use a
m ust have am m unition for each target, as norm al, and
bon u s action to com m a n d the beast to take the Dash,
you m ake a separate attack roll for each target.
D isengage, D odge, or Help action on its turn.
Whirlwind Attack. Y ou can u se your action to m ake a
m elee attack against any num ber o f creatu res w ithin 5 B e s t ia l F u r y
feet o f you, w ith a separate attack roll for each target. Starting at 11th level, your beast com p a n ion can
m ake tw o attacks w hen you com m a n d it to u se the
Su p e r i o r H u n t e r s D efense
A ttack action.
At 15th level, you gain on e o f the follow in g features
o f your choice. Sh a r e Spells
Evasion. You can nim bly d odge out o f the w ay o f B egin ning at 15th level, w hen you cast a spell targeting
certain area effects, su ch as a red dragon s fiery breath yourself, you can also affect your beast com p a n ion with
or a lightning bolt spell. W h en you are su bjected to an the spell if the beast is w ithin 30 feet o f you.
effect that allow s you to m ake a D exterity saving th row
to take only h alf dam age, you instead take no dam age
Rogue
Sign aling for her com p a n ion s to wait, a halfling creep s
forw ard through the du ngeon hall. S h e p resses an ear
to the door, then pulls out a set o f tools and picks the
lock in the blink o f an eye. Then sh e disappears into
the sh ad ow s as her fighter friend m oves forw ard to kick
the d oor open.
A hum an lurks in the sh ad ow s o f an alley w hile his
a ccom p lice prepares for her part in the am bush. W hen
their targeta notorious slaverp a sses the alleyway,
the a ccom p lice cries out, the slaver co m e s to investigate,
and the assa ssin s blade cuts his throat before he can
m ake a sound.
S u ppressin g a giggle, a g n om e w ag gles her fingers
and m agically lifts the key ring from the guards belt.
In a m om ent, the keys are in her hand, the cell d oor is
open, and she and her com p a n ion s are free to m ake
their escap e.
R og u es rely on skill, stealth, and their fo e s
vulnerabilities to get the upper hand in any situation.
They have a knack for finding the solution to ju st about
any problem , dem onstrating a resou rcefu ln ess and
versatility that is the corn erston e o f any su ccessfu l
adventuring party.

Sk il l a n d P r ecisio n
R og u es devote as m uch effort to m astering the use o f
a variety o f skills as they d o to perfectin g their com bat
abilities, giving them a broad expertise that few other
characters ca n m atch. M any rog u es focu s on stealth and
deception , w hile others refine the skills that help them
in a du ngeon environm ent, such as clim bing, finding and
disarm in g traps, and open in g locks.
W h en it co m e s to com bat, rogu es prioritize cun ning
over brute strength. A rogu e w ou ld rather m ake on e
p recise strike, placing it exactly w here the attack w ill
hurt the target m ost, than w ear an oppon en t dow n
w ith a barrage o f attacks. R og u es have an alm ost
supernatural knack for avoiding danger, and a few learn
m agical tricks to supplem ent their other abilities.

A Sh a d y L ivin g
Every tow n and city has its sh are o f rogu es. M ost o f
them live up to the w orst stereotypes o f the class,
m akin g a living as burglars, assassins, cutpurses, and
c o n artists. Often, th ese scou n d rels are organized
into thieves guilds or crim e fam ilies. Plenty o f rogu es
operate independently, but even they som etim es
recruit apprentices to help them in their sca m s
and heists. A few rogu es m ake an honest living as
Th e Ro g u e

Proficiency Sneak
Level Bonus Attack Features
1st +2 1d6 Expertise, Sneak Attack,
Thieves Cant
2nd +2 1d6 Cunning Action
3rd +2 2d6 Roguish Archetype
4th +2 2d6 Ability Score Improvement
5th +3 3d6 Uncanny Dodge
6th +3 3d6 Expertise
7th +3 4d6 Evasion
8th +3 4d6 Ability Score Improvement
9th +4 5d6 Roguish Archetype feature
10th +4 5d6 Ability Score Improvement
11th +4 6d6 Reliable Talent
12th +4 6d6 Ability Score Improvement
13th +5 7d6 Roguish Archetype feature
14th +5 7d6 Blindsense
15th +5 8d6 Slippery Mind
16th +5 8d6 Ability Score Improvement
17th +6 9d6 Roguish Archetype feature
18th +6 9d6 Elusive
19th +6 10 d6 Ability Score Improvement
20th +6 10 d6 Stroke o f Luck

locksm iths, investigators, or exterm inators, w hich can Q u ic k Bu il d


be a dangerou s jo b in a w orld w here dire ratsand You can m ake a rogu e quickly by follow in g
w ereratshaunt the sew ers. these suggestion s. First. D exterity should
A s adventurers, rogu es fall on both sides o f the law. b e your highest ability score. M ake
S o m e are hardened crim in als w h o d ecide to seek Intelligence your next-highest if you w ant to
their fortune in treasure hoards, w hile others take up excel at Investigation or plan to take up the
a life o f adventure to e sca p e from the law. S o m e have A rca n e Trickster archetype. C h oose C harism a
learned and perfected their skills w ith the explicit instead if you plan to em phasize d eception and socia l
p u rp ose o f infiltrating ancient ruins and hidden crypts interaction. S econ d , c h o o s e the charlatan background.
in search o f treasure.

C r ea tin g a R o g u e
C lass Features
A s a rogue, you have the follow in g class features.
A s you create your rogu e character, con sider the
characters relationship to the law. D o you have a H it P o in ts
crim inal pastor present? A re you on the run from the Hit Dice: 1d8 per rogue level
law o r from an angry th ieves guild m aster? O r did you Hit Points at 1st Level: 8 + your Constitution m odifier
leave your guild in sea rch o f bigger risks and bigger Hit Points at Higher Levels: 1d8 (or 5) + your
rew ards? Is it greed that drives you in your adventures, Constitution m odifier p er rogu e level after 1st
or so m e other desire or ideal?
W hat w a s the trigger that led you away from your P r o f ic ie n c ie s
previous life? D id a great co n or heist gone terribly Arm or: Light arm or
w ron g cau se you to reevaluate your career? M aybe W eapons: Sim ple w eapon s, hand crossb ow s,
you w ere lucky and a su ccessfu l robbery gave you the lon gsw ords, rapiers, sh ortsw ords
coin you n eeded to esca p e the squalor o f your life. Tools: T h ieves tools
Did w anderlust finally call you away from your h om e?
Saving Throws: Dexterity. Intelligence
Perhaps you suddenly found y ou rself cut off from your
Skills: C h oose four from A crobatics, Athletics,
fam ily o r your mentor, and you had to find a n ew m eans
D eception . Insight, Intim idation, Investigation,
o f support. Or m aybe you m ade a n ew friendanother
P erception, P erform an ce. Persuasion, Sleight o f
m em ber o f your adventuring partyw h o sh ow ed you
Hand, and Stealth
new possibilities for earning a living and em ploying
your particular talents.
p eop le in an area are easy m arks or w ill provide a safe
h ou se for thieves on the run.

C u n n in g A ctio n
Starting at 2nd level, your quick thinking and agility
allow you to m ove and act quickly. You can take a
bon u s action on each o f your turns in com bat. This
action can b e u sed only to take the D ash, D isengage,
or H ide action.

R og uish A rch etype


At 3rd level, you c h o o s e an archetype that you emulate
in the exercise o f your rogu e abilities: Thief, A ssassin,
or A rca n e Trickster, all detailed at the end o f the class
E q u ip m ent
description. Your archetype ch oice grants you features
You start w ith the follow in g equipm ent, in addition to at 3rd level and then again at 9th, 13th, and 17th level.
the equipm ent granted by your background:

(a) a rapier or (b) a sh ortsw ord A bility Score Im pro vem en t


(a) a sh ortbow and quiver o f 20 arrow s or (b) a W h en you reach 4th level, and again at 8th, 10th, 12th,
sh ortsw ord 16th, and 19th level, you can in crease on e ability sco re
(a) a bu rglars pack, (b) a du n g eon eers pack, or (c) an o f your ch oice by 2, or you can in crease tw o ability
explorers pack s c o r e s o f your ch oice by 1. A s norm al, you ca n t in crease
Leather armor, tw o daggers, and thieves tools an ability s c o r e above 20 using this feature.

E xpertise U n can n y D odge


At 1st level, c h o o s e tw o o f your skill proficiencies, or Starting at 5th level, w hen an attacker that you can see
on e o f your skill proficien cies and your proficiency with hits you w ith an attack, you can u se your reaction to
thieves tools. Your proficiency bonus is dou bled for any halve the attacks dam age against you.
ability ch e ck you m ake that u ses either o f the ch osen
proficiencies. Eva sio n
At 6th level, you can c h o o s e tw o m ore o f your
B egin ning at 7th level, you can nim bly d od g e out o f the
p roficien cies (in skills or w ith thieves tools) to gain
w ay o f certain area effects, such as a red dragon s fiery
this benefit.
breath or an ice storm spell. W h en you are su bjected
to an effect that allow s you to m ake a D exterity saving
Sn e a k A t t a c k
th row to take only h alf dam age, you instead take no
B egin n in g at 1st level, you k n ow h ow to strike subtly dam age if you su c ce e d on the saving throw, and only
and exploit a fo e s distraction. O nce per turn, you can h alf dam age if you fail.
deal an extra 1d6 dam age to on e creature you hit w ith
an attack if you have advantage on the attack roll. The R eliable T a l e n t
attack m ust use a fin esse or a ranged w eapon .
By 11th level, you have refined you r ch osen skills until
You d on t n eed advantage on the attack roll if another
they approach perfection. W h enever you m ake an ability
enem y o f the target is w ithin 5 feet o f it, that enem y
ch eck that lets you add your p roficien cy bonus, you can
isnt incapacitated, and you d on t have disadvantage on
treat a d 2 0 roll o f 9 or low er as a 10.
the attack roll.
T h e am ount o f the extra dam age in creases as you
B lin d sen se
gain levels in this class, as sh ow n in the S n ea k Attack
colum n o f the R og u e table. Starting at 14th level, if you are able to hear, you are
aw are o f the location o f any h idden or invisible creature
T h ie v e s C a n t w ithin 10 feet o f you.

D uring your rogu e training you learned thieves cant, a


Slippe r y M in d
secret m ix o f dialect, jargon, and c o d e that allow s you to
hide m essa g es in seem in gly n orm al conversation. Only By 15th level, you have acqu ired greater m ental
another creature that k n ow s thieves cant understands strength. You gain proficien cy in W isd om saving throw s.
such m essa ges. It takes four tim es longer to convey such
a m essa ge than it d oes to sp eak the sam e idea plainly. E lu sive
In addition, you understand a set o f secret signs and B egin ning at 18th level, you are s o evasive that
sym b ols u sed to convey short, sim ple m essa ges, such attackers rarely gain the upper hand against you. No
as w hether an area is dangerou s or the territory o f a attack roll has advantage against you w hile you arent
thieves guild, w hether loot is nearby, or w hether the incapacitated.
St r o k e of L u c k s e co n d turn at your initiative m inus 10. You c a n t use
this feature w hen you are surprised.
At 20th level, you have an uncanny k nack for su cceed in g
w hen you need to. If your attack m isses a target w ithin A ssassin
range, you can turn the m iss into a hit. Alternatively, if
you fail an ability check, you can treat the d20 roll as a 20. You focu s your training on the grim art o f death. T h ose
O n ce you u se this feature, you ca n t u se it again until w h o adhere to this archetype are diverse: h ired killers,
you finish a short or lon g rest. spies, bounty hunters, and even sp ecially anointed
priests trained to exterm inate the en em ies o f their deity.
Stealth, p oison , and disgu ise help you elim inate your
Ro g u is h A rch etypes fo e s w ith deadly efficiency.
R og u es have m any features in com m on , including their
em phasis on perfectin g their skills, their p recise and B o n u s P r o f ic ie n c ie s
deadly approach to com bat, and their increasingly quick W h en you c h o o s e this archetype at 3rd level, you gain
reflexes. But different rogu es steer th ose talents in proficiency w ith the disgu ise kit and the p o is o n e rs kit.
varying direction s, em b od ied by the rogu e archetypes.
Your ch oice o f archetype is a reflection o f your fo cu s A s s a s s in a t e

not n ecessarily an indication o f your ch osen profession, Starting at 3rd level, you are at your deadliest w hen you
but a description o f your preferred techniques. get the drop on your en em ies. You have advantage on
attack rolls against any creature that hasnt taken a turn
T h ief in the com bat yet. In addition, any hit you sc o r e against
a creature that is su rprised is a critical hit.
Y ou h one your skills in the la rcen ou s arts. Burglars,
bandits, cutpurses, and other crim in als typically follow I n f il t r a t io n E x p e r t is e
this archetype, but s o do rogu es w h o prefer to think o f
Starting at 9th level, you can unfailingly create false
them selves as p rofession a l treasure seekers, explorers,
identities for yourself. You m ust spend seven days and
delvers, and investigators. In addition to im proving your
25 gp to establish the history, profession, and affiliations
agility and stealth, you learn skills useful for delving into
for an identity. You ca n t establish an identity that
ancient ruins, reading unfam iliar languages, and using
belongs to som eon e else. For exam ple, you might acquire
m agic item s you n orm ally cou ld n t employ.
appropriate clothing, letters o f introduction, and official-
look in g certification to establish you rself as a m em ber o f
Fa s t H ands
a trading h ou se from a rem ote city so you can insinuate
Starting at 3rd level, you can u se the bon u s action
you rself into the com pany o f other wealthy m erchants.
granted by your Cunning A ction to m ake a Dexterity
Thereafter, if you adopt the n ew identity as a disguise,
(Sleight o f H and) check, u se your thieves tools to
other creatures believe you to be that p erson until given
disarm a trap or op en a lock, or take the U se an
an obviou s reason not to.
O bject action.
Im po sto r
Se c o n d -S tory W ork
At 13th level, you gain the ability to unerringly m im ic
W h en you c h o o s e this archetype at 3rd level, you gain
another p erson s speech, writing, and behavior.
the ability to clim b faster than norm al; clim bin g no
You must spend at least three hours studying
longer co sts you extra m ovem ent.
these three com pon en ts o f the p e rso n s behavior,
In addition, w hen you m ake a running jum p, the
listening to sp eech , exam inin g handwriting, and
distance you cover in creases by a num ber o f feet equal
observ in g m annerism s.
to your D exterity m odifier.
Your ru se is in discern ible to the casual observer. If a
Su p r e m e S n e a k w ary creature su sp ects som eth in g is am iss, you have
Starting at 9th level, you have advantage on a Dexterity advantage on any C harism a (D eception ) ch eck you m ake
(Stealth) ch eck if you m ove no m ore than h alf your to avoid detection.
sp eed on the sam e turn.
D eath St r i k e
U se M a g ic D e v ic e Starting at 17th level, you b e c o m e a m aster o f instant
By 13th level, you have learned en ough about the death. W h en you attack and hit a creature that is
w orkin gs o f m agic that you can im provise the use o f su rprised, it must m ake a Constitution saving throw
item s even w hen they are not intended for you. You (D C 8 + your Dexterity m odifier + your proficiency
ignore all class, race, and level requirem ents on the use bonus). On a failed save, double the dam age o f your
o f m agic items. attack against the creature.

Th i e f s R eflexes A r can e T rickster


W h en you reach 17th level, you have b e c o m e adept at S o m e rogu es en hance their fine-honed skills o f stealth
laying am bu sh es and quickly escap in g danger. You can and agility w ith m agic, learning tricks o f enchantm ent
take tw o turns during the first round o f any com bat. You and illusion. T h ese rogu es include pick pockets and
take your first turn at your n orm al initiative and your burglars, but also pranksters, m ischief-m akers, and a
significant num ber o f adventurers.
Sp e l l c a s t in g A rc a n e Tr ic k s t e r S p e l l c a s t in g

W h en you reach 3rd level, you gain the ability to Spell Slots per Spell Level
Rogue Cantrips Spells
cast spells. S e e chapter 10 for the general rules of
Level Known Known 1st 2nd 3rd 4th
sp ellcastin g and chapter 11 for the w izard spell list.
Cantrips. You learn three cantrips: mage hand and 3rd 3 3 2
tw o other cantrips o f your ch oice from the w izard spell 4th 3 4 3

list. You learn another w izard cantrip o f your ch oice 5th 3 4 3


at 10th level. 6th 3 4 3

Spell Slots. The A rcan e Trickster Spellcastin g 7th 3 5 4 2


table sh ow s h ow m any spell slots you have to cast 8th 3 6 4 2
your spells o f 1st level and higher. To cast on e o f these 9th 3 6 4 2
spells, you m ust expend a slot o f the spell's level or 10th 4 7 4 3
higher. You regain all expended spell slots w hen you
11th 4 8 4 3
finish a lon g rest.
12th 4 8 4 3
For exam ple, if you k n ow the 1st-level spell charm
13th 4 9 4 3 2
person and have a 1st-level and a 2nd-level spell slot
14th 4 10 4 3 2
available, you can cast charm person using either slot.
Spells Known o f 1st-Level and Higher. You kn ow 15th 4 10 4 3 2

three 1st-level w izard spells o f your ch oice, tw o o f w hich 16th 4 11 4 3 3

you must c h o o s e from the enchantm ent and illusion 17th 4 11 4 3 3

spells on the w izard spell list. 18th 4 11 4 3 3

The S p ells K n ow n colu m n o f the A rcan e Trickster 19th 4 12 4 3 3 1


S p ellcastin g table sh ow s w hen you learn m ore w izard 20th 4 13 4 3 3 1
spells o f 1st level or higher. E ach o f these sp ells must
be an enchantm ent or illusion spell o f your ch oice, and
m ust b e o f a level for w hich you have spell slots. For
You can p erform on e o f th ese tasks w ithout being
instance, w hen you reach 7th level in this class, you can
n oticed by a creature if you su cce e d on a Dexterity
learn on e n ew spell o f 1st or 2nd level.
(Sleight o f H and) ch eck contested by the creatu res
The sp ells you learn at 8th, 14th, and 20th level can
W isd om (P erception ) check.
c om e from any sch o o l o f m agic.
In addition, you can u se the bon u s action granted by
W h en ever you gain a level in this class, you can
your Cunning A ction to control the hand.
replace one o f the w izard spells you k n ow with another
spell o f your ch oice from the w izard spell list. The M a g ic a l A mbush
n ew spell m ust b e o f a level for w hich you have spell Starting at 9th level, if you are hidden from a
slots, and it must be an enchantm ent or illusion spell, creature w hen you cast a spell on it, the creature has
unless y ou re replacin g the spell you gained at 8th, 14th, disadvantage on any saving th row it m akes against the
or 20th level. spell this turn.
Spellcasting Ability. Intelligence is your spellcastin g
ability for your w izard spells, since you learn your V e r s a t il e T r ic k st e r
spells through dedicated study and m em orization. At 13th level, you gain the ability to distract targets with
You u se your Intelligence w henever a spell refers to your mage hand. A s a bon u s action on your turn, you can
your spellcastin g ability. In addition, you use your designate a creature w ithin 5 feet o f the spectral hand
Intelligence m odifier w hen setting the saving throw created by the spell. D oin g s o gives you advantage on
D C for a w izard spell you cast and w hen m akin g an attack rolls against that creature until the end o f the turn.
attack roll w ith one.
Spell save DC = 8 + your proficiency bonus + Sp e l l T h ie f

your Intelligence modifier At 17th level, you gain the ability to m agically
steal the kn ow ledge o f h ow to cast a spell from
Spell attack modifier = your proficiency bonus + another spellcaster.
your Intelligence modifier Im m ediately after a creature casts a spell that targets
you or includes you in its area o f effect, you can u se your
M a g e H a n d L e g e rd e m a in reaction to force the creature to m ake a saving th row
Starting at 3rd level, w hen you cast mage hand, you can with its spellcasting ability modifier. The D C equals
m ake the spectral hand invisible, and you can perform your spell save DC. On a failed save, you negate the
the follow in g additional tasks w ith it: spells effect against you, and you steal the know ledge
o f the spell if it is at least 1st level and o f a level you can
You can stow one object the hand is h olding in a
cast (it d oesn t n eed to be a w izard spell). F or the next
container w orn or carried by another creature.
8 hours, you kn ow the spell and can cast it using your
You can retrieve an object in a contain er w orn or
spell slots. The creature ca n t cast that spell until the
carried by another creature.
8 hours have passed.
You can u se thieves tools to pick lock s and disarm
O nce you use this feature, you ca n t u se it again until
traps at range.
you finish a long rest.
Sorcerer
G olden eyes flashing, a hum an
stretches out her hand and unleashes
the dragonfire that bu rns in her veins.
A s an in fern o rages around her foes,
leathery w in gs spread from her ba ck and
she takes to the air.
L on g hair w h ipped by a conjured wind,
a half-elf spreads his arm s w ide and throw s
his head back. Lifting him m om entarily off
the ground, a w ave o f m agic su rges up in him,
through him , and out from him in a m ighty blast
o f lightning.
C rou ch in g behind a stalagm ite, a halfling points a
finger at a chargin g troglodyte. A blast o f fire springs
from her finger to strike the creature. S h e ducks back
behind the ro ck form ation w ith a grin, unaw are that her
w ild m agic has turned her skin bright blue.
S o r c e re r s ca rry a m a gica l birthright con ferred
u pon them by an ex otic b lood lin e, so m e oth erw orldly
influence, or e x p osu re to u n k n ow n c o s m ic forces.
O ne c a n t study s o r c e ry as on e learn s a language, any
m ore than on e can learn to live a legendary life. N o one
c h o o s e s sorcery ; the p ow er c h o o s e s the sorcerer.

