Contents

Introduction

Player Quick Sheet

Backgrounds

Bestiary

Classes

Equipment

Feats

Races

Rules & Lore

Skills

Spells

Tables

Introduction

Introduction Table of Contents

Credits

Legal

Vision

About

Credits

Content

Author

Philip Lawrence (ProNobis), Wolfe, Yasuragi

Idea Guru

Alyks, Jtron, L.Ron Hoyabembe, Levi Foxend, Story Teller

Editing

Alpha Reader

Arria, Joe V, Jtron, Malamute, Nessbob, Nova, Tiderian, Xscape

Editor

Philip Lawrence (ProNobis)

Play-testing

Leagues

Explorer's Guild

Legal

Terms of Use

Open Game Content License

GNU Free Documentation License

Terms of Use

Terms of Use Table of Contents

Schedule "1"

Schedule "2"

Schedule "3"

GNU GENERAL PUBLIC LICENSE

©2018 Incarnate Gaming LLC. Some rights granted according to the following licenses, all other rights reserved.

Some of the content in this module may be from a copy left source. PDFs of the copy left content are posted to the Incarnate Gaming LLC website at http://www.incarnategamingllc.com/policy/#CopyLeft

Any information incorporated from one of the copy left sources into this module is under the license of the respective source as posted on our website. All other information, including modifications to copy left material, to the greatest extent possible by law, is governed by the Incarnate General License.

A better formatted version of this agreement is kept on Incarnate Gaming LLC's website at http://www.incarnategamingllc.com/2019/05/21/incarnategenerallicense/.

LICENSE/END USER AGREEMENT

This License/End User Agreement (the "Agreement") is made by and between Incarnate Gaming LLC, an Ohio limited liability company ("Licensor", "We", "Our," or "Us"), and the end user of the Program distributed by Licensor ("Licensee" or "You").

By installing, using, or accessing Licensor's Program You agree to be bound by this Agreement as follows:

1.License.

3.Purchase of Program. Licensor may allow you to use the Program free of charge or may solicit donations from you for your download and use of the Program and the Code. Licensor may release the Program and Code through various publicly accessible means, including, but not limited to Dropbox, Google Drive, or GitHub.

4.Limitation of Liability.

5.No Representations or Warranties.

LICENSOR DOES NOT GUARANTEE, REPRESENT, or WARRANT THAT LICENSEE'S USE OF THE PROGRAM WILL BE UNINTERRUPTED or ERROR-FREE, AND LICENSEE AGREES THAT, FROM TIME TO TIME, LICENSOR MAY REMOVE ACCESS TO THE PROGRAM FOR INDEFINITE PERIODS OF TIME, or TO CONDUCT MAINTENANCE or REPAIRS WITH or WITHOUT NOTICE TO LICENSEE.

LICENSEE EXPRESSLY AGREES THAT ITS USE OF, or INABILITY TO USE, THE PROGRAM IS AT LICENSEE'S SOLE RISK. THE PROGRAM AND ALL PRODUCTS AND SERVICES DELIVERED TO LICENSEE THROUGH THE PROGRAM ARE (EXCEPT AS EXPRESSLY STATED BY LICENSOR) PROVIDED "AS IS" AND "AS AVAILABLE" FOR LICENSEE'S USE, WITHOUT WARRANTIES OF ANY KIND, EITHER EXPRESS or IMPLIED, INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE, TITLE, AND NON-INFRINGEMENT. BECAUSE SOME JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF IMPLIED WARRANTIES, THE ABOVE EXCLUSION OF IMPLIED WARRANTIES MAY NOT APPLY TO YOU.

TO THE EXTENT APPLICABLE LAW DOES NOT ALLOW THE EXCLUSIONS AND DISCLAIMERS OF WARRANTIES AS SET FORTH ABOVE, SOME or ALL OF THE ABOVE EXCLUSIONS AND DISCLAIMERS MAY NOT APPLY TO YOU, IN WHICH CASE ALL WARRANTIES WILL BE LIMITED TO THE FULLEST EXTENT PERMITTED BY APPLICABLE LAW. YOU ACKNOWLEDGE THAT THE DISCLAIMERS AND EXCLUSIONS CONTAINED HEREIN WILL SURVIVE ANY TERMINATION or EXPIRATION OF THIS AGREEMENT or YOUR USE OF, or ABILITY TO USE, THE PROGRAM.

6.Indemnification.