R aw M a g ic
M agic is a part o f every sorcerer, suffusing body, mind,
and spirit w ith a latent p ow er that w aits to be tapped.
S o m e sorcerers w ield m agic that springs from an
ancient b loodlin e in fused with the m agic o f dragons.
O thers carry a raw, uncontrolled m agic w ithin them,
a chaotic storm that m anifests in unexpected ways.
The ap pearan ce o f sorcerou s pow ers is w ildly
unpredictable. S o m e d racon ic b lood lin es produce
exactly on e sorcerer in every generation, but in other
lines o f d escen t every individual is a sorcerer. M ost
o f the tim e, the talents o f sorcery appear as apparent
flukes. S o m e sorcerers ca n t nam e the origin o f their
pow er, w hile others trace it to strange events in their
ow n lives. The touch o f a dem on, the blessing o f a
dryad at a babys birth, or a taste o f the w ater from
a m ysterious spring m ight spark the gift o f sorcery.
S o too m ight the gift o f a deity o f m agic, exposu re
to the elem ental fo r ce s o f the Inner P la n es or the
m addening ch a os o f Lim bo, or a glim p se into the
inner w orkin gs o f reality.
S o rce re rs have no u se for the sp ellb ook s and ancient
tom es o f m a gic lore that w izards rely on, nor do they
rely on a patron to grant their sp ells as w arlock s do.
B y learning to h arness and channel their ow n inborn
m agic, they can d iscov er new and staggering w ays
to unleash that power.

U n ex plain ed Pow ers


S o rce re rs are rare in the w orld, and its unusual to find
a sorcerer w h o is not involved in the adventuring life
in som e way. P eople with m agical p ow er seething in
their veins s o o n d iscover that the pow er d oesn t like to
stay quiet. A s o rce re rs m agic w ants to b e w ielded, and
it has a tendency to spill out in unpredictable w ays if
it isnt called on.
T h e S o r c er er

Sorcery Spell Slots per Spell Level


Proficiency Cantrips Spells
Level Bonus Points Features Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Sorcerous 4 2 2
Origin
2nd +2 2 Font o f Magic 4 3 3
3rd +2 3 Metamagic 4 4 4 2
4th +2 4 Ability Score Improvement 5 5 4 3
5th +3 5 5 6 4 3 2
6th +3 6 Sorcerous Origin feature 5 7 4 3 3
7th +3 7 5 8 4 3 3 1
8th +3 8 Ability Score Improvement 5 9 4 3 3 2
9th +4 9 5 10 4 3 3 3 1
10th +4 10 Metamagic 6 11 4 3 3 3 2
11th +4 11 6 12 4 3 3 3 2 1

12th +4 12 Ability Score Improvement 6 12 4 3 3 3 2 1


13th +5 13 6 13 4 3 3 3 2 1 1

14th +5 14 Sorcerous Origin feature 6 13 4 3 3 3 2 1 1


15th +5 15 6 14 4 3 3 3 2 1 1 1

16th +5 16 Ability Score Improvement 6 14 4 3 3 3 2 1 1 1


17th +6 17 Metamagic 6 15 4 3 3 3 2 1 1 1 1
18th +6 18 Sorcerous Origin feature 6 15 4 3 3 3 3 1 1 1 1
19th +6 19 Ability Score Improvement 6 15 4 3 3 3 3 2 1 1 1
20th +6 20 Sorcerous Restoration 6 15 4 3 3 3 3 2 2 1 1

S o rce re rs often links you to a p ow erfu l individual in the w orldthe fey


have ob scu re or quixotic creature that blessed you at birth, the dragon w h o put
m otivations driving them a drop o f its b lood into your veins, the lich w ho created
to adventure. S om e seek a greater you as an experim ent, or the deity w h o c h o s e you to
understanding o f the m agical force that infuses carry this pow er.
them, or the answ er to the m ystery o f its origin. O thers
hope to find a w ay to get rid o f it, or to unleash its full Q u ic k B u il d
potential. W hatever their goals, sorcerers are every bit You can m ake a sorce re r quickly by follow in g these
as useful to an adventuring party as w izards, m aking suggestion s. First, C harism a should be your highest
up for a com parative lack o f breadth in their m agical ability score, follow ed by Constitution. S econ d ,
kn ow led ge with en orm ou s flexibility in using the c h o o s e the herm it background. Third, c h o o s e the
sp ells they know. light, prestidigitation, ray o f frost, and shocking grasp
cantrips, along with the 1st-level spells shield and
C r ea tin g a Sorcerer magic missile.
Th e m ost im portant question to con sider w hen creating
your sorcerer is the origin o f your power. A s a starting C lass Featur es
character, you'll c h o o s e an origin that ties to a dracon ic A s a sorcerer, you gain the follow in g class features.
bloodlin e or the influence o f w ild m agic, but the exact
so u rce o f your pow er is up to you to decide. Is it a fam ily H it P o in t s
curse, p a ssed dow n to you from distant an cestors? Or Hit Dice: 1d6 per sorcerer level
did som e extraordinary event leave you blessed with Hit Points at 1st Level: 6 + your Constitution m odifier
inherent m agic but perhaps sca rred as w ell? Hit Points at Higher Levels: 1d6 (or 4) + your
H ow do you feel about the m agical p ow er cou rsin g Constitution m odifier per sorcerer level after 1st
through you? D o you em brace it, try to m aster it, or
revel in its unpredictable nature? Is it a b lessin g or P r o f ic ie n c ie s
a cu rse? D id you seek it out, or did it find you? Did Arm or: N one
you have the option to refuse it, and do you w ish you W eapons: D aggers, darts, slings, quarterstaffs,
had? W hat do you intend to do w ith it? Perhaps you light c ro s sb o w s
feel like you ve been given this p ow er for so m e lofty Tools: N one
p u rpose. O r you m ight d ecide that the p ow er gives you Saving Throws: Constitution, C harism a
the right to do what you want, to take w hat you w ant Skills: C h oose tw o from A rcana, D eception , Insight,
from th ose w h o lack such pow er. Perhaps your p ow er Intim idation, Persuasion, and R eligion
E q u ip m e n t Sp e l l c a s t in g F o c u s
You start w ith the follow in g equipm ent, in addition to You can u se an arcane focu s (found in chapter 5) as a
the equipm ent granted by your background: sp ellcastin g focu s for your sorcerer spells.
(a) a light c ro s s b o w and 20 bolts or (b) any sim ple
w eapon
S o r c e r o u s O r ig in
(a) a com pon en t p ou ch or (b) an arcane focu s C h oose a sorcerou s origin, w hich d escrib es the
(a) a du ng eon eers pack or (b) an explorers pack so u rce o f your innate m agical pow er: D ra con ic
Tw o daggers B lood lin e or W ild M agic, both detailed at the end o f the
class description.
Sp e l l c a s t in g Your ch oice grants you features w hen you c h o o s e it at
A n event in your past, or in the life o f a parent or 1st level and again at 6th, 14th, and 18th level.
ancestor, left an indelible m ark on you, infusing you with
arcan e m agic. This font o f m agic, w hatever its origin,
F o n t o f M a g ic
fuels your spells. S e e chapter 10 for the general rules o f At 2nd level, you tap into a d eep w ellspring o f m agic
sp ellcastin g and chapter 11 for the sorcerer spell list. w ithin yourself. This w ellspring is represented by
sorcery points, w hich allow you to create a variety o f
C a n t r ip s m agical effects.
At 1st level, you k n ow four cantrips o f your ch oice from
the sorcerer spell list. You learn additional sorcerer So r c er y Po in ts
cantrips o f your ch oice at higher levels, as sh ow n in the You have 2 sorcery points, and you gain m ore as you
Cantrips K n ow n colu m n o f the S o rce re r table. reach higher levels, as sh ow n in the S o r c e ry Points
colu m n o f the S o rce re r table. You can never have
Sp e l l Sl o t s m ore sorcery p oints than sh ow n on the table for your
T he S orcerer table sh ow s h ow m any spell slots you level. You regain all spent sorcery points w hen you
have to cast your sp ells o f 1st level and higher. To cast finish a lon g rest.
on e o f these sorcerer spells, you m ust expend a slot of
the sp ells level or higher. You regain all expended spell F l e x ib le C a s t in g
slots w hen you finish a long rest. You can u se your sorcery points to gain additional spell
F or exam ple, if you k n ow the 1st-level spell burning slots, or sacrifice spell slots to gain additional sorcery
hands and have a 1st-level and a 2nd-level spell slot points. You learn other w ays to u se your sorcery points
available, you can cast burning hands using either slot. as you reach higher levels.
Creating Spell Slots. You can transform u nexpen ded
Spells K n o w n of 1s t L evel and H ig h e r so rce ry points into on e spell slot as a bon u s action on
You kn ow tw o 1st-level spells o f your ch oice from the your turn. T h e Creating S pell Slots table sh ow s the cost
sorcerer spell list. o f creating a spell slot o f a given level. You can create
T he S p ells K n ow n colu m n o f the S o rce re r table spell slots no higher in level than 5th.
sh o w s w hen you learn m ore sorcerer spells o f your
choice. Each o f these spells must be o f a level for w hich C r e a t in g S pell S lo ts
you have spell slots. For instance, w hen you reach 3rd
Spell Slot Sorcery
level in this class, you can learn one n ew spell o f 1st
Level Point Cost
or 2nd level.
1st 2
Additionally, w hen you gain a level in this class,
2nd 3
you can c h o o s e on e o f the sorcerer spells you kn ow
and replace it with another spell from the sorcerer 3rd 5
spell list, w hich also m ust be o f a level for w h ich you 4th 6

have spell slots. 5th 7

Sp e l l c a s t in g A b il it y Converting a Spell Slot to S orcery Points. A s a


C harism a is your sp ellcastin g ability for your sorcerer bon u s action on your turn, you can expend on e spell
spells, sin ce the p ow er o f your m a gic relies on your slot and gain a num ber o f sorcery points equal to the
ability to project your w ill into the w orld. You use your slots level.
C harism a w hen ever a spell refers to your spellcastin g
ability. In addition, you u se your C harism a m odifier M e t a m a g ic
w hen setting the saving th row D C for a sorcerer spell
At 3rd level, you gain the ability to tw ist your spells
you cast and w hen m akin g an attack roll w ith one.
to suit your n eeds. You gain tw o o f the follow in g
Spell save D C = 8 + your proficiency bonus + M etam agic options o f your choice. You gain another one
your Charisma modifier at 10th and 17th level.
You can u se only one M etam agic option on a spell
Spell attack modifier = your proficiency bonus +
w hen you cast it, u nless oth erw ise noted.
your Charisma modifier
C areful Sp e l l Sorcerous R esto r a tio n
W h en you cast a spell that forces other creatures to m ake
At 20th level, you regain 4 ex p en ded so rce ry points
a saving throw, you can protect som e o f th ose creatures
w hen ever you finish a short rest.
from the spells full force. To do so, you spend 1 sorcery
point and ch o o s e a num ber o f th ose creatures up to your
Charism a m odifier (m inim um o f one creature). A ch osen So r c er o u s O r ig in s
creature autom atically s u c ce e d s on its saving throw D ifferent sorcerers claim different origins for their
against the spell. innate m agic. A lthough m any variations exist, m ost
o f th ese origins fall into tw o categories: a dracon ic
D ista n t Spell
blood lin e and w ild m agic.
W h en you cast a spell that has a range o f 5 feet or
greater, you can spend 1 sorcery point to double the D r a co n ic B lo o d lin e
range o f the spell.
Your innate m agic c o m e s from d racon ic m a gic that w as
W h en you cast a spell that has a range o f touch, you
m ingled with your b lood or that o f your an cestors. M ost
can spend 1 sorcery point to m ake the range o f the
often, sorcerers with this origin trace their descen t
spell 30 feet.
ba ck to a m ighty sorcerer o f ancient tim es w h o m ade a
E m p o w e r e d Sp e l l bargain with a dragon or w ho m ight even have claim ed
W h en you roll dam age for a spell, you can spend 1 a dragon parent. S o m e o f th ese b lood lin es are w ell
sorcery point to reroll a num ber o f the dam age dice up established in the w orld, but m ost are obscu re. Any
to your C harism a m odifier (m inim um o f one). You must given sorcerer cou ld be the first o f a n ew bloodlin e, as a
use the n ew rolls. result o f a pact or som e other exception al circu m stan ce.
You can u se E m pow ered S pell even if you have
D ragon A ncestor
already u sed a different M etam agic option during the
At 1st level, you c h o o s e one type o f dragon as your
casting o f the spell.
ancestor. T h e dam age type a ssocia ted w ith each dragon
Ex t e n d e d Spell is used by features you gain later.
W h en you cast a spell that has a duration o f 1 minute
or longer, you can sp end 1 sorcery point to double its D r a c o n ic A n cest ry

duration, to a m axim u m duration o f 24 hours. Dragon Damage Type


Black Acid
H e ig h t e n e d Spell
Blue Lightning
W h en you cast a spell that forces a creature to m ake a
Brass Fire
saving throw to resist its effects, you can spend 3 sorcery
Bronze Lightning
points to give one target o f the spell disadvantage on its
first saving throw m ade against the spell. Copper Acid
Cold Fire
Q u ic k e n e d Spell Green Poison
W h en you cast a spell that has a casting tim e o f 1 action, Red Fire
you can spend 2 sorcery points to change the casting
Silver Cold
tim e to 1 bon u s action for this casting.
White Cold
Su b t l e Spe ll
W h en you cast a spell, you can spend 1 sorcery point to You can speak, read, and w rite D racon ic. Additionally,
cast it w ithout any som atic or verbal com pon ents. w henever you m ake a C harism a ch eck w hen interacting
w ith dragons, your proficiency bon u s is doubled if it
Tw in n e d Spell applies to the check.
W h en you cast a spell that targets only one creature and
D r a c o n ic R e sil ie n c e
d oesn t have a range o f self, you can spend a num ber o f
sorcery points equal to the spells level to target a secon d A s m agic flow s through your body, it cau ses physical
creature in range with the sam e spell (1 sorcery point if traits o f your dragon a n cestors to em erge. At 1st level,
the spell is a cantrip). your hit point m axim u m in creases by 1 and in creases by
1 again w hen ever you gain a level in this class.
A b ility Score Im pro vem en t Additionally, parts o f your skin are covered by a thin
sh een o f dragon-like scales. W h en you arent w earin g
W h en you reach 4th level, and again at 8th, 12th, 16th,
arm or, your AC equals 13 + your D exterity m odifier.
and 19th level, you can in crease on e ability sco re o f your
ch oice by 2, or you can in crease tw o ability s c o r e s o f Elemental A f f in it y
your ch oice by 1. A s norm al, you ca n t in crease an ability Starting at 6th level, w hen you cast a spell that deals
s c o r e above 20 using this feature. dam age o f the type a ssocia ted w ith your dracon ic
ancestry, add your C harism a m odifier to that dam age.
At the sam e time, you can spend 1 sorcery point to gain
resistan ce to that dam age type for 1 hour.
D ragon W in g s can do so after the creature rolls but before any effects
At 14th level, you gain the ability to sprout a pair of o f the roll occur.
dragon w in gs from your back, gaining a flying sp eed
C ontrolled C haos
equal to your current sp eed. You ca n create th ese w in gs
as a bon u s action on your turn. T h ey last until you At 14th level, you gain a m od icu m o f con trol over the
d ism iss them as a bon u s action on your turn. su rges o f your w ild m agic. W h enever you roll on the
Y ou ca n t m anifest your w in gs w hile w earin g arm or W ild M agic Surge table, you can roll tw ice and use
u n less the arm or is m ade to a ccom m od a te them , and either number.
cloth in g not m ade to a ccom m od a te your w in gs might
Sp e l l B o m bardm ent
b e destroyed w hen you m anifest them.
B egin ning at 18th level, the harm ful energy o f your
D r a c o n ic P r ese n c e spells intensifies. W h en you roll dam age for a spell and
B egin ning at 18th level, you can channel the dread roll the highest num ber p ossib le on any o f the dice,
p resen ce o f your dragon ancestor, cau sin g th ose around c h o o s e one o f th ose dice, roll it again and add that roll to
you to b e c o m e aw estru ck or frightened. A s an action, the dam age. You can use the feature only on ce per turn.
you can spend 5 sorcery points to draw on this pow er
and exude an aura o f aw e or fear (your choice) to a
distance o f 6 0 feet. F or 1 m inute or until you lose your
concentration (as if you w ere casting a concentration
spell), each hostile creature that starts its turn in this
aura m ust su cce e d on a W isd om saving th row or be
ch arm ed (if you c h ose awe) or frightened (if you ch ose
fear) until the aura ends. A creature that su c ce e d s on
this saving th row is im m u ne to your aura for 24 hours.

W ild M a g ic
Your innate m agic c o m e s from the w ild forces o f ch a os
that underlie the order o f creation. You m ight have
endured ex p osu re to so m e form o f raw m agic, perhaps
through a planar portal leading to Lim bo, the Elemental
P lan es, or the m ysterious Far R ealm . Perhaps you
w ere blessed by a pow erfu l fey creature or m arked by a
dem on. Or your m agic cou ld be a fluke o f your birth, with
no apparent cau se or reason. H ow ever it cam e to be, this
chaotic m agic churns w ithin you, w aiting for any outlet.

W il d M a g ic Su r g e
Starting w hen you c h o o s e this origin at 1st level, your
sp ellcastin g can unleash surges o f untam ed m agic.
Im m ediately after you cast a sorce re r spell o f 1st level
or higher, the D M can have you roll a d20. If you roll a
1, roll on the W ild M agic S u rge table to create a random
m agical effect.

T id e s of C haos
Starting at 1st level, you can m anipulate the forces o f
cha n ce and ch a os to gain advantage on one attack roll,
ability check, or saving throw. O n ce you do so, you must
finish a long rest before you can use this feature again.
Any time before you regain the use o f this feature, the
DM can have you roll on the W ild M agic Surge table
im mediately after you cast a sorcerer spell o f 1st level or
higher. You then regain the use o f this feature.