From and after the Effective Date and to the extent permitted by law, Licensee will defend, indemnify, and hold harmless Licensor its directors, officers, employees, affiliates, agents, contractors, and its affiliates from and against any loss, liability, damage, claim, fine, or expense (including reasonable attorneys' fees)(collectively, "Losses") suffered or incurred by any such indemnified party arising from a Third-Party Claim (as defined below) to the extent such Loss arises from or is related to the Licensee's performance or nonperformance under this Agreement, its use of the Program including any unauthorized use of any patent, process, idea, method or device, or unfair trade practice, false advertising, trademark infringement, or the like. "Third-Party Claim" means a claim or demand made by any person not a party to this Agreement against the indemnified party (other than a claim or demand made by a person that is an affiliate of the indemnified party). Licensee specifically acknowledges that the Program is merely a tool to be utilized by Licensee and that Licensor shall have no liability, in any way, for the Generated Material produced by the Program to Licensee. Licensee shall only use the Generated Material for his/her personal use.

7.Term.

This Agreement and the permissions, terms, and conditions herein, shall continue for as long as you have the Program installed on a Device that you own.

8.Amendments and Waiver.

We reserve the right to change this Agreement at any time. If we change this Agreement in a material way, we will give notice of that in our Program (or an updated version therein). Your use of the Program after we have changed this Agreement will indicate your consent to the updated Agreement. No waiver by either Party of any term or condition of this Agreement, in any one or more instances, will be deemed to be or construed as a waiver of the same or any other term or condition of this Agreement on any future occasion. A waiver of any term or condition of this Agreement must be in writing and signed by the waiving Party.

9.Miscellaneous.

You accept this Agreement by downloading or using the Program. This Agreement constitutes the entire agreement between you and Licensor regarding your use of the Program. If any provision of this Agreement is determined to be invalid or unenforceable such provision will be deemed severed from this Agreement and the remaining provisions of this Agreement will not be affected thereby and will continue to be binding upon you and fully enforceable. The failure of Licensor to insist upon strict performance of any of the provisions contained in this Agreement will not constitute a waiver of our rights, at law or in equity, or a waiver of any other provisions or subsequent default by you in the performance or compliance with any of the terms and conditions of this Agreement. This Agreement and the license granted hereunder may not be transferred or assigned by you, and any attempted transfer or assignment will be void and ineffective. Licensor may freely assign this Agreement and its rights and obligations hereunder without restriction. We may provide notice to you through the Program, our website, by email, or by any other means that you may inform us of or are reasonably anticipated to provide you with notice of changes to this Agreement. All notices given by you to us under this Agreement shall be made by mail to 3080 Dutch Hollow Road, Elida, Ohio 45807, United States of America. Any litigation relating to this Agreement may be brought only in the courts of a jurisdiction where the defendant maintains its principal place of business and such litigation shall be governed by laws of that jurisdiction, without reference to its conflict-of-law provisions.

10.Definitions;

Interpretation. In this Agreement the following terms shall be defined or interpreted as follows:

***END OF LICENSE***

Schedule "1"

Third Party Content Included in the Code

1.Third Party 1:

http://media.wizards.com/2016/downloads/DND/SRD-OGL_V5.1.pdf

2.Third Party 2:

http://www.dandwiki.com/wiki/GNU_Free_Documentation_License

Schedule "2"

Software Usable to Access the Code

Recommended User Interface Software

1.Third Party 3:

https://www.fantasygrounds.com/filelibrary/FGWebInstall.exe

https://www.fantasygrounds.com/forums/faq.php?faq=fantasy_grounds_faq#faq_eula

Other Software Developers May Choose to Work with the Code (for personal use only)

(Please note that this list may change in the future, some of these may move from developer only tools to recommended user interface available for separate download. It is even possible that Author may eventually write its own user interface software.)

2.Third Party 4:

https://roll20.net/

https://wiki.roll20.net/Terms_of_Service_and_Privacy_Policy

3.Third Party 5:

https://notepad-plus-plus.org/download/v7.5.3.html

4.Third Party 6:

https://www.office.com/

https://www.microsoft.com/en-us/legal/intellectualproperty/copyright/default.aspx

5.Third Party 7:

https://www.altova.com/missionkit

https://www.altova.com/legal/eula

Schedule "3"

COPYING -- Describes the terms under which Notepad++ is distributed.

A copy of the GNU GPL is appended to this file.

IMPORTANT NOTEPAD++ LICENSE TERMS

Copyright ©2016 Don HO. This program is free software; you may redistribute and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; Version 2 with the clarifications and exceptions described below. This guarantees your right to use, modify, and redistribute this software under certain conditions.