Bend Lu ck
Starting at 6th level, you have the ability to twist fate
u sing your w ild m agic. W h en another creature you can
s ee m akes an attack roll, an ability check, or a saving
throw, you can u se your reaction and spend 2 sorcery
points to roll 1d4 and apply the num ber rolled as a
bon u s or penalty (your choice) to the creatu res roll. You
W ild M a g ic S u rg e

d 100 Effect d 100 Effect


01-02 Roll on this table at the start o f each o f your turns for 45-46 You cast levitate on yourself.
the next minute, ignoring this result on subsequent 47-48 A unicorn controlled by the DM appears in a space
rolls. within 5 feet o f you, then disappears 1 minute later.
03-04 For the next minute, you can see any invisible creature 49-50 You cant speak for the next minute. Whenever you
if you have line o f sight to it. try, pink bubbles float out o f your mouth.
05-06 A modron chosen and controlled by the DM appears 51-52 A spectral shield hovers near you for the next minute,
in an unoccupied space within 5 feet o f you, then granting you a +2 bonus to AC and immunity to m agic
disappears 1 minute later. missile.
07-08 You c a st fireball as a 3rd-level spell centered on 53-54 You are immune to being intoxicated by alcohol for
yourself. the next 5d6 days.
09-10 You cast m a g ic missile as a 5th-level spell. 55-56 Your hair falls out but grows back within 24 hours.
11-12 Roll a d10. Your height changes by a number o f inches 57-58 For the next minute, any flammable object you touch
equal to the roll. If the roll is odd, you shrink. If the that isnt being worn or carried by another creature
roll is even, you grow. bursts into flame.
13-14 You cast confusion centered on yourself. 59-60 You regain your lowest-level expended spell slot.
15-16 For the next minute, you regain 5 hit points at the 61-62 For the next minute, you must shout when you speak.
start o f each o f your turns. 63-64 You cast fog cloud centered on yourself.
17-18 You grow a long beard made o f feathers that remains 65-66 Up to three creatures you choose within 30 feet o f you
until you sneeze, at which point the feathers explode take 4d10 lightning damage.
out from your face. 67-68 You are frightened by the nearest creature until the
19-20 You cast grease centered on yourself. end o f your next turn.
21-22 Creatures have disadvantage on saving throws against 69-70 Each creature within 30 feet o f you becomes invisible
the next spell you cast in the next minute that involves for the next minute. The invisibility ends on a creature
a saving throw. when it attacks or casts a spell.
23-24 Your skin turns a vibrant shade of blue. A rem ove curse 71-72 You gain resistance to all damage for the next minute.
spell can end this effect. 73-74 A random creature within 60 feet o f you becomes
25-26 An eye appears on your forehead for the next minute. poisoned for 1d4 hours.
During that time, you have advantage on Wisdom 75-76 You glow with bright light in a 30-foot radius for the
(Perception) checks that rely on sight. next minute. Any creature that ends its turn within 5
27-28 For the next minute, all your spells with a casting time feet o f you is blinded until the end o f its next turn.
o f 1 action have a casting time o f 1 bonus action. 77-78 You cast p olym orph on yourself. If you fail the saving
29-30 You teleport up to 60 feet to an unoccupied space of throw, you turn into a sheep for the spells duration.
your choice that you can see. 79-80 Illusory butterflies and flower petals flutter in the air
31-32 You are transported to the Astral Plane until the within 10 feet o f you for the next minute.
end o f your next turn, after which time you return 81-82 You can take one additional action immediately.
to the space you previously occupied or the nearest 83-84 Each creature within 30 feet o f you takes 1d10 necrotic
unoccupied space if that space is occupied. damage. You regain hit points equal to the sum o f the
33-34 Maximize the damage o f the next damaging spell you necrotic damage dealt.
cast within the next minute. 85-86 You cast m irror image.
35-36 Roll a d10. Your age changes by a number o f years 87-88 You ca st fly on a random creature within 60 feet o f you.
equal to the roll. If the roll is odd, you get younger 89-90 You become invisible for the next minute. During that
(minimum 1 year old). If the roll is even, you get older. time, other creatures cant hear you. The invisibility
37-38 1d6 flumphs controlled by the DM appear in ends if you attack or cast a spell.
unoccupied spaces within 60 feet o f you and are 91-92 If you die within the next minute, you immediately
frightened o f you. They vanish after 1 minute. come back to life as if by the reincarnate spell.
39-40 You regain 2d10 hit points. 93-94 Your size increases by one size category for the next
41-42 You turn into a potted plant until the start o f your minute.
next turn. While a plant, you are incapacitated and 95-96. You and all creatures within 30 feet o f you gain
have vulnerability to all damage. If you drop to 0 hit vulnerability to piercing damage for the next minute.
points, your pot breaks, and your form reverts. 97-98 You are surrounded by faint, ethereal music for the
43-44 For the next minute, you can teleport up to 20 feet as next minute.
a bonus action on each o f your turns. 99-00 You regain all expended sorcery points.
Warlock
W ith a pseu d od rag on curled on his shoulder, a young
elf in golden ro b e s sm iles warm ly, w eavin g a m agical
charm into his h oneyed w ord s and ben din g the palace
sentinel to his will.
A s flam es sprin g to life in her hands, a w izen ed
hum an w h isp ers the secret nam e o f her d em on ic patron,
infusing her spell with fiendish m agic.
Sh iftin g his gaze betw een a battered tom e and the
od d alignm ent o f the stars overhead, a w ild-eyed tiefling
chants the m ystic ritual that w ill op en a d oorw a y to a
distant w orld.
W arlock s are seek ers o f the kn ow led ge that lies
h idden in the fabric o f the multiverse. T h rou gh pacts
m ade with m ysterious beings o f supernatural pow er,
w arlock s u n lock m agical effects both subtle and
spectacular. D raw ing on the ancient k n ow led ge o f
beings such as fey n obles, dem ons, devils, hags, and
alien entities o f the Far R ealm , w a rlock s piece together
arcan e secrets to bolster their ow n power.

Sw o r n a n d B e h o l d e n
A w a rlock is defined by a pact w ith an otherw orldly
being. S om etim es the relationship b etw een w arlock
and patron is like that o f a cleric and a deity, though
the beings that serve as patrons for w arlock s are not
gods. A w arlock m ight lead a cult dedicated to a dem on
prince, an archdevil, or an utterly alien entitybeings
not typically served by clerics. M ore often, though, the
arrangem ent is sim ilar to that b etw een a m aster and
an apprentice. T h e w arlock learns and grow s in pow er,
at the co st o f occa sion a l serv ices perform ed on the
patrons behalf.
T h e m agic b estow ed on a w arlock ranges from m inor
but lasting alterations to the w arlock's bein g (such as
the ability to see in dark n ess or to read any language)
to a c c e s s to p ow erfu l spells. Unlike book ish w izards,
w a rlock s supplem ent their m agic w ith som e facility
at hand-to-hand com bat. T h ey are com fortab le in light
arm or and k n ow h ow to use sim ple w eapon s.

D elvers in t o Secrets
W a rlock s are driven by an insatiable n eed for kn ow led ge
and pow er, w h ich com p els them into their pacts and
sh apes their lives. T h is thirst drives w arlock s into their
pacts and sh ap es their later careers as w ell.
S tories o f w arlock s binding them selves to fiends are
w idely know n. But m any w arlock s serve patrons that
are not fiendish. S om etim es a traveler in the w ilds
co m e s to a strangely beautiful tower, m eets its fey lord
or lady, and stum bles into a pact w ithout being fully
aw are o f it. A n d som etim es, w hile p orin g over tom es o f
T h e W a rlo c k

Proficiency Cantrips Spells Spell Slot Invocations


Level Bonus Features Known Known Slots Level Known
1st +2 Otherworldly Patron, Pact Magic 2 2 1 1st

2nd +2 Eldritch Invocations 2 3 2 1st 2


3rd +2 Pact Boon 2 4 2 2nd 2
4th +2 Ability Score Improvement 3 5 2 2nd 2
5th +3 3 6 2 3rd 3
6th +3 Otherworldly Patron feature 3 7 2 3rd 3
7th +3 3 8 2 4th 4
8th +3 Ability Score Improvement 3 9 2 4th 4
9th +4 3 10 2 5th 5
10th +4 Otherworldly Patron feature 4 10 2 5th 5
11th +4 Mystic Arcanum (6th level) 4 11 3 5th 5
12th +4 Ability Score Improvement 4 11 3 5th 6
13th +5 Mystic Arcanum (7th level) 4 12 3 5th 6
14th +5 Otherworldly Patron feature 4 12 3 5th 6
15th +5 Mystic Arcanum (8th level) 4 13 3 5th 7
16th +5 Ability Score Improvement 4 13 3 5th 7
17th +6 Mystic Arcanum (9th level) 4 14 4 5th 7
18th +6 4 14 4 5th 8
19th +6 Ability Score Improvement 4 15 4 5th 8
20th +6 Eldritch Master 4 15 4 5th 8

Your patrons dem an ds might drive you into adventures,


or they might con sist entirely o f sm all favors you ca n do
b etw een adventures.
W hat kind o f relationship d o you have w ith your
patron? Is it friendly, antagonistic, uneasy, or rom antic?
H ow im portant d oes your patron con sid er you to be?
W hat part do you play in your patrons plans? D o you
k n ow oth er servants o f your patron?
H ow d o e s your patron com m u n icate w ith you? If
forbidden lore, a brilliant but cra zed students m ind is you have a familiar, it might occa sion a lly sp eak with
op en ed to realities beyond the m aterial w orld and to the your patrons voice. S o m e w arlock s find m essa ges
alien beings that dw ell in the outer void. from their patrons etched on trees, m ingled am ong tea
O nce a pact is made, a w arlock s thirst for know ledge leaves, or adrift in the clou d sm essa g es that only the
and pow er can t be slaked with m ere study and research. w arlock can see. Other w arlock s con verse with their
N o one m akes a pact with such a m ighty patron if he or patrons in dream s or w akin g visions, or deal only with
she d oesn t intend to u se the pow er thus gained. Rather, interm ediaries.
the vast majority o f w arlocks spend their days in active
Q u ic k B u il d
pursuit o f their goals, w hich typically m eans som e kind
You can m ake a w arlock quickly by follow in g these
o f adventuring. Furtherm ore, the dem ands o f their
suggestion s. First, C harism a should be your highest
patrons drive w arlock s tow ard adventure.
ability score, follow ed by Constitution. S econ d , ch o o s e
C rea tin g a W a r l o c k the charlatan background. Third, c h o o s e the eldritch
blast and chill touch cantrips, along with the 1st-level
A s you m ake your w a rlock character, spend som e tim e sp ells ray o f sickness and witch bolt.
thinking about your patron and the obligations that
your pact im p oses upon you. W hat led you to m ake the
pact, and h ow did you m ake contact w ith your patron?
C lass Fe atu r es
W ere you sed u ced into su m m on in g a devil, or did you A s a w arlock, you gain the follow in g class features.
se e k out the ritual that w ould allow you to m ake contact
H it P o in t s
w ith an alien elder god ? Did you sea rch for your patron,
or did your patron find and c h o o s e you? D o you chafe Hit Dice: 1d8 per w a rlock level
under the obligations o f your pact or serve joyfu lly in Hit Points at 1st Level: 8 + your Constitution m odifier
anticipation o f the rew ards p rom ised to you? Hit Points at Higher Levels: 1d8 (or 5) + your
W ork w ith your DM to determ ine h ow big a part your Constitution m odifier per w arlock level after 1st
pact w ill play in your characters adventuring career.
P r o f ic ie n c ie s Additionally, w hen you gain a level in this class,
A rm or: Light arm or you can c h o o s e on e o f the w arlock spells you kn ow
W eapons: Sim ple w eap on s and replace it with another spell from the w arlock
Tools: N one spell list, w h ich also m ust be o f a level for w h ich you
have spell slots.
Saving Throws: W isd om , C harism a
Skills: C h oose tw o skills from Arcana, Sp e l l c a s t in g A b il it y
D eception , History, Intim idation, Investigation, C harism a is your spellcastin g ability for your w arlock
Nature, and R eligion spells, so you u se your C harism a w henever a spell refers
to your spellcastin g ability. In addition, you u se your
E q u ip m ent
C harism a m odifier w h en setting the saving th row D C
You start w ith the follow in g equipm ent, in addition to
for a w a rlock spell you cast and w h en m akin g an attack
the equipm ent granted by your background:
roll w ith one.
(a) a light c ro s s b o w and 20 bolts or (b) any sim ple
Spell save D C = 8 + your proficiency bonus +
w eap on
your Charisma modifier
(a) a com p on en t pou ch or (b) an arcane focu s
(a) a sch ola rs pack o r (b) a du ng eon eers pack Spell attack modifier = your proficiency bonus +
Leather arm or, any sim ple w eapon , and tw o daggers your Charisma modifier

O t h e r w o r l d l y Pa t r o n Sp e l l c a s t in g Fo c u s
At 1st level, you have struck a bargain with an You can u se an arcane focu s (found in chapter 5) as a
oth erw orldly being o f your choice: the Archfey, the sp ellcastin g focu s for your w arlock spells.
Fiend, or the Great Old O ne, each o f w h ich is detailed
at the end o f the class description. Your ch oice E l d r it c h In v o c a t i o n s
grants you features at 1st level and again at 6th, 10th, In your study o f occu lt lore, you have u nearthed eldritch
and 14th level. invocations, fragm ents o f forbidden k n ow led ge that
im bue you w ith an abiding m agical ability.
Pa c t M a g i c At 2nd level, you gain tw o eldritch invocations o f your
Your arcan e research and the m agic b estow ed on you ch oice. Your invocation options are detailed at the end
by your patron have given you facility w ith spells. S e e o f the class description. W h en you gain certain w arlock
chapter 10 for the general rules o f spellcastin g and levels, you gain additional invocations o f your choice,
chapter 11 for the w a rlock spell list. as sh ow n in the Invocations K n ow n colu m n o f the
W a rlock table.
C a n t r ip s Additionally, w hen you gain a level in this class,
You k n ow tw o cantrips o f your ch oice from the w arlock you can c h o o s e one o f the invocations you k n ow and
spell list. You learn additional w a rlock cantrips o f your replace it w ith another invocation that you cou ld learn
c h oice at higher levels, as sh ow n in the Cantrips K now n at that level.
colu m n o f the W arlock table.
Pa c t B o o n
Sp e l l Sl o t s
At 3rd level, your otherw orldly patron bestow s a gift
T he W arlock table sh ow s h ow m any spell slots you have.
u pon you for your loyal service. You gain on e o f the
T h e table also sh ow s w hat the level o f those slots is; all
follow in g features o f your choice.
o f your spell slots are the sam e level. To cast one o f your
w arlock spells o f 1st level or higher, you must expend a
Pa c t of th e Ch a in
spell slot. You regain all expended spell slots w hen you
You learn the find familiar spell and can cast it as a
finish a short or long rest.
ritual. T h e spell d oesn t count against your num ber o f
F or exam ple, w hen you are 5th level, you have
sp ells know n.
tw o 3rd-level sp ell slots. To cast the 1st-level spell
W h en you cast the spell, you can c h o o s e on e o f the
thunderwave, you must spend on e o f th ose slots, and
n orm al form s for your fam iliar or on e o f the follow in g
you cast it as a 3rd-level spell.
sp ecia l form s: imp, pseu dodragon , quasit, or sprite.
Spe lls K now n of 1s t L evel an d H ig h e r
Additionally, w hen you take the Attack action, you can
forgo one o f your ow n attacks to allow your fam iliar to
At 1st level, you k n ow tw o 1st-level spells o f your ch oice
m ake on e attack o f its own.
from the w a rlock spell list.
The S p ells K n ow n colu m n o f the W a rlock table sh ow s
Pa c t of th e Blade
w hen you learn m ore w a rlock spells o f your ch oice o f 1st
Y ou can u se your action to create a pact w ea p on in your
level and higher. A spell you c h o o s e m ust be o f a level
em pty hand. You can c h o o s e the form that this m elee
n o higher than w hats sh ow n in the table's S lot Level
w ea p on takes each tim e you create it (see chapter 5 for
colu m n for your level. W h en you reach 6th level, for
w ea p on options). Y ou are proficient with it w hile you
exam ple, you learn a n ew w a rlock spell, w h ich can be
w ield it. T h is w ea p on coun ts as m agical for the p u rp ose
1st, 2nd, or 3rd level.
o f overcom in g resistan ce and im m unity to n onm agical
attacks and dam age.
Y our pact w ea p on disappears if it is m ore than 5 feet Y o u r Pa c t B o on
away from you for 1 m inute or m ore. It also disappears Each Pact Boon option produces a special creature or an
if you use this feature again, if you d ism iss the w eap on object that reflects your patrons nature.
(no action required), or if you die. Pact o f the Chain. Your familiar is more cunning than a
You can transform one m agic w eap on into your pact typical familiar. Its default form can be a reflection o f your
w eap on by perform in g a sp ecial ritual w hile you hold patron, with sprites and pseudodragons tied to the Archfey
the w eapon . You p erform the ritual over the cou rse and imps and quasits tied to the Fiend. Because the Great Old
Ones nature is inscrutable, any familiar form is suitable for it.
o f 1 hour, w hich can b e don e during a short rest.
Pact o f the Blade. If your patron is the Archfey, your
You can then d ism iss the w eapon , shunting it into an
weapon might be a slender blade wrapped in leafy vines.
extradim ensional space, and it appears w henever you If you serve the Fiend, your weapon could be an axe made
create your pact w eap on thereafter. You ca n t affect an o f black metal and adorned with decorative flames. If your
artifact or a sentient w ea p on in this way. T h e w eapon patron is the Great Old One, your weapon might be an
ce a se s bein g your pact w eapon if you die, if you perform ancient-looking spear, with a gemstone embedded in its
the 1-hour ritual on a different w eapon , or if you use head, carved to look like a terrible unblinking eye.
a 1-hour ritual to break your bon d to it. The w eapon Pact o f the Tome. Your Book o f Shadows might be a fine,
appears at your feet if it is in the extradim ensional sp ace gilt-edged tome with spells o f enchantment and illusion,
w hen the bon d breaks. gifted to you by the lordly Archfey. It could be a weighty tome
bound in demon hide studded with iron, holding spells of
Pa c t of th e T ome conjuration and a wealth of forbidden lore about the sinister
regions of the cosmos, a gift of the Fiend. Or it could be the
Your patron gives you a grim oire called a B o o k of
tattered diary o f a lunatic driven mad by contact with the
Sh a dow s. W h en you gain this feature, c h o o s e three
Great Old One, holding scraps o f spells that only your own
cantrips from any cla sss spell list. W h ile the b o o k is on burgeoning insanity allows you to understand and cast.
your person , you can cast th ose cantrips at w ill. They
d on t count against your num ber o f cantrips known.
If you lose your B o o k o f S h a dow s, you can perform O t h e r w o r ld ly P a tro n s
a 1-hour cerem on y to receive a replacem ent from your T h e beings that serve as patrons for w arlock s are
patron. T his cerem on y can be perform ed during a short m ighty inhabitants o f other planes o f ex isten cenot
or long rest, and it destroys the previous book . The b o o k gods, but alm ost godlike in their pow er. V arious patrons
turns to ash w hen you die. give their w arlock s a c c e s s to different p ow ers and
invocations, and ex p ect significant favors in return.
A b ility Score Im pro vem en t
S om e patrons collect w arlocks, doling out m ystic
W h en you reach 4th level, and again at 8th, 12th, 16th, kn ow led ge relatively freely o r boastin g o f their ability
and 19th level, you can in crease on e ability sco re o f your to bind m ortals to their will. Other patrons bestow their
c h oice by 2, or you can in crease tw o ability s c o r e s o f p ow er only grudgingly, and might m ake a pact with
your ch oice by 1. A s norm al, you can't in crease an ability only one w arlock. W arlocks w h o serve the sam e patron
sco re above 20 using this feature. m ight view each other as allies, siblings, or rivals.

M y s tic A r c a n u m T he A r ch fey
At 11th level, your patron bestow s upon you a m agical Your patron is a lord or lady o f the fey, a creature o f
secret called an arcanum . C h oose on e 6th-level spell legend w h o holds secrets that w ere forgotten before
from the w a rlock spell list as this arcanum . the m ortal races w ere born. T h is b ein g s m otivations
You can cast your arcanum sp ell on ce w ithout are often inscrutable, and som etim es w him sical, and
expending a spell slot. You m ust finish a long rest before m ight involve a striving for greater m agical p ow er or the
you can do s o again. settling o f age-old grudges. B eings o f this sort include
At higher levels, you gain m ore w arlock sp ells o f your the P rin ce o f Frost; the Q ueen o f A ir and D arkness,
ch oice that can b e cast in this way: one 7th-level spell ruler o f the G loam in g Court; Titania o f the S u m m er
at 13th level, one 8th-level spell at 15th level, and one Court; her con sort O beron, the G reen L ord; Hyrsam ,
9th-level spell at 17th level. You regain all u ses o f your the P rin ce o f F ools; and ancient hags.
M ystic A rca n u m w hen you finish a long rest.
E x p a n d e d Sp e l l L is t
E ld r itch M a ster T h e A rch fey lets you c h o o s e from an expan ded list o f
sp ells w hen you learn a w arlock spell. The follow in g
At 20th level, you can draw on your inner reserve o f
sp ells are added to the w arlock spell list for you.
m ystical pow er w hile entreating your patron to regain
expended spell slots. You can spend 1 m inute entreating
A rc h fey Ex p a n d e d S pells
your patron for aid to regain all your expended spell slots
from your Pact M agic feature. O nce you regain spell slots Spell Level Spells
w ith this feature, you m ust finish a long rest before you 1st faerie fire, sleep
can do s o again. 2nd calm em otions, p h a n ta sm a l force
3rd blink, plant grow th
4th dom inate beast, greater invisibility
5th dom inate person, seem ing
Fey P resence E x p a n d e d Sp e l l L is t
Starting at 1st level, your patron bestow s u pon you the The Fiend lets you c h o o s e from an expanded list of
ability to project the begu ilin g and fearsom e presen ce spells w hen you learn a w arlock spell. T h e follow in g
o f the fey. A s an action, you can cau se each creature in spells are added to the w arlock sp ell list for you.
a 10-foot cu b e originating from you to m ake a W isd om
saving th row against your w a rlock spell save DC. The Fie n d Ex p a n d e d S pells
creatu res that fail their saving th row s are all charm ed
Spell Level Spells
or frightened by you (your ch oice) until the end of
1st b u rn ing hands, c o m m a n d
your next turn.
2nd blindness/deafness, scorch ing ray
O nce you u se this feature, you ca n t use it again until
you finish a short or lon g rest. 3rd fireball, stinking cloud
4th fire shield, wall o f fire
M is t y E scape 5th fla m e strike, hallow
Starting at 6th level, you can vanish in a puff o f mist in
respon se to harm. W h en you take dam age, you can use D a r k O n e s B l e s s in g
your reaction to turn invisible and teleport up to 60 feet Starting at 1st level, w hen you reduce a hostile creature
to an u noccu pied sp ace you can see. You rem ain invisible to 0 hit points, you gain tem porary hit points equal to your
until the start o f your next turn or until you attack or Charism a m odifier + your w arlock level (m inim um o f 1).
cast a spell.
O nce you u se this feature, you can't use it again until Dark O n e s O w n Luck
you finish a short or lon g rest. Starting at 6th level, you can call on your patron to alter
fate in your favor. W h en you m ake an ability ch eck or a
B e g u il in g D efenses saving throw, you can u se this feature to add a d 10 to
B egin ning at 10th level, your patron teaches you h ow to your roll. You can do s o after seein g the initial roll but
turn the m ind-affecting m agic o f your en em ies against before any o f the rolls effects occur.
them. You are im m une to bein g charm ed, and w hen O nce you u se this feature, you c a n t use it again until
another creature attem pts to ch a rm you, you can use you finish a short or long rest.
your reaction to attempt to turn the charm b a ck on
that creature. The creature m ust su cceed on a W isdom F ie n d is h R e s il ie n c e

saving throw against your w arlock spell save D C or Starting at 10th level, you can c h o o s e one dam age type
b e charm ed by you for 1 minute or until the creature w hen you finish a sh ort or long rest. You gain resistan ce
takes any dam age. to that dam age type until you c h o o s e a different one
w ith this feature. D am age from m agical w ea p on s or
Dark D e l ir iu m silver w ea p on s ig n ores this resistance.
Starting at 14th level, you can plunge a creature into
an illusory realm . A s an action, c h o o s e a creature H url T hrough H ell

that you can see w ithin 60 feet o f you. It must m ake a Starting at 14th level, w hen you hit a creature w ith an
W isd om saving th row against y ou r w arlock spell save attack, you can use this feature to instantly transport
DC. O n a failed save, it is charm ed or frightened by you the target through the low er planes. The creature
(your ch oice) for 1 m inute or until your concentration disappears and hurtles through a nightm are landscape.
is broken (as if you are concentratin g on a spell). This At the end o f your next turn, the target returns to the
effect ends early if the creature takes any dam age. sp a ce it previously o ccu pied, or the nearest u n occu pied
Until this illusion ends, the creature thinks it is lost space. If the target is not a fiend, it takes 10d 10 psychic
in a m isty realm , the appearan ce o f w hich you ch oose. dam age as it reels from its h orrific experience.
The creature can s e e and hear only itself, you, and O nce you u se this feature, you ca n t u se it again until
the illusion. you finish a long rest.
Y ou m ust finish a sh ort or long rest before you can
u se this feature again. T he G r eat O ld O n e

Your patron is a m ysterious entity w h ose nature is


T h e F ie n d utterly foreign to the fabric o f reality. It might co m e from
You have m ade a pact w ith a fiend from the low er the Far Realm , the sp a ce beyon d reality, or it cou ld be
planes o f existence, a being w h o s e aim s are evil, one o f the elder g od s know n only in legends. Its m otives
even if you strive against th ose aim s. S u ch beings are in com prehen sible to m ortals, and its kn ow led ge so
desire the corruption or destruction o f all things, im m en se and ancient that even the greatest libraries
ultim ately including you. Fiends pow erfu l en ough to pale in com p a rison to the vast secrets it holds. The
forge a pact include dem on lords su ch as D em ogorgon , Great Old O ne might b e unaw are o f your existence
O rcus, F razUrb-luu, and Baphom et; archdevils such or entirely indifferent to you, but the secrets you have
as A sm od eu s, Dispater, M ephistopheles, and Belial; learn ed allow you to draw your m agic from it.
pit fiends and balors that are esp ecia lly m ighty; and Entities o f this type include Ghaunadar, called That
ultroloths and other lords o f the yugoloths. W h ich Lurks; Tharizdun, the C hained G od; D endar, the
Night Serpent; Zargon, the Returner; Great Cthulhu;
and other unfathom able beings.
E x p a n d e d Sp e l l L ist A rm or of Sh a d o w s
The Great Old One lets you ch o o s e from an expanded list You can cast mage armor on y ou rself at will, w ithout
o f spells w hen you learn a w arlock spell. The follow in g expen din g a spell slot or m aterial com pon ents.
spells are added to the w arlock spell list for you.
A scendant St e p
G reat O ld O ne Ex p a n d e d S pells Prerequisite: 9th level
Spell Level Spells You can cast levitate on y ou rself at will, w ithout
1st dissonant whispers, T ash a's hideous laughter expending a spell slot or material com pon ents.
2nd detect thoughts, p h a n ta sm a l force
B e ast Speech
3rd clairvoyance, sending
You can cast speak with animals at will, without
4th dom inate beast, E va rd s black tentacles
expending a spell slot.
5th do m in ate person, telekinesis
B e g u il in g In flu en ce
A w a k e n e d M in d You gain proficiency in the D eception and
Starting at 1st level, your alien kn ow led ge gives you P ersu asion skills.
the ability to touch the m inds o f other creatures. You
can com m u n icate telepathically with any creature you Bew it c h in g W h ispe r s

can see w ithin 30 feet o f you. You don t need to share Prerequisite: 7th level
a language with the creature for it to understand your You can cast compulsion on ce using a w arlock spell slot.
telepathic utterances, but the creature m ust be able to You c a n t d o s o again until you finish a long rest.
understand at least on e language.
Book of A n c ie n t Se c r e t s
E n t r o p ic W a r d Prerequisite: Pact o f the Tome feature
At 6th level, you learn to m agically w ard y ou rself against
You can n ow in scribe m agical rituals in your B o o k o f
attack and to turn an en em ys failed strike into g ood
Sh a dow s. C h oose tw o 1st-level sp ells that have the
luck for yourself. W h en a creature m akes an attack
ritual tag from any cla sss spell list. The sp ells appear
roll against you, you can use your reaction to im p ose
in the b o o k and d on t count against the num ber o f spells
disadvantage on that roll. If the attack m isses you, your
you know. W ith your B o o k o f S h a d ow s in hand, you
next attack roll against the creature has advantage if you
can cast the ch osen spells as rituals. You ca n t cast the
m ake it b efore the end o f your next turn.
spells except as rituals, u nless y ou ve learned them by
O nce you use this feature, you ca n t use it again until
som e other m eans. You can also cast a w arlock spell
you finish a short or lon g rest.
you kn ow as a ritual if it has the ritual tag.
T hought Sh iel d On your adventures, you can add other ritual sp ells to
your B o o k o f S h adow s. W h en you find such a spell, you
Starting at 10th level, your thoughts ca n t b e read by
can add it to the b o o k if the sp ells level is equal to or
telepathy or other m ea n s unless you allow it. You also
less than h alf your w a rlock level (rounded up) and if you
have resistan ce to psychic dam age, and w henever a
can spare the tim e to tran scribe the spell. For each level
creature deals psychic dam age to you, that creature
o f the spell, the transcription p r o ce s s takes 2 hours and
takes the sam e am ount o f dam age that you do.
c o sts 50 gp for the rare inks n eeded to in scribe it.
C reate T hrall
C h a in s of C arceri
At 14th level, you gain the ability to infect a h um an oids
m ind w ith the alien m a gic o f your patron. You can use
Prerequisite: 15th level, Pact o f the Chain feature
your action to touch an incapacitated hum anoid. That You can cast hold monster at w illtargeting a celestial,
creature is then ch a rm ed by you until a remove curse fiend, or elem entalw ithout expending a spell slot or
spell is cast on it, the ch arm ed condition is rem oved m aterial com pon ents. You m ust finish a long rest before
from it, or you u se this feature again. you can use this invocation on the sam e creature again.
You can com m u n ica te telepathically w ith the charm ed
creature as long as the tw o o f you are on the sam e plane D e v i l s Sig h t
o f existence. Y ou can see n orm ally in darkness, both m agical and
n onm agical, to a distance o f 120 feet.

E l d r it c h In v o c a t io n s D readful W ord
If an eldritch invocation has prerequisites, you must Prerequisite: 7th level
m eet them to learn it. You can learn the invocation at the
You can cast confusion on ce using a w a rlock spell slot.
sam e tim e that you m eet its prerequisites.
You ca n t do so again until you finish a long rest.
A g o n iz in g Blast
E l d r it c h Sig h t
Prerequisite: eldritch blast cantrip
You can cast detect magic at w ill, w ithout expending
W h en you cast eldritch blast, add your Charism a a spell slot.
m odifier to the dam age it deals on a hit.
E l d r it c h Sp e a r O therw orldly L eap
Prerequisite: eldritch blast cantrip Prerequisite: 9th level
W h en you cast eldritch blast, its range is 3 0 0 feet. You can cast jump on y ou rself at w ill, w ithout expending
a spell slot or m aterial com pon ents.
Eyes of th e Rune K eeper
You can read all w riting. R e p e l l in g Blast
Prerequisite: eldritch blast cantrip
F ie n d is h V ig o r
W h en you hit a creature with eldritch blast, you can push
You ca n cast false life on y ou rself at w ill as a
the creature up to 10 feet away from you in a straight line.
1st-level spell, w ithout expen din g a spell slot or
m aterial com pon ents. Sc u lpto r of F lesh
Prerequisite: 7th level
G aze of T wo M in d s
You can u se your action to touch a w illing hum anoid Y ou can cast polymorph on ce usin g a w arlock spell slot.
and perceive through its sen ses until the end o f your Y ou ca n t do s o again until you finish a lon g rest.
next turn. A s long as the creature is on the sam e
Sig n of Ill O men
plane o f existence as you, you can use your action
on subsequent turns to m aintain this conn ection , Prerequisite: 5th level
extending the duration until the end o f your next turn. Y ou can cast bestow curse on ce using a w a rlock spell
W h ile perceivin g through the other creatu res sen ses, slot. You ca n t do so again until you finish a long rest.
you benefit from any sp ecia l se n se s p o s s e s s e d by that
creature, and you are blinded and deafened to your ow n T h ie f o f F i v e Fa t e s
surroundings. You can cast bane o n ce usin g a w a rlock spell slot. You
c a n t do so again until you finish a lon g rest.
L if e d r in k e r

Prerequisite: 12th level, Pact o f the Blade feature T h ir s t in g Blade


Prerequisite: 5th level, Pact o f the Blade feature
W h en you hit a creature with your pact w eapon , the
creature takes extra n ecrotic dam age equal to your You can attack with your pact w ea p on tw ice, instead o f
C harism a m odifier (m inim um 1). on ce, w henever you take the A ttack action on your turn.

M a sk of M an y Fa c e s V is io n s o f D is t a n t R ealm s

You can cast disguise self at will, without expending Prerequisite: 15th level
a spell slot. You can cast arcane eye at will, without expending
a spell slot.
M aster of M y r ia d Fo r m s
Prerequisite: 15th level V o ic e o f t h e C h a in M aster

You can cast alter self at will, w ithout expending Prerequisite: Pact o f the Chain feature
a spell slot. You can com m u n icate telepathically w ith your fam iliar
and perceive through your fam iliars sen ses as lon g as
M in io n s o f C haos
you are on the sam e plane o f existence. Additionally,
Prerequisite: 9th level w hile perceivin g through your fam iliars sen ses, you can
You can cast conjure elemental on ce using a also sp eak through your fam iliar in your ow n voice, even
w a rlock spell slot. You ca n t do s o again until you if your fam iliar is n orm ally incapable o f sp eech .
finish a long rest.
W h is p e r s o f t h e G rave
M ir e t h e M in d Prerequisite: 9th level
Prerequisite: 5th level You can cast speak with dead at w ill, w ithout expending
You can cast slow on ce using a w arlock spell slot. You a spell slot.
c a n t do so again until you finish a lon g rest.
W it c h Sig h t
M is t y V is io n s Prerequisite: 15th level
You can cast silent image at will, w ithout expending a You can see the true form o f any sh ap ech an ger or
spell slot or material com pon ents. creature con cea led by illusion or transm utation m agic
w hile the creature is w ithin 30 feet o f you and w ithin
O ne w it h Sh a d o w s
line o f sight.
Prerequisite: 5th level
W h en you are in an area o f dim light or darkness, you
can u se your action to b e c o m e invisible until you m ove
or take an action or a reaction.
W iz a r d
Clad in the silver rob es that denote her station, an
elf c lo se s her eyes to shut out the distractions o f the
battlefield and beg in s her quiet chant. Fin gers w eaving
in front o f her, she com pletes her spell and launches a
tiny bead o f fire tow ard the en em y ranks, w here it erupts
into a conflagration that engulfs the soldiers.
C h ecking and rech eck in g his w ork, a hum an scrib e s
an intricate m agic circle in chalk on the bare stone
floor, then sprin kles p ow dered iron along every line and
graceful curve. W h en the circle is com plete, he dron es a
long incantation. A hole op en s in sp ace inside the circle,
bringing a w h iff o f brim ston e from the otherw orldly
plane beyond.
Crou ch in g on the floor in a du ngeon intersection, a
gnom e tosses a handful o f sm all b on es in scribed with
m ystic sym bols, muttering a few w ord s o f p ow er over
them. C losin g his eyes to see the vision s m ore clearly,
he n ods slowly, then op en s his eyes and points dow n the
pa ssa ge to his left.
W izards are suprem e m agic-users, defined and united
as a class by the spells they cast. D raw ing on the subtle
w eave o f m agic that perm eates the cosm os, w izards cast
spells o f explosive fire, arcing lightning, subtle deception,
and brute-force m ind control. T heir m agic conjures
m onsters from other p lanes o f existence, glim p ses the
future, or turns slain foes into zom bies. Their mightiest
spells change one substance into another, call m eteors
dow n from the sky, or open portals to other w orlds.

Scholars of the A rcane


W ild and enigm atic, varied in form and function, the
pow er o f m a gic draw s students w h o seek to m aster
its m ysteries. S om e aspire to b e c o m e like the gods,
shaping reality itself. T h ou gh the casting o f a typical
spell requ ires m erely the utterance o f a few strange
w ords, fleeting gestures, and som etim es a pinch or
clum p o f exotic m aterials, th ese su rface com pon en ts
barely hint at the expertise attained after years o f
apprenticeship and cou n tless h ours o f study.
W izards live and die by their spells. Everything else
is secon dary. Th ey learn n ew sp ells as they experim ent
and g row in experience. They can also learn them from
other w izards, from ancient tom es or inscriptions,
and from ancient creatu res (such as the fey) that are
steeped in m agic.
Th e W iz a r d

Spells Slots per Spell Level


Proficiency Cantrips
Level Bonus Features Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Arcane Recovery 3 2

2nd +2 Arcane Tradition 3 3


3rd +2 3 4 2
4th +2 Ability Score Improvement 4 4 3
5th +3 4 4 3 2

6th +3 Arcane Tradition feature 4 4 3 3


7th +3 4 4 3 3 1
8th +3 Ability Score Improvement 4 4 3 3 2
9th +4 4 4 3 3 3 1

10th +4 Arcane Tradition feature 5 4 3 3 3 2


11th +4 5 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 4 3 3 3 2 1
13th +5 5 4 3 3 3 2 1 1
14th +5 Arcane Tradition feature 5 4 3 3 3 2 1 1
15th +5 5 4 3 3 3 2 1 1 1

16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1

17th +6 5 4 3 3 3 2 1 1 1 1
18th +6 Spell Mastery 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Signature Spell 5 4 3 3 3 3 2 2 1 1

T he L ure of K now ledge Q u ic k Bu il d


You can m ake a w izard quickly by follow in g these
W iz a rd s lives are seld om m undane. T h e closest a
suggestion s. First, Intelligence should be your highest
w izard is likely to c om e to an ordinary life is w orkin g
ability score, follow ed by Constitution or Dexterity.
as a sage or lectu rer in a library or university, teaching
If you plan to join the S c h o o l o f Enchantm ent, m ake
others the secrets o f the multiverse. Other w izard s sell
C harism a your next-best score. S econ d , c h o o s e the sage
their serv ices as diviners, serve in m ilitary forces, or
background. Third, c h o o s e the mage hand, light, and
pursue lives o f crim e or dom ination.
ray o f frost cantrips, along with the follow in g 1st-level
But the lure o f kn ow led ge and p ow er calls even the
sp ells for your sp ellbook : burning hands, charm person,
m ost unadventurous w iza rd s out o f the safety o f their
feather fall, mage armor, magic missile, and sleep.
libraries and laboratories and into cru m blin g ruins and
lost cities. M ost w izards believe that their counterparts
in ancient civilizations k n ew secrets o f m agic that have C lass Features
been lost to the ages, and d iscov erin g th ose secrets A s a w izard, you gain the follow in g class features.
cou ld u n lock the path to a pow er greater than any m agic
available in the present age. H it Po in t s
Hit Dice: 1d6 per w izard level
C r e a t in g a W iz a r d __________ Hit Points at 1st Level: 6 + your Constitution m odifier
Hit Points at Higher Levels: 1d6 (or 4) + your
Creating a w izard character dem ands a backstory
Constitution m odifier per w izard level after 1st
dom inated by at least on e extraordinary event. H ow
did your character first co m e into contact with m agic?
P r o fic ie n c ie s
H ow did you d iscover you had an aptitude for it? D o
Arm or: N one
you have a natural talent, or did you sim ply study
Weapons: D aggers, darts, slings, quarterstaffs,
hard and practice incessantly? Did you encounter a
light c ro s sb o w s
m agical creature or an ancient tom e that taught you the
Tools: N one
ba sics o f m agic?
W hat drew you forth from your life o f study? D id your Saving Throws: Intelligence, W isd om
first taste o f m agical k n ow led ge leave you hungry for Skills: C h oose tw o from A rcana, History, Insight,
m ore? Have you received w ord o f a secret repository Investigation, M edicine, and R eligion
o f kn ow led ge not yet plundered by any other w izard?
Perhaps y ou re sim ply eager to put your new found
m agical skills to the test in the face o f danger.
E q u ip m ent Sp e l l b o o k
You start with the follow in g equipm ent, in addition to At 1st level, you have a sp ellb ook contain in g six 1st-level
the equipm ent granted by your background: w izard spells o f your choice.

(a) a quarterstaff or (b) a dagger


P r e p a r in g and C a s t in g Spells
(a) a com pon en t pou ch or (b) an arcane focu s
T h e W izard table sh ow s h ow m any spell slots you have
(a) a sch ola rs pack o r (b) an explorers pack
to cast your spells o f 1st level and higher. To cast on e o f
A sp ellb ook
these spells, you m ust expend a slot o f the sp ells level
or higher. You regain all expen ded spell slots w hen you
Spellcastin g
finish a lon g rest.
A s a student o f arcan e m agic, you have a sp ellb ook You prepare the list o f w izard spells that are available
contain in g spells that sh ow the first glim m erings of for you to cast. To do so. c h o o s e a num ber o f w izard
your true pow er. S e e chapter 10 for the general rules of spells from your sp ellb ook equal to your Intelligence
sp ellcastin g and chapter 11 for the w izard spell list. m odifier + your w izard level (m inim um o f on e spell). The
spells must be o f a level for w hich you have spell slots.
C a n t r ip s
For exam ple, if you're a 3rd-level w izard, you have
At 1st level, you k n ow three cantrips o f your ch oice four 1st-level and tw o 2nd-level spell slots. W ith an
from the w izard spell list. You learn additional w izard Intelligence o f 16, your list o f prepared sp ells can
cantrips o f your ch oice at higher levels, as sh ow n in the include six spells o f 1st or 2nd level, in any com bination,
Cantrips K n ow n colum n o f the W izard table. ch osen from your sp ellbook . If you prepare the 1st-level
spell magic missile, you can cast it using a 1st-level or a
Yo u r S pellb o o k 2nd-level slot. Casting the spell d oesn t rem ove it from
The spells that you add to your spellbook as you gain levels your list o f prepared spells.
reflect the arcane research you conduct on your own, as well You can change your list o f prepared spells w hen
as intellectual breakthroughs you have had about the nature you finish a long rest. P reparin g a n ew list o f w izard
o f the multiverse. You might find other spells during your spells requires tim e spent studying your sp ellb ook and
adventures. You could discover a spell recorded on a scroll in
m em orizin g the incantations and gestures you m ust
an evil wizard's chest, for example, or in a dusty tome in an
m ake to cast the spell: at least 1 m inute per spell level
ancient library.
for each spell on your list.
Copying a Spell into the Book. When you find a wizard spell
o f 1st level or higher, you can add it to your spellbook if it is
Sp e l l c a s t in g A b il it y
of a level for which you have spell slots and if you can spare
the time to decipher and copy it. Intelligence is your sp ellcastin g ability for your w izard
Copying a spell into your spellbook involves reproducing spells, sin ce you learn your sp ells through dedicated
the basic form o f the spell, then deciphering the unique study and m em orization. You use your Intelligence
system o f notation used by the wizard who wrote it. You w hen ever a spell refers to your sp ellcastin g ability.
must practice the spell until you understand the sounds In addition, you u se your Intelligence m odifier w hen
or gestures required, then transcribe it into your spellbook setting the saving th row D C for a w izard spell you cast
using your own notation. and w hen m akin g an attack roll w ith one.
For each level o f the spell, the process takes 2 hours and
costs 50 gp. The cost represents material components you Spell save D C = 8 + your proficiency bonus +
expend as you experiment with the spell to master it, as well your Intelligence modifier
as the fine inks you need to record it. Once you have spent
this time and money, you can prepare the spell just like your Spell attack modifier = your proficiency bonus +
other spells. your intelligence modifier
Replacing the Book. You can copy a spell from your own
spellbook into another book for example, if you want R it u a l C a s t in g
to make a backup copy o f your spellbook. This is just like You ca n cast a w izard spell as a ritual if that spell has
copying a new spell into your spellbook, but faster and easier, the ritual tag and you have the spell in your sp ellbook .
since you understand your own notation and already know You don't n eed to have the sp ell prepared.
how to cast the spell. You need spend only 1 hour and 10 gp
for each level o f the copied spell. Sp e l l c a s t in g Fo c u s
If you lose your spellbook, you can use the same procedure You can use an arcane focu s (found in chapter 5) as a
to transcribe the spells that you have prepared into a new
spellcastin g focu s for your w izard spells.
spellbook. Filling out the remainder o f your spellbook
requires you to find new spells to do so, as normal. For this
L e a r n in g Spe lls of 1s t L evel an d H ig h e r
reason, many wizards keep backup spellbooks in a safe place.
E ach tim e you gain a w izard level, you can add tw o
The Books Appearance. Your spellbook is a unique
compilation o f spells, with its own decorative flourishes and w izard spells o f your ch oice to your sp ellbook . Each
margin notes. It might be a plain, functional leather volume o f these spells must b e o f a level for w hich you have
that you received as a gift from your master, a finely bound spell slots, as sh ow n on the W izard table. O n your
gilt-edged tome you found in an ancient library, or even a adventures, you m ight find other spells that you can add
loose collection o f notes scrounged together after you lost to your sp ellb ook (see the Your S p e llb o o k sidebar).
your previous spellbook in a mishap.
A rcane R ecovery the ages have cataloged thousands o f spells, grouping
them into eight categories called sch ools, as d escrib ed
You have learn ed to regain som e o f your m agical energy
in chapter 10. In som e places, these traditions are
by studying your sp ellbook . O n ce p er day w hen you
literally sch ools; a w izard m ight study at the S c h o o l o f
finish a short rest, you ca n c h o o s e expen ded spell slots
Illusion w hile another studies a cross tow n at the S ch o o l
to recover. The spell slots can have a com b in ed level that
o f Enchantm ent. In other institutions, the sch ools are
is equal to or less than h alf your w izard level (rounded
m ore like acad em ic departm ents, w ith rival faculties
up), and n one o f the slots can be 6th level or higher. com petin g for students and funding. Even w iza rd s w ho
For example, if youre a 4th-level wizard, you can recover
train apprentices in the solitude o f their ow n tow ers use
up to tw o levels w orth o f spell slots. You can recover either
the division o f m agic into sch o o ls as a learning device,
a 2nd-level spell slot or tw o 1st-level spell slots.
sin ce the spells o f each sch o o l require m astery o f
different techniques.
A rcan e T ra d itio n
W h en you reach 2nd level, you c h o o s e an arcane S c h o o l of A bju r atio n
tradition, shaping your practice o f m agic through one
T h e S c h o o l o f Abjuration em p h a sizes m agic that block s,
o f eight sch ools: Abjuration, Conjuration, Divination,
banishes, or protects. D etractors o f this sc h o o l say
Enchantm ent, Evocation, Illusion, N ecrom ancy,
that its tradition is about denial, negation rather than
or Transmutation, all detailed at the end o f the
positive assertion. You understand, however, that ending
class description.
harm ful effects, protecting the w eak, and banishing evil
Your ch oice grants you features at 2nd level and again
influences is anything but a p h ilosoph ica l void. It is a
at 6th, 10th, and 14th level.
proud and resp ected vocation.
C alled abjurers, m em bers o f this sch o o l are sought
A b il it y S co r e Im pr o v e m e n t
w hen baleful spirits require exorcism , w hen im portant
W h e n you reach 4th level, and again at 8th, 12th, 16th, location s m ust be guarded against m agical spying, and
and 19th level, you can in crease on e ability sc o r e o f your w hen portals to other planes o f existence must be closed.
ch oice by 2, or you ca n in crease tw o ability s c o r e s o f
your ch oice by 1. A s norm al, you ca n t in crease an ability A b j u r a t io n Sa v a n t
sco re above 20 using this feature. B egin ning w hen you select this sch ool at 2nd level, the
gold and tim e you m ust spend to cop y an abjuration
Spell M a st e ry spell into your sp ellb ook is halved.

At 18th level, you have achieved such m astery over A rcane Ward
certain sp ells that you can cast them at w ill. C h oose a
Starting at 2nd level, you can w eave m agic around
1st-level w izard spell and a 2nd-level w izard spell that
you rself for protection. W h en you cast an abjuration
are in your sp ellbook . You can cast th ose spells at their
spell o f 1st level or higher, you can sim ultaneously use a
low est level without expending a spell slot w hen you
strand o f the spells m agic to create a m agical w ard on
have them prepared. If you w ant to cast either spell at a
you rself that lasts until you finish a long rest. T h e w ard
higher level, you must expend a spell slot as norm al.
has hit points equal to tw ice your w izard level + your
By spen din g 8 hours in study, you can exchange one
Intelligence modifier. W h enever you take dam age, the
or both o f the spells you c h ose for different spells o f
w ard takes the dam age instead. If this dam age reduces
the sa m e levels.
the w ard to 0 hit points, you take any rem aining dam age.
W h ile the w ard has 0 hit points, it ca n t absorb
Sig n a tu r e Spells
dam age, but its m agic rem ains. W h enever you cast an
W h en you reach 20th level, you gain m astery over tw o abjuration spell o f 1st level or higher, the w ard regains a
pow erful spells and can cast them with little effort. num ber o f hit points equal to tw ice the level o f the spell.
C h oose tw o 3rd-level w izard spells in your sp ellbook O n ce you create the w ard, you can't create it again
as your signature spells. You always have th ese spells until you finish a long rest.
prepared, they don t count against the num ber o f spells
you have prepared, and you can cast each o f them on ce at P r o jected W a r d
3rd level without expending a spell slot. W h en you do so, Starting at 6th level, w h en a creature that you can see
you can t do s o again until you finish a short or long rest. w ithin 30 feet o f you takes dam age, you can u se your
If you w ant to cast either spell at a higher level, you reaction to cau se your A rca n e W ard to absorb that
m ust expend a spell slot as norm al. dam age. If this dam age red u ces the w ard to 0 hit points,
the w arded creature takes any rem aining dam age.

A r c a n e T r a d it io n s Im pr o v e d A b j u r a t io n
T h e study o f w izardry is ancient, stretching ba ck to B egin ning at 10th level, w hen you cast an abjuration
the earliest m ortal discov eries o f m agic. It is firmly spell that requ ires you to m ake an ability ch eck as
established in the w orlds o f D&D, with various a part o f casting that spell (as in counterspell and
traditions dedicated to its com p lex study. dispel magic), you add your proficiency bon u s to that
Th e m ost co m m o n arcan e traditions in the m ultiverse ability check.
revolve around the sch o o ls o f m agic. W izard s through
object that you have seen. The object is visibly m agical,
radiating dim light out to 5 feet.
The ob ject disappears after 1 hour, w hen you use this
feature again, or if it takes any dam age.

B e n ig n T r a n s p o s it io n
Starting at 6th level, you can u se your action to teleport
up to 30 feet to an u n occu p ied sp ace that you can see.
Alternatively, you can c h o o s e a sp ace w ithin range
that is occu p ied by a Sm all or M edium creature. If that
creature is w illing, you both teleport, sw appin g p laces.
O nce you u se this feature, you c a n t u se it again until
you finish a long rest or you cast a conjuration spell o f
1st level or higher.

Focu sed C o n j u r a t io n
B egin ning at 10th level, w hile you are concentrating on
a conjuration spell, your concentration ca n t be broken
as a result o f taking dam age.

D urable Su m m o n s
Starting at 14th level, any creature that you
su m m on or create w ith a conjuration spell has 30
tem porary hit points.

Sch o o l of D iv in a tio n
Th e cou n sel o f a diviner is sought by royalty and
com m on ers alike, for all seek a clearer understanding
o f the past, present, and future. A s a diviner, you strive
to part the veils o f space, time, and co n scio u sn e ss so
that you can see clearly. You w ork to m aster spells o f
discernm ent, rem ote view ing, supernatural know ledge,
and foresight.

D iv in a t io n Sa v a n t
B egin ning w hen you select this sch o o l at 2nd level, the
Spell R e s is t a n c e
gold and tim e you must sp en d to co p y a divination spell
Starting at 14th level, you have advantage on saving
into your sp ellb ook is halved.
th row s against spells.
Furtherm ore, you have resistan ce against the Portent
dam age o f spells. Starting at 2nd level w hen you c h o o s e this sch ool,
g lim p ses o f the future begin to p ress in on your
Sc h o o l of C o n ju r a tio n aw areness. W h en you finish a lon g rest, roll tw o d 2 0 s
A s a conjurer, you favor spells that p rod u ce objects and record the num bers rolled. You can replace any
and creatures out o f thin air. You can conjure billow ing attack roll, saving throw, or ability ch eck m ade by you or
clou d s o f killing fog or su m m on creatures from a creature that you can see with one o f th ese foretelling
elsew h ere to fight on your behalf. A s your m astery rolls. You must c h o o s e to do so b efore the roll, and you
grow s, you learn sp ells o f transportation and can can replace a roll in this w ay only on ce per turn.
teleport y ou rself a cross vast distances, even to other Each foretelling roll can be u sed only on ce. W h en you
planes o f existence, in an instant. finish a lon g rest, you lose any u nu sed foretelling rolls.

C o n j u r a t io n Sa v a n t Expert D iv in a t io n

B egin ning w hen you select this sc h o o l at 2nd level, the B egin ning at 6th level, casting divination sp ells co m e s
gold and tim e you m ust spend to cop y a conjuration spell s o easily to you that it expends only a fraction o f your
into your sp ellb ook is halved. sp ellcastin g efforts. W h en you cast a divination spell
o f 2nd level or higher using a spell slot, you regain one
M in o r C o n j u r a t io n expen ded spell slot. The slot you regain must be o f a
Starting at 2nd level w hen you select this sch ool, you level low er than the spell you cast and ca n t be higher
can use your action to conjure up an inanim ate object than 5th level.
in your hand or on the ground in an u n occu p ied sp ace
that you can see w ithin 10 feet o f you. This object can be T he T h ir d Ey e
no larger than 3 feet on a side and w eigh no m ore than Starting at 10th level, you can use your action to
10 pou nds, and its form m ust be that o f a nonm agical in crease your p ow ers o f perception . W h en you do so,
c h o o s e on e o f the follow in g benefits, w h ich lasts until On a su ccessfu l save, you ca n t u se this feature on the
you are incapacitated or you take a short or long rest. attacker again until you finish a lon g rest.
You ca n t use the feature again until you finish a rest. You m ust c h o o s e to u se this feature before kn ow in g
Darkvision. You gain darkvision out to a range o f 60 w hether the attack hits or m isses. Creatures that can t
feet, as d escrib ed in chapter 8. be charm ed are im m u ne to this effect.
Ethereal Sight. You can see into the Ethereal Plane
w ithin 60 feet o f you. Sp l it E n c h antm ent

Greater Comprehension. You can read any language. Starting at 10th level, w hen you cast an enchantm ent
S ee Invisibility. You can see invisible creatu res and spell o f 1st level or higher that targets only on e creature,
ob jects w ithin 10 feet o f you that are within line o f sight. you can have it target a se co n d creature.

G reater Portent A lter M e m o r ie s

Starting at 14th level, the vision s in your dream s At 14th level, you gain the ability to m ake a creature
intensify and paint a m ore accurate picture in your m ind unaw are o f your m agical influence on it. W h en you cast
o f w hat is to com e. You roll three d 2 0 s for your Portent an enchantm ent spell to charm one or m ore creatures,
feature, rather than two. you can alter on e creatu res understanding s o that it
rem ains unaw are o f being charm ed.
Sch ool of En ch an tm en t Additionally, on ce before the spell expires, you can
use your action to try to m ake the ch osen creature
A s a m em ber o f the S c h o o l o f Enchantm ent, you have
forget som e o f the tim e it spent charm ed. The creature
h oned your ability to m agically entrance and beguile
must su cceed on an Intelligence saving th row against
other p eop le and m onsters. S o m e enchanters are
your w izard spell save D C or lose a num ber o f hours
p ea cem ak ers w h o bew itch the violent to lay dow n their
o f its m em ories equal to 1 + your C harism a m odifier
arm s and charm the cruel into sh ow in g m ercy. O thers
(m inim um 1). You can m ake the creature forget less
are tyrants w h o m agically bind the unw illing into their
time, and the am ount o f tim e can t ex ceed the duration
service. M ost enchanters fall som ew h ere in betw een.
o f your enchantm ent spell.
En chantm ent Sa v a n t
B egin ning w hen you select this sch o o l at 2nd level, the
Sch o o l of Ev o c a tio n
gold and tim e you m ust sp en d to co p y an enchantm ent You focu s your study on m agic that creates pow erfu l
spell into your sp ellb ook is halved. elem ental effects such as bitter cold, searing flame,
rolling thunder, crackling lightning, and burning acid.
H y p n o t ic G aze S om e evokers find em ploym ent in m ilitary forces,
Starting at 2nd level w hen you c h o o s e this sch ool, your serving as artillery to blast enem y arm ies from afar.
soft w ord s and enchanting gaze can m agically enthrall O thers use their spectacular pow er to protect the w eak,
another creature. A s an action, c h o o s e one creature that w hile som e seek their ow n gain as bandits, adventurers,
you can see w ithin 5 feet o f you. If the target can see or or aspiring tyrants.
hear you, it must su cce e d on a W isd om saving throw
against your w izard spell save D C or b e charm ed by you E v o c a t i o n Sa v a n t
until the end o f your next turn. The charm ed creatures B egin ning w hen you select this sch o o l at 2nd level, the
sp eed drops to 0, and the creature is incapacitated and gold and tim e you m ust sp end to cop y an evocation spell
visibly dazed. into your sp ellb ook is halved.
On subsequent turns, you can u se your action to
m aintain this effect, extending its duration until the S c u l p t Spe lls
end o f your next turn. However, the effect ends if you B egin ning at 2nd level, you can create pock ets o f
m ove m ore than 5 feet away from the creature, if the relative safety w ithin the effects o f your evocation spells.
creature can neither see n or hear you, or if the creature W h en you cast an evocation spell that affects other
takes dam age. creatures that you can see, you can c h o o s e a num ber
O nce the effect ends, or if the creature su cceed s on its o f them equal to 1 + the sp ells level. T h e ch osen
initial saving throw against this effect, you can t use this creatu res autom atically s u cce e d on their saving throw s
feature on that creature again until you finish a long rest. against the spell, and they take no dam age if they w ould
n orm ally take h alf dam age on a su ccessfu l save.
In s t in c t iv e C harm

B egin ning at 6th level, w hen a creature you can see Po te n t C a n t r ip


w ithin 30 feet o f you m akes an attack roll against Starting at 6th level, your dam aging cantrips affect
you, you can u se your reaction to divert the attack, even creatures that avoid the brunt o f the effect. W h en
provided that another creature is w ithin the attacks a creature su cce e d s on a saving th row against your
range. T h e attacker m ust m ake a W isd om saving throw cantrip, the creature takes h alf the cantrips dam age (if
against your w izard spell save DC. O n a failed save, any) but suffers no additional effect from the cantrip.
the attacker must target the creature that is closest
E m p o w e r e d Ev o c a t io n
to it, not including you or itself. If multiple creatures
are closest, the attacker c h o o s e s w h ich one to target. B egin ning at 10th level, you can add your Intelligence
m odifier to the dam age roll o f any w izard evocation
spell you cast.
O verchannel ch oice. T h e cantrip d oesn t coun t against your n um ber
Starting at 14th level, you can in crease the pow er o f o f cantrips know n.
your sim pler spells. W h en you cast a w izard spell o f W h en you cast minor illusion, you can create both a
5th level or low er that deals dam age, you can deal sou n d and an im age with a single casting o f the spell.
m axim u m dam age w ith that spell.
M alleable I l l u s io n s
The first tim e you do so, you suffer n o adverse effect.
If you u se this feature again b efore you finish a long Starting at 6th level, w hen you cast an illusion spell that
rest, you take 2 d 12 n ecrotic dam age for each level o f has a duration o f 1 m inute or longer, you can u se your
the spell, im m ediately after you cast it. E ach tim e you action to change the nature o f that illusion (using the
use this feature again before finishing a long rest, the sp ells n orm al param eters for the illusion), provided that
n ecrotic dam age per spell level in creases by 1d 12. This you can see the illusion.
dam age ig n ores resistan ce and immunity.
Il l u so r y Self
B egin ning at 10th level, you can create an illusory
S c h o o l of Illu sio n
duplicate o f y ou rself as an instant, alm ost instinctual
You focu s your studies on m agic that dazzles the reaction to danger. W h en a creature m akes an attack
sen ses, befu ddles the mind, and tricks even the w isest roll against you, you can use your reaction to in terpose
folk. Your m agic is subtle, but the illusions crafted by the illusory duplicate b etw een the attacker and
your keen m ind m ake the im possible seem real. S om e yourself. T h e attack autom atically m isses you, then the
illusionistsincluding m any gnom e w iza rd sare illusion dissipates.
benign tricksters w h o use their spells to entertain. O nce you u se this feature, you ca n t u se it again until
O thers are m ore sinister m asters o f deception , using you finish a sh ort or lon g rest.
their illusions to frighten and fool others for their
person al gain. Il l u s o r y R e a l it y

By 14th level, you have learned the secret o f w eaving


I l l u s io n Sa v a n t sh ad ow m agic into your illusions to give them a sem i-
B egin ning w hen you select this sch o o l at 2nd level, the reality. W h en you cast an illusion spell o f 1st level or
gold and tim e you m ust spend to cop y an illusion spell higher, you can c h o o s e one inanim ate, n onm agical
into your sp ellb ook is halved. object that is part o f the illusion and m ake that object
real. You ca n do this on your turn as a bon u s action
Im proved M in o r I l l u s io n
w hile the spell is on goin g. T h e object rem ains real for
W h en you c h o o s e this sch ool at 2nd level, you learn
1 minute. For exam ple, you can create an illusion o f a
the minor illusion cantrip. If you already k n ow this
bridge over a chasm and then m ake it real long en ough
cantrip, you learn a different w izard cantrip o f your
for your allies to cross.
The object ca n t deal dam age or oth erw ise
directly harm anyone.

Sch ool of N ecrom ancy


The S ch o o l o f N ecrom an cy explores the co sm ic forces
o f life, death, and undeath. A s you focu s your studies in
this tradition, you learn to m anipulate the energy that
anim ates all living things. A s you p rogress, you learn to
sap the life force from a creature as your m agic destroys
its body, transform ing that vital en ergy into m agical
p ow er you can m anipulate.
M ost p eop le see n ecrom a n cers as m enacing, or even
villainous, due to the clo s e a ssocia tion w ith death.
Not all n ecrom a n cers are evil, but the forces they
m anipulate are con sid ered ta boo by m any societies.

N ecrom ancy Sa v a n t
B egin ning w hen you select this sch o o l at 2nd level, the
gold and tim e you must sp en d to cop y a n ecrom a n cy
spell into your sp ellb ook is halved.

G r im H arvest
At 2nd level, you gain the ability to reap life en ergy from
creatu res you kill w ith your spells. O nce p er turn w hen
you kill on e or m ore creatu res w ith a spell o f 1st level
or higher, you regain hit poin ts equal to tw ice the sp ells
level, or three tim es its level if the spell b elon gs to the
S ch o o l o f N ecrom ancy. You d on t gain this benefit for
killing con stru cts or undead.
U ndead T hralls you sp end perform in g the procedu re, you can transform
At 6th level, you add the animate dead spell to your up to 1 cu b ic foot o f material. A fter 1 hour, or until you
sp ellb ook if it is not there already. W h en you cast lose your concentration (as if you w ere concentratin g on
animate dead, you can target one additional c orp se a spell), the material reverts to its original substance.
or pile o f b on es, creating another zom bie or skeleton,
Transm u t e r s St o n e
as appropriate.
Starting at 6th level, you can spend 8 hours creating a
W h en ever you create an undead using a n ecrom an cy
transm uters stone that stores transm utation m agic. You
spell, it has additional benefits:
can benefit from the stone y ou rself or give it to another
T h e creatu res hit point m axim u m is in creased by an creature. A creature gains a benefit o f your ch oice
am ount equal to your w izard level. as lon g as the stone is in the creatu res p ossession .
T h e creature adds your proficiency bon u s to its W h en you create the stone, c h o o s e the benefit from the
w eap on dam age rolls. follow in g options:

Inured to U ndeath D arkvision out to a range o f 60 feet, as d escrib ed in


B egin n in g at 10th level, you have resistan ce to n ecrotic chapter 8
dam age, and your hit point m axim u m can't be reduced. A n in crease to sp eed o f 10 feet w hile the creature is
You have spent s o m uch tim e dealing w ith undead and u n en cu m bered
the forces that anim ate them that you have b e c o m e P roficien cy in Constitution saving throw s
inured to so m e o f their w orst effects. R esistan ce to acid, cold, fire, lightning, or thunder
dam age (your ch oice w henever you c h o o s e this
C om m and U ndead benefit)
Starting at 14th level, you can use m a gic to bring
E ach tim e you cast a transm utation spell o f 1st level
undead under your control, even th ose created by other
or higher, you can change the effect o f your stone if the
w izards. A s an action, you can c h o o s e one undead that
stone is on your person.
you ca n see w ithin 60 feet o f you. That creature must
If you create a n ew transm uters stone, the previous
m ake a C harism a saving th row against your w izard
on e c e a se s to function.
spell save DC. If it su cceed s, you ca n t u se this feature
on it again. If it fails, it b e c o m e s friendly to you and Sh a p e c h a n g e r
ob ey s your com m a n d s until you use this feature again. At 10th level, you add the polymorph spell to your
Intelligent undead are harder to con trol in this way. sp ellbook , if it is not there already. You can cast
If the target has an Intelligence o f 8 or higher, it has polymorph w ithout expending a spell slot. W h en you
advantage on the saving throw. If it fails the saving do so, you can target only y ou rself and transform into a
th row and h as an Intelligence o f 12 or higher, it can beast w h o s e challenge rating is 1 or lower.
repeat the saving th row at the end o f every h our until it O nce you cast polymorph in this way, you ca n t do so
s u c ce e d s and break s free. again until you finish a short or lon g rest, though you
can still cast it n orm ally using an available spell slot.
Sch o o l of T r a n sm u ta tio n
You are a student o f spells that m odify energy and matter. M aster T ransm uter

To you, the w orld is not a fixed thing, but em inently Starting at 14th level, you can u se your action to
mutable, and you delight in being an agent o f change. con su m e the reserve o f transm utation m agic stored
You w ield the raw stuff o f creation and learn to alter both w ithin your transm uters stone in a single burst. W h en
physical form s and mental qualities. Your m agic gives you do so, c h o o s e one o f the follow in g effects. Your
you the tools to b e co m e a smith on realitys forge. transm uters stone is destroyed and ca n t be rem ade
S o m e transm uters are tinkerers and pranksters, until you finish a lon g rest.
turning p eople into toads and transform ing cop p er into Major Transformation. You can transm ute one
silver for fun and o cca sion a l profit. O thers pu rsue their n on m agica l ob jectno larger than a 5-foot cu b e into
m agical studies w ith deadly seriou sn ess, seek in g the another nonm agical object o f sim ilar size and m a ss and
p ow er o f the g od s to m ake and destroy w orlds. o f equal or lesser value. You m ust spend 10 minutes
h andling the ob ject to transform it.
T r a n s m u t a t io n Sa v a n t Panacea. You rem ove all curses, diseases, and p oisons
B egin ning w hen you select this sc h o o l at 2nd level, the affecting a creature that you touch with the transm uters
gold and tim e you must spend to cop y a transm utation stone. The creature also regains all its hit points.
spell into your sp ellb ook is halved. Restore Life. You cast the raise dead spell on a
creature you touch with the transm uters stone, w ithout
M in o r A lch em y expending a spell slot or n eedin g to have the spell in
Starting at 2nd level w hen you select this sch ool, you your spellbook.
can tem porarily alter the physical properties o f one Restore Youth. You touch the transm uters stone to
n onm agical object, changin g it from on e su bstance into a w illing creature, and that creatu res apparent age is
another. You perform a sp ecia l alch em ical p rocedu re red u ced by 3 d 10 years, to a m inim um o f 13 years. This
on on e object co m p o s e d entirely o f w ood , stone (but not effect d oesn t extend the creatu res lifespan.
a gem stone), iron, copper, or silver, transform ing it into
a different on e o f th ose m aterials. F or each 10 m inutes
C h a p t e r 4 : Pe r s o n a l i t y a n d Ba c k g r o u n d
CHARACTERS ARE DEFINED BY MUCH MORE THAN You d on t need to be con fin ed to binary n otion s of
their race and class. T h eyre individuals with sex and gender. The elf g od C orellon Larethian is often
their ow n stories, interests, con n ection s, and seen as an drogyn ous or herm aphroditic, for exam ple,
capabilities beyond th ose that cla ss and race and som e elves in the m ultiverse are m ade in C orellon s
define. T h is chapter ex pou n ds on the details im age. You cou ld also play a fem ale character w ho
that distinguish characters from on e another, presen ts h erself as a man, a m an w h o feels trapped in a
including the b a sics o f nam e and physical description, fem ale body, or a bearded fem ale dw arf w h o hates being
the rules o f b a ck grou n ds and languages, and the finer m istaken for a male. L ikew ise, your characters sexual
points o f personality and alignm ent. orientation is for you to decide.

C h a r a c t e r D e t a il s H eig h t a n d W e ig h t

Your characters nam e and physical description might You can d ecide your characters height and weight,
be the first things that the other players at the table using the inform ation provided in your race description
learn about you. Its w orth thinking about h ow these or on the R an d om Height and W eight table. T h in k about
characteristics reflect the character you have in mind. w hat your characters ability s c o r e s m ight say about his
or her height and weight. A w ea k but agile character
Nam e m ight b e thin. A strong and tough character m ight be
tall or ju st heavy.
Your characters race description in cludes sam ple
If you w ant to, you can roll random ly for your
nam es for m em bers o f that race. Put som e thought into
characters height and w eight u sin g the R a n d om Height
your nam e even if y ou re ju st pickin g on e from a list.
and W eight table. The d ice roll given in the Height
M odifier colum n determ ines the characters extra
Sex
height (in inches) beyon d the ba se height. That sam e
You can play a m ale or fem ale character w ithout gaining n um ber m ultiplied by the d ice roll or quantity given in
any sp ecial benefits or h indrances. T h in k about how the W eight M odifier colu m n determ ines the characters
your character d o e s or d o e s not con form to the broader extra w eight (in pounds) beyond the base weight.
cultures expectations o f sex, gender, and sexual
behavior. For exam ple, a m ale d row cleric defies the Ra n d o m H e ig h t a n d W e ig h t
traditional gender divisions o f d row society, w hich could
Base Height Base Weight
b e a reason for your character to leave that society and
Race Height Modifier Weight Modifier
co m e to the surface.
Human 4'8" + 2 d 10 110 lb. x (2d4) lb.
Dwarf, hill 3'8 +2d4 115 lb. x (2d6) lb.
T ik a a n d A r t e m is : C o n t r a s t in g C h a r a c t e r s
Dwarf, mountain 4' +2d4 130 lb. x (2d6) lb.
The details in this chapter make a big difference in setting
Elf, high 46" + 2 d 10 90 lb. x (1d4) lb.
your character apart from every other character. Consider the
following two human fighters. Elf, wood 4'6" + 2 d 10 100 lb. x (1d4) lb.
Hailing from the Dragonlance setting, Tika Waylan was a Elf, drow 4 '5 " +2d6 75 lb. x (1d6) lb.
brash teenager who had a rough childhood. The daughter of Halfling 2 '7 " +2d4 35 lb. x 1 lb.
a thief, she ran away from home and practiced her fathers Dragonborn 5'6" +2d8 175 lb. x (2d6) lb.
trade on the streets o f Solace. When she tried to rob the
Gnome 2' 11" +2d4 35 lb. x 1 lb.
proprietor o f the Inn o f the Last Home, he caught her and
took her under his wing, giving her a job as a barmaid. But Half-elf 4'9" +2d8 110 lb. x (2d4) lb.
when the dragonarmies laid waste to the town o f Solace Half-orc 4'10 " +2d10 140 lb. x (2d6) lb.
and destroyed the inn, necessity forced Tika into adventure Tiefling 4 '9 " +2d8 110 lb. x (2d4) lb.
alongside the friends shed known from her childhood. Her
skill as a fighter (a frying pan remains one o f her favorite
For exam ple, as a hum an, Tika has a height o f 4 feet 8
weapons) combined with her history on the streets gave her
in ch es plus 2 d 10 inches. H er player rolls 2 d 10 and gets
skills invaluable in her adventuring career.
Artemis Entreri grew up on the streets of Calimport in the a total o f 12, s o Tika stands 5 feet 8 in ch es tall. Then
Forgotten Realms. He used his wits, strength, and agility the player u ses that sam e roll o f 12 and m ultiplies it by
to carve out his own territory in one o f the city's hundreds 2d4 pou nds. H er 2d4 roll is 3, s o Tika w eigh s an extra
o f poor shanty towns. After several years, he attracted the 36 pou nd s ( 1 2 x 3) on top o f her base 110 pou nds, for a
notice o f one o f the most powerful thieves guilds in the city, total o f 146 pounds.
and he ascended the ranks o f the guild quickly despite his
youth. Artemis became the favored assassin of one of the O th er P h y sic a l C h ar acter istics
citys pashas, who sent him to far-off Icewind Dale to recover
some stolen gems. Hes a professional killer, constantly You c h o o s e your characters age and the color o f
challenging himself to improve his skills. his or her hair, eyes, and skin. To add a touch o f
Tika and Artemis are both human and both fighters (with distinctiveness, you m ight w ant to give your character
some experience as rogues), possessing similarly high an unusual or m em orable physical characteristic, such
Strength and Dexterity scores, but there the similarity ends. as a scar, a limp, or a tattoo.
T ik a a n d A r t e m is : C h a r a c t e r D e t a il s doin g w hat seem s best at the tim e. Lizardfolk, m ost
Consider how the names Tika Waylan and Artemis Entreri druids, and m any h um ans are neutral.
set these characters apart from each other and reflect their Chaotic neutral (CN) creatu res follow their w him s,
personalities. Tika is a young woman determined to prove h olding their p erson al freed om above all else.
that she's not just a kid any more, and her name makes her M any barbarians and rogu es, and som e bards, are
sound young and ordinary. Artemis Entreri comes from an chaotic neutral.
exotic land and carries a more mysterious name.
Lawful evil (LE) creatures m ethodically take what they
Tika is nineteen years old at the start of her adventuring
want, within the limits o f a cod e o f tradition, loyalty, or
career and has auburn hair, green eyes, fair skin with freckles,
and a mole on her right hip. Artemis is a small man, compact order. Devils, blue dragons, and hobgoblins are lawful evil.
and all wiry muscle. He has angular features and high Neutral evil (N E ) is the alignm ent o f th ose w ho do
cheekbones, and he always seems in need o f a shave. His w hatever they can get away with, without com p a ssion or
raven-black hair is thick and full, but his eyes are gray and qualm s. M any drow, som e cloud giants, and yugoloths
lifeless betraying the emptiness of his life and soul. are neutral evil.
Chaotic evil (CE) creatu res act w ith arbitrary
violen ce, spurred by their greed, hatred, or bloodlust.
A lig n m en t
D em on s, red dragons, and orc s are chaotic evil.
A typical creature in the w orld s o f D u n g e o n s &
D r a g o n s has an alignm ent, w hich broadly d escrib es A l ig n m e n t in t h e M u ltive r se

its m oral and person al attitudes. A lignm ent is a For m any thinking creatures, alignm ent is a m oral
com bination o f tw o factors: on e identifies m orality choice. H um ans, dw arves, elves, and other hum anoid
(g ood , evil, or neutral), and the other d escrib es races can c h o o s e w hether to follow the paths o f g o o d or
attitudes tow ard society and order (lawful, chaotic, evil, law or chaos. A ccord in g to myth, the good-align ed
or neutral). Thus, nine distinct alignm ents define the g od s w h o created th ese races gave them free w ill to
p ossib le com bination s. c h o o s e their m oral paths, k n ow in g that g o o d without
T h ese brief su m m aries o f the nine alignm ents free w ill is slavery.
d escrib e the typical behavior o f a creature with that The evil deities w h o created other races, though, m ade
alignm ent. Individuals m ight vary significantly from th ose races to serve them . T h ose races have strong
that typical behavior, and few p eop le are perfectly and in born ten den cies that match the nature o f their gods.
consistently faithful to the precepts o f their alignment. M ost o r c s share the violent, savage nature o f the orc
Lawful good (LG ) creatu res can be cou n ted on to do god, G ruum sh, and are thus inclined tow ard evil. Even if
the right thing as ex pected by society. G old dragons, an orc c h o o s e s a g o o d alignm ent, it stru ggles against its
paladins, and m ost dw arves are lawful good. innate ten den cies for its entire life. (Even h alf-orcs feel
Neutral good (NG) folk do the best they can to help the lingering pull o f the orc g o d s influence.)
others a ccord in g to their needs. M any celestials, som e A lignm ent is an essential part o f the nature of
clou d giants, and m ost g n om es are neutral good. celestials and fiends. A devil d o e s not c h o o s e to be
Chaotic good (CG) creatures act as their co n s cie n ce lawful evil, and it d oesn t tend tow ard lawful evil, but
directs, with little regard for w hat others expect. C opp er rather it is lawful evil in its essen ce. If it som eh ow
dragons, m any elves, and u n icorn s are chaotic good. cea sed to b e law ful evil, it w ou ld ce a se to be a devil.
Lawful neutral (LN ) individuals act in a ccord a n ce M ost creatures that lack the capacity for rational
w ith law, tradition, or p erson al cod es. M any m on k s and thought do not have alignm entsthey are unaligned.
som e w iza rd s are law ful neutral. S u ch a creature is incapable o f m akin g a m oral or
Neutral (N ) is the alignm ent o f th ose w h o prefer to ethical ch oice and acts accord in g to its bestial nature.
steer clear o f m oral questions and d on t take sides, Sharks are savage predators, for exam ple, but they are
not evil; they have n o alignm ent.

D w a r v is h S c r ip t : S a m p le A lph a bet
L anguages Tika an d A rtem is: A lig n m en t
Tika Waylan is neutral good, fundamentally good-hearted
Your race indicates the languages your character can and striving to help others where she can. Artemis is lawful
sp eak by default, and your backgrou n d m ight give you evil, unconcerned with the value o f sentient life but at least
a c c e s s to on e or m ore additional languages o f your professional in his approach to murder.
ch oice. Note th ese languages on your character sheet. As an evil character, Artemis is not an ideal adventurer. He
C h o o se your languages from the Standard Languages began his career as a villain, and only cooperates with heroes
table, or c h o o s e on e that is com m on in your cam paign. when he must and when its in his own best interests. In
W ith your D M s perm ission , you can instead c h o o s e a most games, evil adventurers cause problems in groups
alongside others who dont share their interests and objectives.
language from the E xotic L an guages table or a secret
Generally, evil alignments are for villains and monsters.
language, such as thieves cant or the tongue o f druids.
S o m e o f these languages are actually fam ilies
o f languages w ith m any dialects. For exam ple, the P erso n al C h a r acter istics
P rim ordial language in cludes the Auran, Aquan, Ignan,
F lesh in g out your characters personalitythe array o f
and Terran dialects, on e for each o f the four elem ental
traits, m annerism s, habits, beliefs, and flaws that give
planes. Creatures that sp eak different dialects o f the
a p erson a unique identityw ill help you brin g him
sa m e language can com m u n ica te w ith on e another.
or her to life as you play the gam e. Four categories o f
characteristics are presented here: person ality traits,
St a n d a r d La n g u a g e s
ideals, bon ds, and flaws. B eyond th ose categories,
Language Typical Speakers Script think about your characters favorite w ord s or phrases,
Common Humans Common tics and habitual gestures, v ices and pet peeves, and
Dwarvish Dwarves Dwarvish w hatever else you can im agine.
Elvish Elves Elvish E ach backgrou n d presen ted later in this chapter
Giant Ogres, giants Dwarvish includes su ggested characteristics that you ca n use
Gnomish Gnomes Dwarvish to spark your im agination. Y oure not bou n d to th ose
Goblin Goblinoids Dwarvish options, but theyre a g o o d starting point.
Halfling Halflings Common
P e r s o n a l it y T r a it s
Orc Orcs Dwarvish
G ive your character tw o personality traits. Personality
traits are sm all, sim ple w ays to help you set your
Ex o t ic La n g u a g e s
character apart from every other character. Your
Language Typical Speakers Script personality traits should tell you som eth in g interesting
Abyssal Demons Infernal and fun about your character. They should b e self-
Celestial Celestials Celestial d escriptions that are sp ecific about w hat m akes your
Draconic Dragons, Draconic character stand out. Im sm art is not a g o o d trait,
dragonborn b eca u se it d escrib es a lot o f characters. Ive read every
Deep Speech Mind flayers, b o o k in C andlekeep tells you som eth in g sp ecific about
---
your characters interests and disposition.
beholders
Person ality traits m ight d escrib e the things your
Infernal Devils Infernal
character likes, his or her past accom plish m en ts, things
Primordial Elementals Dwarvish
your character dislikes or fears, your characters self-
Sylvan Fey creatures Elvish
attitude or m ann erism s, or the influence o f his or her
Undercommon Underdark traders Elvish ability scores.

E l v is h S c r ip t : S a m p l e A lph a bet
T ika a n d A r t e m is : Pe r s o n a l C h a r a c t e r is t ic s Ideals
Tika and Artemis have distinct personality traits. Tika Waylan D escribe one ideal that drives your character. Your ideals
dislikes boastfulness and has a fear of heights resulting are the things that you believe in m ost strongly, the
from a bad fall during her career as a thief. Artemis Entreri fundam ental m oral and ethical principles that com p el you
is always prepared for the worst and moves with a quick,
to act as you do. Ideals en com p a ss everything from your
precise confidence.
life goals to your c o re b elief system .
Consider their ideals. Tika Waylan is innocent, almost
Ideals might an sw er any o f these questions: W hat are
childlike, believing in the value o f life and the importance of
appreciating everyone. Neutral good in alignment, she cleaves the principles that you w ill never betray? W hat w ould
to ideals o f life and respect. Artemis Entreri never allows prom pt you to m ake sa crifices? W hat drives you to act
his emotions to master him, and he constantly challenges and guides your goals and am bitions? W h at is the single
himself to improve his skills. His lawful evil alignment gives m ost im portant thing you strive for?
him ideals o f impartiality and a lust for power. You can c h o o s e any ideals you like, but your
Tika Waylans bond is to the Inn o f the Last Home. The characters alignm ent is a g o o d place to start defining
inns proprietor gave her a new chance at life, and her them. E ach backgrou n d in this chapter includes six
friendship with her adventuring companions was forged
su ggested ideals. Five o f them are linked to asp ects o f
during her time working there. Its destruction by the
alignm ent: law, chaos, g ood, evil, and neutrality. The last
marauding dragonarmies gives Tika a very personal reason to
one has m ore to do with the particular backgrou n d than
hate them with a fiery passion. Her bond might be phrased
as I will do whatever it takes to punish the dragonarmies for with m oral or ethical perspectives.
the destruction o f the Inn o f the Last Home.
Artemis Entreris bond is a strange, almost paradoxical B onds
relationship with Drizzt Do Urden, his equal in swordplay Create one bon d for your character. B on d s represent a
and grim determination. In his first battle with Drizzt, characters con n ection s to people, places, and events in
Artemis recognized something o f himself in his opponent, the w orld. They tie you to things from your background.
some indication that if his life had gone differently, he They m ight inspire you to heights o f heroism , or lead
might have led a life more like the heroic drows. From that you to act against your ow n best interests if they are
moment, Artemis is more than a criminal assassin he is an threatened. They can w ork very m uch like ideals,
antihero, driven by his rivalry with Drizzt. His bond might be
driving a characters m otivations and goals.
phrased as I will not rest until I have proved myself better
B on ds m ight answ er any o f these questions: W h om do
than Drizzt Do Urden.
Each o f these characters also has an important flaw. you care m ost about? To w hat place do you feel a special
Tika Waylan is naive and emotionally vulnerable, younger con n ection ? W hat is your m ost treasured p os se ss io n ?
than her companions and annoyed that they still think Your b on d s might b e tied to your class, your
o f her as the kid they knew years ago. She might even be backgrou n d, your race, or som e other aspect o f your
tempted to act against her principles if she's convinced that characters history or personality. You m ight also gain
a particular achievement would demonstrate her maturity. n ew b on d s over the cou rse o f your adventures.
Artemis Entreri is completely walled off from any personal
relationship and just wants to be left alone. F law s
Finally, c h o o s e a flaw for your character. Your
A u seful place to start thinking about personality characters flaw represents som e vice, com pu lsion, fear,
traits is to look at your highest and low est ability s co re s or w ea k n essin particular, anything that som eon e
and define one trait related to each. Either on e cou ld be else co u ld exploit to bring you to ruin or cau se you to
positive or negative: you might w ork hard to overcom e a act against your best interests. M ore significant than
low score, for exam ple, or be cock y about your high score. negative personality traits, a flaw m ight answ er any
o f these questions: W hat en rages you? W h a ts the one
person , con cept, or event that you are terrified o f? W hat
are your vices?
D r a c o n ic S c r ip t : S a m p l e A lph a bet
T h e sam ple ba ck grou n ds in this chapter provide
In s p ir a t io n both con crete benefits (features, proficiencies, and
Inspiration is a rule the D u n geon M aster can use to languages) and roleplaying su ggestions.
rew ard you for playing your character in a w ay thats
true to his or her person ality traits, ideal, bond, and flaw. P r o fic ie n c ie s
By u sing inspiration, you can draw on your personality Each backgrou n d gives a character p roficiency in tw o
trait o f com p a ssion for the dow ntrodden to give you skills. Skills are d escrib ed in chapter 7.
an edge in negotiating w ith the B egga r P rince. Or In addition, m ost ba ck grou n ds give a character
inspiration ca n let you call on your bon d to the defen se proficiency w ith one or m ore tools. T ools and tool
o f your h om e village to push past the effect o f a spell proficien cies are detailed in chapter 5.
that has been laid on you. If a character w ould gain the sam e proficiency from
tw o different sou rces, he or she can c h o o s e a different
G a in in g In spir atio n proficiency o f the sam e kind (skill or tool) instead.
Your D M can c h o o s e to give you inspiration for a variety
Languages
o f reason s. Typically, D M s award it w hen you play
S o m e back grou n ds also allow characters to learn
out your personality traits, give in to the draw backs
additional languages beyon d th ose given by race.
presen ted by a flaw or bond, and oth erw ise portray your
S e e L an gu a ges earlier in this chapter.
character in a com p ellin g way. Your DM w ill tell you
h ow you can earn inspiration in the game.
E q u ip m e n t
You either have inspiration or you don tyou ca n t
Each back grou n d provides a pack age o f starting
stockpile m ultiple inspirations for later use.
equipm ent. If you u se the optional rule from chapter 5
to spend coin on gear, you do not receive the starting
U sin g In sp ir a tio n
equipm ent from your background.
If you have inspiration, you can expend it w hen you m ake
an attack roll, saving throw, or ability check. Spending Su g g e s t e d C h a r a c t e r ist ic s

your inspiration gives you advantage on that roll. A b ack grou n d contains su ggested person al
Additionally, if you have inspiration, you can rew ard characteristics ba sed on your background. You can
another player for g o o d roleplaying, clever thinking, pick characteristics, roll d ice to determ ine
or sim ply d oin g som eth in g exciting in the game. them randomly, or u se the su ggestion s
W h en another player character d o e s som eth in g that as inspiration for characteristics of
really contributes to the story in a fun and interesting your ow n creation.
way, you ca n give up your inspiration to give that
character inspiration. C u st o m izin g a
Background
You might w ant to tw eak
Ba c k g r o u n d s som e o f the features o f a
Every story has a beginning. Your characters ba ckgrou n d s o it better
ba ckgrou n d reveals w h ere you ca m e from , h ow you fits your character
be ca m e an adventurer, and your place in the w orld. or the cam paign
Your fighter m ight have been a cou ra g eou s knight or a setting. To cu stom ize
grizzled soldier. Your w izard cou ld have been a sage or a backgrou n d, you can
an artisan. Your rogu e m ight have gotten by as a guild replace on e feature
th ief or com m a n d ed au dien ces as a jester. w ith any other one,
C h oosin g a ba ck grou n d provides you w ith im portant c h o o s e any tw o
story c u e s about your characters identity. T h e m ost skills, and ch o o s e
im portant question to ask about your back grou n d is a total o f tw o tool
what changed? W h y did you stop doin g w hatever your proficien cies or
backgrou n d d escrib es and start adventuring? W h ere languages from the
did you get the m on ey to pu rch ase your starting gear, or, sam ple backgrou n ds.
if you c om e from a w ealthy background, w hy don't you You can either use
have more m oney? H ow did you learn the skills o f your the equipm ent
class? W hat sets you apart from ordinary p eop le w ho package from your
share your backgrou n d? backgrou n d or spend
co in on gear as
T ik a a n d A r t e m is : Ba c k g r o u n d s describ ed in chapter
Tika Waylan and Artemis Entreri both lived their earliest years 5. (If you spend
as street urchins. Tikas later career as a barmaid didnt really coin, you ca n t also
change her, so she might choose the urchin background, take the equipm ent
gaining proficiency in the Sleight of Hand and Stealth skills, pack age suggested
and learning the tools of the thieving trade. Artemis is more for your class.)
defined by his criminal background, giving him skills in Finally, c h o o s e
Deception and Stealth, as well as proficiency with the tools of
tw o personality
thievery and poison.
traits, on e ideal, on e bond, and on e flaw. If you ca n t find
d8 Personality Trait
a feature that m atches you r desired backgrou n d, w ork
1 I idolize a particular hero o f my faith, and constantly
with your DM to create one.
refer to that persons deeds and example.
A colyte
You have spent your life in the serv ice o f a tem ple
to a sp ecific god or pantheon o f gods. You act as an
3 I see omens in every event and action. The gods try to
interm ediary b etw een the realm o f the holy and the
mortal w orld, perform in g sa cred rites and offering speak to us, we just need to listen
sa crifices in order to con du ct w orsh ipers into the 4 Nothing can shake my optimistic attitude.
presen ce o f the divine. You are not n ecessarily a 5 I quote (or misquote) sacred texts and proverbs in
c le r ic -p e r fo r m in g sa cred rites is not the sam e thing as almost every situation.
channeling divine pow er. 6 I am tolerant (or intolerant) o f other faiths and respect
C h oose a god, a pantheon o f gods, or som e other (or condemn) the worship o f other gods.
quasi-divine bein g from a m on g th ose listed in appendix 7 I've enjoyed fine food, drink, and high society among
B or th ose sp ecified by your DM, and w ork w ith your
my temples elite. Rough living grates on me.
DM to detail the nature o f your religious service.
8 Ive spent so long in the temple that I have little
W ere you a lesser fu nction ary in a tem ple, raised from
practical experience dealing with people in the outside
ch ild h ood to assist the priests in the sa cred rites? Or
world.
w ere you a high priest w h o suddenly experien ced a call
to serve your god in a different way? Perhaps you w ere
the leader o f a sm all cult outside o f any established d6 Ideal
tem ple structure, or even an occu lt group that served a 1 Tradition. The ancient traditions o f worship and
fiendish m aster that you n ow deny. sacrifice must be preserved and upheld. (Lawful)
Skill Proficiencies: Insight, R eligion 2 Charity. I always try to help those in need, no matter
Languages: Two o f your ch oice what the personal cost. (Good)
Equipment: A holy sym bol (a gift to you w hen you 3 Change. We must help bring about the changes the
entered the priesthood ), a prayer b o o k or prayer gods are constantly working in the world. (Chaotic)
w heel, 5 sticks o f in cen se, vestm ents, a set o f com m on 4 Power. I hope to one day rise to the top of my faiths
clothes, and a belt pou ch contain in g 15 gp religious hierarchy. (Lawful)
5 Faith. I trust that my deity will guide my actions, I have
F e a t u r e : Sh e l t e r of the Fa i t h ful
faith that if I work hard, things will go well. (Lawful)
A s an acolyte, you com m a n d the respect o f th ose w ho
6 Aspiration. I seek to prove myself worthy of my gods
share your faith, and you can perform the religious
cerem on ies o f your deity. You and your adventuring favor by matching my actions against his or her
com p a n ion s can expect to receive free healing and teachings. (Any)
care at a temple, shrine, or other established presen ce
o f your faith, though you must provide any material d6 Bond
com pon en ts n eed ed for spells. T h ose w h o share 1 I would die to recover an ancient relic o f my faith that
your religion w ill support you (but only you) at a was lost long ago.
m od est lifestyle. 2 I will someday get revenge on the corrupt temple
You m ight also have ties to a sp ecific tem ple dedicated
hierarchy who branded me a heretic.
to your ch osen deity or pantheon, and you have a
3 I owe my life to the priest who took me in when my
residen ce there. This cou ld be the tem ple w here you
parents died.
u sed to serve, if you rem ain on g ood term s w ith it, or a
4 Everything I do is for the common people.
tem ple w here you have found a n ew h om e. W h ile near
your tem ple, you can call u pon the priests for assistance, 5 I will do anything to protect the temple where I served.
provided the assistance you ask for is not hazardou s and 6 I seek to preserve a sacred text that my enemies
you rem ain in g o o d standing with your temple. consider heretical and seek to destroy.

Su g g e s t e d C h a r a c t e r ist ic s
d6 Flaw
A colytes are shaped by their experien ce in tem ples
1 I judge others harshly, and myself even more severely.
or other religious com m u n ities. Their study o f the
2 I put too much trust in those who wield power within
history and tenets o f their faith and their relationships
my temples hierarchy.
to tem ples, shrines, or hierarch ies affect their
3 My piety sometimes leads me to blindly trust those
m ann erism s and ideals. Th eir flaws might b e som e
hidden h ypocrisy o r heretical idea, or an ideal or bon d that profess faith in my god.
taken to an extrem e. 4 I am inflexible in my thinking.
5 I am suspicious o f strangers and expect the worst of
them.
6 Once I pick a goal, I become obsessed with it to the
detriment of everything else in my life.
C harlatan d8 Personality Trait

You have always had a w ay w ith people. You kn ow 1 I fall in and out o f love easily, and am always pursuing
w hat m akes them tick, you can tease out their hearts' someone.
desires after a few m inutes o f conversation, and w ith a 2 I have a joke for every occasion, especially occasions
few leading questions you ca n read them like they w ere where humor is inappropriate.
children 's book s. Its a useful talent, and on e that you re 3 Flattery is my preferred trick for getting what I want.
perfectly w illing to use for your advantage. 4 Im a born gambler who can't resist taking a risk for a
You kn ow w hat p eop le w ant and you deliver, or rather,
potential payoff.
you prom ise to deliver. C om m on sen se should steer
5 I lie about almost everything, even when theres no
p eople away from things that sou n d too g o o d to b e true,
good reason to.
but com m on sen se seem s to be in short supply w hen
6 Sarcasm and insults are my weapons o f choice.
you re around. T h e bottle o f pin k-colored liquid w ill
surely cure that u nseem ly rash, this ointm entnothing 7 I keep multiple holy symbols on me and invoke
m ore than a bit o f fat with a sprinkle o f silver dustcan whatever deity might come in useful at any given
restore youth and vigor, and theres a bridge in the city moment.
that ju st h appen s to be for sale. T h ese m arvels sou n d 8 I pocket anything I see that might have some value.
im plausible, but you m ake them sou n d like the real deal.

Skill Proficiencies: D eception , Sleight o f H and d6 Ideal


Tool Proficiencies: D isgu ise kit, forgery kit 1 Independence. I am a free spirit no one tells me what
Equipment: A set o f fine clothes, a disgu ise kit, tools to do. (Chaotic)
o f the co n o f your ch oice (ten stoppered bottles filled 2 Fairness. I never target people who cant afford to lose
with c olored liquid, a set o f w eighted dice, a d eck o f a few coins. (Lawful)
m arked cards, or a signet ring o f an im aginary duke), 3 Charity. I distribute the money I acquire to the people
and a belt pou ch containing 15 gp
who really need it. (Good)

Fa v o r i t e S c h e m e s 4 Creativity. I never run the same con twice. (Chaotic)

Every charlatan has an angle he or she u ses in 5 Friendship. Material goods come and go. Bonds of
preferen ce to other sch em es. C h oose a favorite sca m or friendship last forever. (Good)
roll on the table below. 6 Aspiration. Im determined to make something
o f myself. (Any)
d6 Scam
1 I cheat at games o f chance. d6 Bond
2 I shave coins or forge documents. 1 I fleeced the wrong person and must work to ensure
3 I insinuate myself into peoples lives to prey on their that this individual never crosses paths with me or
weakness and secure their fortunes. those I care about.
4 I put on new identities like clothes. 2 I owe everything to my mentor a horrible person
5 I run sleight-of-hand cons on street corners. whos probably rotting in jail somewhere.
6 I convince people that worthless junk is worth their 3 Somewhere out there, I have a child who doesnt
hard-earned money. know me. Im making the world better for him or her.
4 I come from a noble family, and one day Ill reclaim my
F e a t u r e : Fa l s e I d e n t i t y lands and title from those who stole them from me.
You have created a se co n d identity that includes 5 A powerful person killed someone I love. Some day
docum entation, established acquaintances, and
soon, Ill have my revenge.
d isgu ises that allow you to assu m e that persona.
6 I swindled and ruined a person who didnt deserve it. I
Additionally, you ca n forge d ocu m en ts including official
seek to atone for my misdeeds but might never be able
papers and person al letters, as lon g as you have seen an
exam ple o f the kind o f docum ent or the handw riting you to forgive myself.
are trying to copy.
d6 Flaw
Su g g e s t e d C h a r a c t e r ist ic s 1 I cant resist a pretty face.
Charlatans are colorfu l characters w h o con cea l their 2 I'm always in debt. I spend my ill-gotten gains on
true selves behind the m ask s they construct. They decadent luxuries faster than I bring them in..
reflect what p eop le w ant to see, w hat they w ant to
3 Im convinced that no one could ever fool me the way
believe, and h ow they s ee the w orld. But their true
I fool others.
selves are som etim es plagued by an uneasy con scien ce,
4 Im too greedy for my own good. I cant resist taking a
an old enemy, or deep-seated trust issues.
risk if theres money involved.
5 I cant resist swindling people who are more powerful
than me.
6 I hate to admit it and will hate myself for it, but I'll run
and preserve my own hide if the going gets tough.
C r im in a l d6 Ideal

You are an experien ced crim in al w ith a history o f 1 Honor. I dont steal from others in the trade. (Lawful)
breaking the law. You have spent a lot o f tim e am ong 2 Freedom. Chains are meant to be broken, as are those
other crim in als and still have contacts w ithin the who would forge them. (Chaotic)
crim inal underw orld. Youre far closer than m ost people 3 Charity. I steal from the wealthy so that I can help
to the w orld o f murder, theft, and violen ce that p ervades people in need. (Good)
the underbelly o f civilization, and you have survived up to 4 Greed. I will do whatever it takes to become
this point by flouting the rules and regulations o f society.
wealthy. (Evil)
Skill Proficiencies: D eception , Stealth 5 People. Im loyal to my friends, not to any ideals, and
Tool Proficiencies: O ne type o f gam ing set, everyone else can take a trip down the Styx for all I
th ieves tools care. (Neutral)
Equipment: A crow bar, a set o f dark co m m o n clothes 6 Redemption. Theres a spark o f good in everyone.
including a h ood , and a belt pou ch containing 15 gp
(Good)
C r im in a l Sp e c ia l t y
There are m any kinds o f crim inals, and w ithin a th ieves d6 Bond
guild or sim ilar crim inal organization, individual 1 Im trying to pay off an old debt I owe to a generous
m em bers have particular specialties. Even crim inals benefactor.
w h o operate outside o f such organizations have strong 2 My ill-gotten gains go to support my family.
preferen ces for certain kinds o f crim es over others. 3 Something important was taken from me, and I aim to
C h oose the role you played in your crim in al life, or roll steal it back.
on the table below.
4 I will become the greatest thief that ever lived.
5 Im guilty of a terrible crime. I hope I can redeem
d8 Specialty d8 Specialty
myself for it.
1 Blackmailer 5 Highway robber
6 Someone I loved died because o f a mistake I made.
2 Burglar 6 Hired killer
That will never happen again.
3 Enforcer 7 Pickpocket
4 Fence 8 Smuggler

Feature: C r im in a l C ontact

You have a reliable and trustw orthy contact w h o acts as


your liaison to a n etw ork o f other crim inals. You kn ow
h ow to get m essa g es to and from your contact, even
over great distances; specifically, you k n ow the local
m essen gers, corrupt caravan m asters, and seed y sailors
w h o can deliver m essa g es for you.

Su g g e s t e d C h a r a c t e r ist ic s
C rim inals might seem like villains on the surface,
and m any o f them are v illainous to the core. But som e
have an abun dance o f endearing, if not redeem ing,
characteristics. T here m ight b e h onor am ong thieves, but
crim in als rarely sh ow any resp ect for law or authority.

d8 Personality Trait

4 I would rather make a new friend than a new enemy.

8 I blow up at the slightest insult.


d6 Flaw E n ter tain er
1 When I see something valuable, I cant think about You thrive in front o f an audience. You k n ow h ow to
anything but how to steal it. entrance them, entertain them, and even inspire them.
2 When faced with a choice between money and my Your p oetics can stir the hearts o f th ose w h o hear you,
friends, I usually choose the money. aw akening grief or joy, laughter or anger. Your m usic
3 If theres a plan, Ill forget it. If I dont forget it, Ill raises their spirits or captures their sorrow . Your dance
ignore it. steps captivate, your hum or cuts to the quick. W hatever
4 tech niques you use, your art is your life.
I have a tell that reveals when I'm lying.
5 I turn tail and run when things look bad. Skill Proficiencies: A crobatics, P erform an ce
6 An innocent person is in prison for a crime that I Tool Proficiencies: D isgu ise kit, on e type o f
committed. Im okay with that. m u sical instrum ent
Equipment: A m usical instrum ent (one o f your choice),
Va r ia n t C r im in a l : Spy the favor o f an adm irer (love letter, lo ck o f hair, or
A lthough your capabilities are not m uch different trinket), a costu m e, and a belt pou ch contain in g 15 gp
from th ose o f a burglar or sm uggler, you learned
En t e r t a in e r R o u t in e s
and practiced them in a very different context: as an
A g o o d entertainer is versatile, sp icin g up every
esp ion a ge agent. You m ight have been an officially
perform an ce w ith a variety o f different routines. C h oose
sanctioned agent o f the crow n , or perhaps you sold the
one to three routines or roll on the table below to define
secrets you u ncovered to the highest bidder.
your expertise as an entertainer.

d10 Entertainer Routine d10 Entertainer Routine


1 Actor 6 Instrumentalist
2 Dancer 7 Poet
3 Fire-eater 8 Singer
4 jester 9 Storyteller
5 juggler 10 Tumbler

Fe a t u r e : By Po p u l a r D emand

You can always find a place to perform , usually in an


inn or tavern but p ossib ly with a circu s, at a theater, or
even in a n obles court. At such a place, you receive free
lod gin g and food o f a m od est or com fortab le standard
(depen din g on the quality o f the establishm ent), as
long as you perform each night. In addition, your
perform an ce m a kes you som eth in g o f a loca l figure.
W h en strangers r ecog n ize you in a tow n w here you have
perform ed, they typically take a liking to you.

Su g g e s t e d C h a r a c t e r ist ic s
S u c ce s sfu l entertainers have to b e able to capture
and hold an au dien ces attention, so they tend to
have flam boyant or forcefu l personalities. T h eyre
in clined tow ard the rom antic and often clin g to
high-m inded ideals about the practice o f art and the
appreciation o f beauty.

d8 Personality Trait
1 I know a story relevant to almost every situation.
2 Whenever I come to a new place, I collect local rumors
and spread gossip.
3 Im a hopeless romantic, always searching for that
special someone.
4 Nobody stays angry at me or around me for long, since
I can defuse any amount of tension.
5 I love a good insult, even one directed at me.
6 I get bitter if Im not the center of attention.
7 Ill settle for nothing less than perfection.
8 I change my mood or my mind as quickly as I change
key in a song.
Skill Proficiencies: A n im al H andling, Survival
d6 Ideal
Tool Proficiencies: O ne type o f artisans tools,
1 Beauty. When I perform, I make the world better than
vehicles (land)
it was. (Good)
Equipment: A set o f artisans tools (one o f your choice),
2 Tradition. The stories, legends, and songs o f the past
a shovel, an iron pot, a set o f c o m m o n clothes, and a
must never be forgotten, for they teach us who we belt pou ch containing 10 gp
are. (Lawful)
3 Creativity. The world is in need o f new ideas and bold D e f in in g Ev e n t
action. (Chaotic) You previously pursued a sim ple profession am ong
4 Greed. Im only in it for the money and fame. (Evil) the peasantry, perhaps as a farmer, miner, servant,
shepherd, w oodcutter, or gravedigger. But som eth in g
5 People. I like seeing the smiles on peoples faces when
happen ed that set you on a different path and m arked
I perform. Thats all that matters. (Neutral)
you for greater things. C h o o se or random ly determ ine a
6 Honesty. Art should reflect the soul; it should come
defining event that m arked you as a h ero o f the people.
from within and reveal who we really are. (Any)
d 10 Defining Event
d6 Bond 1 I stood up to a tyrants agents.
1 My instrument is my most treasured possession, and it 2 I saved people during a natural disaster.
reminds me o f someone I love. 3 I stood alone against a terrible monster.
2 Someone stole my precious instrument, and someday 4 I stole from a corrupt merchant to help the poor.
Ill get it back. 5 I led a militia to fight off an invading army.
3 I want to be famous, whatever it takes. 6 I broke into a tyrants castle and stole weapons to arm
4 I idolize a hero o f the old tales and measure my deeds the people.
against that persons. 7 I trained the peasantry to use farm implements as
5 I will do anything to prove myself superior to my hated weapons against a tyrants soldiers.
rival. 8 A lord rescinded an unpopular decree after I led a
6 I would do anything for the other members of my symbolic act o f protect against it.
old troupe. 9 A celestial, fey, or similar creature gave me a blessing
or revealed my secret origin.
d6 Flaw 10 Recruited into a lords army, I rose to leadership and
1 Ill do anything to win fame and renown. was commended for my heroism.
2 Im a sucker for a pretty face.
3 A scandal prevents me from ever going home again. F e a t u r e : R u stic H o s p it a l it y

That kind of trouble seems to follow me around. S in ce you c o m e from the ranks o f the co m m o n folk,
4 I once satirized a noble who still wants my head. It was you fit in am ong them with ease. You can find a place
a mistake that I will likely repeat. to hide, rest, or recuperate am ong other com m on ers,
5 I have trouble keeping my true feelings hidden. My u n less you have sh ow n y ou rself to be a danger to
them . T h ey w ill shield you from the law or anyone
sharp tongue lands me in trouble.
else sea rch in g for you, though they w ill not risk
6 Despite my best efforts, I am unreliable to my friends.
their lives for you.

Va r ia n t En t e r t a in e r : G la d ia t o r Su g g e s t e d C h a r a c t e r ist ic s
A gladiator is as m uch an entertainer as any m instrel A folk h ero is on e o f the co m m o n people, for better
or circu s perform er, trained to m ake the arts o f com bat or for w orse. M ost folk h eroes lo o k on their hum ble
into a sp ectacle the crow d can enjoy. T h is kind o f origins as a virtue, not a sh ortcom in g, and their h om e
flashy com bat is your entertainer routine, though you com m u n ities rem ain very im portant to them.
m ight also have som e skills as a tum bler or actor.
U sing your By P opu lar D em an d feature, you can find a d8 Personality Trait
place to perform in any pla ce that features com bat for 1 I judge people by their actions, not their words.
entertainm entperhaps a gladiatorial arena or secret 2 If someone is in trouble, Im always ready to lend help.
pit fighting club. You ca n replace the m usical instrum ent
3 When I set my mind to something, I follow through no
in your equipm ent package w ith an inexpensive but
matter what gets in my way.
unusual w eapon , such as a trident or net.
4 I have a strong sense o f fair play and always try to find
Fo lk H ero the most equitable solution to arguments.
5 Im confident in my own abilities and do what I can to
You co m e from a hum ble socia l rank, but you are
instill confidence in others.
destined for so m uch m ore. A lready the p eople o f
6 Thinking is for other people. I prefer action.
your h om e village regard you as their cham pion, and
your destiny calls you to stand against the tyrants and 7 I misuse long words in an attempt to sound smarter.
m on sters that threaten the co m m o n folk everyw here. 8 I get bored easily. When am I going to get on with my
destiny?
d6 Ideal d6 Flaw
1 Respect. People deserve to be treated with dignity and 1 The tyrant who rules my land will stop at nothing to
respect. (Good) see me killed.
2 Fairness. No one should get preferential treatment 2 Im convinced of the significance of my destiny, and
before the law, and no one is above the law. (Lawful) blind to my shortcomings and the risk o f failure.
3 Freedom. Tyrants must not be allowed to oppress the 3 The people who knew me when I was young know my
people. (Chaotic) shameful secret, so I can never go home again.
4 Might. If I become strong, I can take what I want 4 I have a weakness for the vices of the city, especially
what I deserve. (Evil) hard drink.
5 Sincerity. Theres no good in pretending to be 5 Secretly, I believe that things would be better if I were a
something Im not. (Neutral) tyrant lording over the land.
6 Destiny. Nothing and no one can steer me away from 6 I have trouble trusting in my allies.
my higher calling. (Any)
G u ild A r tisa n
d6 Bond
You are a m em ber o f an artisans guild, skilled in
1 I have a family, but I have no idea where they are. One a particular field and closely a ssocia ted with other
day, I hope to see them again. artisans. You are a w ell-established part o f the
2 I worked the land, I love the land, and I will protect the m ercantile w orld, freed by talent and w ealth from the
land. constraints o f a feudal socia l order. You learn ed your
3 A proud noble once gave me a horrible beating, and I skills as an apprentice to a m aster artisan, under the
will take my revenge on any bully I encounter. sp on sorsh ip o f your guild, until you b eca m e a m aster in
4 My tools are symbols of my past life, and I carry them your ow n right.

so that I will never forget my roots. Skill Proficiencies: Insight, Persu asion
5 I protect those who cannot protect themselves. Tool Proficiencies: O ne type o f artisans tools
6 I wish my childhood sweetheart had come with me to Languages: O ne o f your ch oice
pursue my destiny. Equipment: A set o f artisans tools (one o f your choice),
a letter o f introduction from your guild, a set o f
travelers clothes, and a belt p ou ch contain in g 15 gp

G u il d B u sin e ss
G uilds are generally found in cities large en ough to
support several artisans practicing the sa m e trade.
H ow ever, you r guild might instead be a lo o s e netw ork
o f artisans w h o each w ork in a different village w ithin
a larger realm . W ork w ith your DM to determ ine the
nature o f your guild. You can select your guild bu sin ess
from the G uild B u sin ess table or roll randomly.

d20 Guild Business


1 Alchemists and apothecaries
2 Armorers, locksmiths, and finesmiths
3 Brewers, distillers, and vintners
4 Calligraphers, scribes, and scriveners
5 Carpenters, roofers, and plasterers
6 Cartographers, surveyors, and chart-makers
7 Cobblers and shoemakers
8 Cooks and bakers
9 Glassblowers and glaziers
10 Jewelers and gemcutters
11 Leatherworkers, skinners, and tanners
12 Masons and stonecutters
13 Painters, limners, and sign-makers
14 Potters and tile-makers
15 Shipwrights and sailmakers
16 Smiths and metal-forgers
17 Tinkers, pewterers, and casters
18 Wagon-makers and wheelwrights
19 Weavers and dyers
20 Woodcarvers, coopers, and bowyers
A s a m em ber o f your guild, you k n ow the skills n eeded Ideal
d6
to create finished item s from raw m aterials (reflected in
1 Community. It is the duty of all civilized people to
your proficiency w ith a certain kind o f artisans tools),
strengthen the bonds of community and the security
as w ell as the prin ciples o f trade and g o o d bu siness
of civilization. (Lawful)
practices. T h e question n ow is w hether you abandon
your trade for adventure, or take on the extra effort to 2 Generosity. My talents were given to me so that I could

w eave adventuring and trade together. use them to benefit the world. (Good)
3 Freedom. Everyone should be free to pursue his or her
Feature: G u il d M e m b e r s h ip own livelihood. (Chaotic)
A s an established and resp ected m em ber o f a guild, you 4 Greed. Im only in it for the money. (Evil)
can rely on certain benefits that m em bersh ip provides. 5 People. Im committed to the people I care about, not
Your fellow guild m em bers w ill provide you with
to ideals. (Neutral)
lod gin g and fo o d if necessary, and pay for your funeral
6 Aspiration. I work hard to be the best there is at
if needed. In som e cities and tow ns, a guildhall offers a
my craft.
central place to m eet other m em bers o f your profession,
w h ich can be a g o o d place to m eet potential patrons,
allies, or hirelings. d6 Bond
G uilds often w ield trem en dou s political pow er. If 1 The workshop where I learned my trade is the most
you are a ccu sed o f a crim e, your guild w ill su pport you important place in the world to me.
if a g o o d ca se can be m ade for your in n ocen ce or the 2 I created a great work for someone, and then found
crim e is justifiable. You can also gain a c c e s s to pow erfu l them unworthy to receive it. Im still looking for
political figures through the guild, if you are a m em ber someone worthy.
in g o o d standing. S u ch con n ection s m ight require the
3 I owe my guild a great debt for forging me into the
donation o f m on ey or m a gic item s to the guilds coffers.
person I am today.
You must pay dues o f 5 gp per m onth to the guild. If
4 I pursue wealth to secure someones love.
you m iss paym ents, you m ust m ake up back dues to
5 One day I will return to my guild and prove that I am
rem ain in the guilds g o o d graces.
the greatest artisan o f them all.
Su g g e s t e d C h a r a c t e r is t ic s 6 I will get revenge on the evil forces that destroyed my
G uild artisans are am ong the m ost ordinary p eople in place o f business and ruined my livelihood.
the w orld until they set dow n their tools and take up
an adventuring career. Th ey understand the value o f d6 Flaw
hard w ork and the im portan ce o f com m unity, but theyre
1 Ill do anything to get my hands on something rare or
vulnerable to sins o f g reed and covetousness.
priceless.

d8 Personality Trait 2 Im quick to assume that someone is trying to cheat

I believe that anything worth doing is worth doing


me.
1
3 No one must ever learn that I once stole money from
right. I cant help it Im a perfectionist.
guild coffers.
2 Im a snob who looks down on those who cant
4 Im never satisfied with what I have I always want
appreciate fine art.
more.
3 I always want to know how things work and what
5 I would kill to acquire a noble title.
makes people tick.
4 Im full o f witty aphorisms and have a proverb for
6 Im horribly jealous o f anyone who can outshine my
handiwork. Everywhere I go, Im surrounded by rivals.
every occasion.
5 Im rude to people who lack my commitment to hard
Va r ia n t G u il d A r t is a n : G u il d M erchant
work and fair play.
Instead o f an artisans guild, you m ight belon g to a
6 I like to talk at length about my profession.
guild o f traders, caravan m asters, or sh opkeepers. You
7 I dont part with my money easily and will haggle
don t craft items you rself but earn a living by buying
tirelessly to get the best deal possible.
and sellin g the w ork s o f others (or the raw m aterials
8 Im well known for my work, and I want to make sure artisans n eed to practice their craft). Your guild might
everyone appreciates it. I'm always taken aback when b e a large m erchant con sortiu m (or family) with
people havent heard o f me. interests a cross the region. Perhaps you transported
g o o d s from one place to another, by ship, w agon, or
caravan, or bought them from traveling traders and sold
them in your ow n little shop. In so m e w ays, the traveling
m erchants life lends itself to adventure far m ore than
the life o f an artisan.
Rather than proficiency w ith artisans tools, you m ight
b e proficient with navigators tools or an additional
language. A n d instead o f artisans tools, you can start
w ith a m ule and a cart.
H er m it d8 Life of Seclusion

You lived in seclu sion either in a sheltered com m unity 5 I needed a quiet place to work on my art, literature,
such as a m onastery, or entirely a lon efor a form ative music, or manifesto.
part o f your life. In your tim e apart from the clam or o f 6 I needed to commune with nature, far from civilization.
society, you found quiet, solitude, and perhaps so m e o f 7 I was the caretaker o f an ancient ruin or relic.
the an sw ers you w ere look in g for. 8 I was a pilgrim in search o f a person, place, or relic of
Skill Proficiencies: M edicine, R eligion spiritual significance.
Tool Proficiencies: H erbalism kit
Languages: O ne o f your ch oice Feature: D isc o v e r y
Equipment: A scroll ca se stuffed full o f notes from your T h e quiet seclu sion o f your extended herm itage gave you
studies or prayers, a w inter blanket, a set o f com m on a c c e s s to a unique and pow erfu l discovery. The exact
cloth es, an h erbalism kit, and 5 gp nature o f this revelation depen ds on the nature o f your
seclu sion. It m ight be a great truth about the co sm o s ,
L ife o f Se c lu sio n the deities, the pow erfu l beings o f the outer planes, or
W hat w as the reason for your isolation, and what the forces o f nature. It cou ld be a site that no on e else
changed to allow you to end your solitude? You can w ork has ever seen. You m ight have u n covered a fact that has
with your DM to determ ine the exact nature o f your lon g b een forgotten, or u nearthed so m e relic o f the past
seclu sion, or you can c h o o s e or roll on the table below to that cou ld rewrite history. It might b e inform ation that
determ ine the reason beh in d your seclu sion. w ou ld be dam agin g to the p eop le w h o or con sign ed you
to exile, and h en ce the reason for your return to society.
d8 Life o f Seclusion
W ork w ith your DM to determ ine the details o f your
1 I was searching for spiritual enlightenment. discov ery and its im pact on the cam paign.
2 I was partaking o f communal living in accordance with
the dictates of a religious order. Su g g e s t e d C h a r a c t e r ist ic s

3 I was exiled for a crime I didnt commit. S o m e herm its are w ell suited to a life o f seclusion,
4 I retreated from society after a life-altering event. w h ereas others chafe against it and long for com pany.
W h eth er they em brace solitude or lon g to esca p e it, the
solitary life sh apes their attitudes and ideals. A few are
driven slightly m ad by their years apart from society.

d8 Personality Trait
1 Ive been isolated for so long that I rarely speak,
preferring gestures and the occasional grunt.
2 I am utterly serene, even in the face o f disaster.
3 The leader of my community had something wise
to say on every topic, and I am eager to share
that wisdom.
4 I feel tremendous empathy for all who suffer.
5 Im oblivious to etiquette and social expectations.
6 I connect everything that happens to me to a grand,
cosmic plan.
7 I often get lost in my own thoughts and contemplation,
becoming oblivious to my surroundings.
8 I am working on a grand philosophical theory and love
sharing my ideas.

d6 Ideal
1 Greater Good. My gifts are meant to be shared with all,
not used for my own benefit. (Good)
2 Logic. Emotions must not cloud our sense of what is
right and true, or our logical thinking. (Lawful)
3 Free Thinking. Inquiry and curiosity are the pillars of
progress. (Chaotic)
4 Power. Solitude and contemplation are paths toward
mystical or magical power. (Evil)
5 Live and Let Live. Meddling in the affairs o f others only
causes trouble. (Neutral)
6 Self-Knowledge. If you know yourself, theres nothing
left to know. (Any)
d oes your fam ily have am ong the other aristocrats o f the
d6 Bond
1 Nothing is more important than the other members of
region ? H ow d o the co m m o n p eople regard them ?
W h ats your position in the fam ily? A re you the heir
my hermitage, order, or association.
to the head o f the fam ily? Have you already inherited
2 I entered seclusion to hide from the ones who might the title? H ow do you feel about that responsibility? Or
still be hunting me. I must someday confront them. are you s o far dow n the line o f inheritance that n o one
3 Im still seeking the enlightenment I pursued in my cares w hat you do, as lon g as you don t em barrass the
seclusion, and it still eludes me. fam ily? H ow d oes the head o f your fam ily feel about
4 I entered seclusion because I loved someone I could your adventuring career? A re you in your fam ilys g ood
not have. graces, or shunned by the rest o f your fam ily?
5 Should my discovery come to light, it could bring ruin to D o e s your fam ily have a coat o f arm s? A n insignia you
the world. m ight w ear on a signet ring? Particular c o lo rs you w ear
all the tim e? A n anim al you regard as a sym bol o f your
6 My isolation gave me great insight into a great evil that
line or even a spiritual m em ber o f the fam ily?
only I can destroy.
T h ese details help establish your fam ily and your title
as features o f the w orld o f the cam paign.
d6 Flaw
Skill Proficiencies: History, Persu asion
1 Now that I've returned to the world, I enjoy its delights
Tool Proficiencies: O ne type o f gam ing set
a little too much.
Languages: One o f your ch oice
2 I harbor dark, bloodthirsty thoughts that my isolation
Equipment: A set o f fine cloth es, a signet ring, a scroll
and meditation failed to quell. o f pedigree, and a pu rse contain in g 25 gp
3 I am dogmatic in my thoughts and philosophy.
4 I let my need to win arguments overshadow F e a t u r e : Po s it io n of P r iv il e g e
friendships and harmony. T h an ks to your n oble birth, p eop le are inclined to
5 Id risk too much to uncover a lost bit of knowledge. think the best o f you. You are w elcom e in high society,
6 I like keeping secrets and wont share them with and p eop le assu m e you have the right to be w herever
anyone. you are. T h e co m m o n folk m ake every effort to
a ccom m od a te you and avoid your displeasure, and other
p eop le o f high birth treat you as a m em ber o f the sam e
O ther H e r m it s
socia l sphere. You can secu re an audience w ith a local
This herm it b ackgrou n d a ssu m es a contem plative sort
n oble if you n eed to.
o f seclu sion that allow s r oom for study and prayer. If you
w ant to play a rugged w ildern ess reclu se w ho lives off Su g g e s t e d C h a r a c t e r ist ic s
the land w hile shunning the com pany o f other people,
N obles are born and raised to a very different lifestyle
look at the outlander background. On the other hand, if
than m ost people ever experience, and their personalities
you w ant to go in a m ore religious direction, the acolyte
reflect that upbringing. A n oble title c o m e s w ith a
might b e w hat y ou re look in g for. Or you cou ld even be a
plethora o f b o n d srespon sibilities to family, to other
charlatan, posin g as a w ise and holy p erson and letting
n obles (including the sovereign), to the p eop le entrusted
pious fools support you.
to the fam ilys care, or even to the title itself. But this
responsibility is often a g ood w ay to underm ine a noble.
N oble
You understand w ealth, pow er, and privilege. You d8 Personality Trait
carry a n oble title, and your fam ily o w n s land, collects 1 My eloquent flattery makes everyone I talk to feel
taxes, and w ields significant political influence. You like the most wonderful and important person in the
m ight b e a pa m pered aristocrat unfam iliar with world.
w ork or d iscom fort, a form er m erchant ju st elevated 2 The common folk love me for my kindness and
to the nobility, or a disinherited scou n d rel w ith a
generosity.
disproportionate sen se o f entitlement. Or you cou ld be
3 No one could doubt by looking at my regal bearing that
an honest, hard-w orking landow n er w h o cares deeply
I am a cut above the unwashed masses.
about the p eop le w h o live and w ork on your land, keenly
4 I take great pains to always look my best and follow the
aw are o f your respon sibility to them.
W ork w ith your DM to co m e up w ith an appropriate latest fashions.
title and determ ine h ow m uch authority that title 5 I dont like to get my hands dirty, and I wont be caught
carries. A n oble title d oesn t stand on its o w n its dead in unsuitable accommodations.
con n ected to an entire family, and w hatever title you 6 Despite my noble birth, I do not place myself above
hold, you w ill pa ss it dow n to your ow n children. Not other folk. We all have the same blood.
only do you n eed to determ ine your n oble title, but you 7 My favor, once lost, is lost forever.
should also w ork w ith the DM to d escrib e your fam ily 8 If you do me an injury, I will crush you, ruin your name,
and their influence on you.
and salt your fields.
Is your fam ily old and established, or w a s your title
only recently b estow ed ? H ow m uch influence do they
w ield, and over w hat area? W hat kind o f reputation
d6 Ideal training on his or her ow n path to knighthood. Your tw o

1 Respect. Respect is due to me because o f my position,


rem aining retainers m ight include a g room to care for
your h orse and a servant w h o polish es your arm or (and
but all people regardless o f station deserve to be
even helps you put it on).
treated with dignity. (Good)
A s an em blem o f chivalry and the ideals o f courtly
2 Responsibility. It is my duty to respect the authority o f love, you m ight include a m on g your equipm ent a banner
those above me, just as those below me must respect or other token from a noble lord or lady to w h om you
mine. (Lawful) have given your heartin a chaste sort o f devotion.
3 Independence. I must prove that I can handle myself (This p erson cou ld be your bond.)
without the coddling o f my family. (Chaotic)
4 Power. If I can attain more power, no one will tell me OUTLANDER
what to do. (Evil) You g rew up in the w ilds, far from civilization and the
5 Family. Blood runs thicker than water. (Any) c om forts o f town and technology. Y ouve w itn essed the
6 Noble Obligation. It is my duty to protect and care for m igration o f herds larger than forests, survived w eather
the people beneath me. (Good) m ore extrem e than any city-dw eller cou ld com prehen d,
and enjoyed the solitude o f bein g the only thinking
creature for m iles in any direction. T h e w ild s are in
d6 Bond
your b lood , w hether you w ere a nom ad, an explorer, a
1 I will face any challenge to win the approval of my
recluse, a hunter-gatherer, or even a marauder. Even in
family.
p la ces w here you d on t k n ow the sp ecific features o f the
2 My houses alliance with another noble family terrain, you kn ow the w ays o f the wild.
must be sustained at all costs.
Skill Proficiencies: A thletics, Survival
3 Nothing is more important than the other members
Tool Proficiencies: O ne type o f m usical instrum ent
o f my family.
Languages: One o f your ch oice
4 I am in love with the heir o f a family that my family
Equipment: A staff, a hunting trap, a trophy from an
despises. anim al you killed, a set o f travelers clothes, and a belt
5 My loyalty to my sovereign is unwavering. pou ch containing 10 gp
6 The common folk must see me as a hero o f the people.
O r ig in

d6 Flaw You've been to strange p la ces and seen things that


others can n ot begin to fathom . C on sider so m e o f the
1 I secretly believe that everyone is beneath me.
distant lands you have visited, and h ow they im pacted
2 I hide a t