Note that we consider an application to constitute a "derivative work" for the purpose of this license if it integrates/includes/aggregates Notepad++ into a proprietary executable installer, such as those produced by InstallShield. Our interpretation applies only to Notepad++ - we don't speak for other people's GPL works.

Our interpretation applies only to Notepad++ - we don't speak for other people's GPL works.

This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.

******************************************************************

GNU GENERAL PUBLIC LICENSE

Version 2, June 1991

Copyright © 1989, 1991 Free Software Foundation, Inc.

59 Temple Place - Suite 330, Boston, MA 02111-1307, USA

Everyone is permitted to copy and distribute verbatim copies of this license document, but changing it is not allowed.

Preamble

The licenses for most software are designed to take away your freedom to share and change it. By contrast, the GNU General Public License is intended to guarantee your freedom to share and change free software--to make sure the software is free for all its users. This General Public License applies to most of the Free Software Foundation's software and to any other program whose authors commit to using it. (Some other Free Software Foundation software is covered by the GNU Library General Public License instead.) You can apply it to your programs, too.

When we speak of free software, we are referring to freedom, not price. Our General Public Licenses are designed to make sure that you have the freedom to distribute copies of free software (and charge for this service if you wish), that you receive source code or can get it if you want it, that you can change the software or use pieces of it in new free programs; and that you know you can do these things.

To protect your rights, we need to make restrictions that forbid anyone to deny you these rights or to ask you to surrender the rights. These restrictions translate to certain responsibilities for you if you distribute copies of the software, or if you modify it.

For example, if you distribute copies of such a program, whether gratis or for a fee, you must give the recipients all the rights that you have. You must make sure that they, too, receive or can get the source code. And you must show them these terms so they know their rights.

We protect your rights with two steps: (1) copyright the software, and (2) offer you this license which gives you legal permission to copy, distribute and/or modify the software.

Also, for each author's protection and ours, we want to make certain that everyone understands that there is no warranty for this free software. If the software is modified by someone else and passed on, we want its recipients to know that what they have is not the original, so that any problems introduced by others will not reflect on the original authors' reputations.

Finally, any free program is threatened constantly by software patents. We wish to avoid the danger that redistributors of a free program will individually obtain patent licenses, in effect making the program proprietary. To prevent this, we have made it clear that any patent must be licensed for everyone's free use or not licensed at all.

The precise terms and conditions for copying, distribution and modification follow.

TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION

0. This License applies to any program or other work which contains a notice placed by the copyright holder saying it may be distributed under the terms of this General Public License. The "Program", below, refers to any such program or work, and a "work based on the Program" means either the Program or any derivative work under copyright law: that is to say, a work containing the Program or a portion of it, either verbatim or with modifications and/or translated into another language. (Hereinafter, translation is included without limitation in the term "modification".) Each licensee is addressed as "you".

Activities other than copying, distribution and modification are not covered by this License; they are outside its scope. The act of running the Program is not restricted, and the output from the Program is covered only if its contents constitute a work based on the Program (independent of having been made by running the Program). Whether that is true depends on what the Program does.

1. You may copy and distribute verbatim copies of the Program's source code as you receive it, in any medium, provided that you conspicuously and appropriately publish on each copy an appropriate copyright notice and disclaimer of warranty; keep intact all the notices that refer to this License and to the absence of any warranty; and give any other recipients of the Program a copy of this License along with the Program.

You may charge a fee for the physical act of transferring a copy, and you may at your option offer warranty protection in exchange for a fee.

2. You may modify your copy or copies of the Program or any portion of it, thus forming a work based on the Program, and copy and distribute such modifications or work under the terms of Section 1 above, provided that you also meet all of these conditions:

a) You must cause the modified files to carry prominent notices stating that you changed the files and the date of any change.

b) You must cause any work that you distribute or publish, that in whole or in part contains or is derived from the Program or any part thereof, to be licensed as a whole at no charge to all third parties under the terms of this License.

c) If the modified program normally reads commands interactively when run, you must cause it, when started running for such interactive use in the most ordinary way, to print or display an announcement including an appropriate copyright notice and a notice that there is no warranty (or else, saying that you provide a warranty) and that users may redistribute the program under these conditions, and telling the user how to view a copy of this License. (Exception: if the Program itself is interactive but does not normally print such an announcement, your work based on the Program is not required to print an announcement.)

These requirements apply to the modified work as a whole. If identifiable sections of that work are not derived from the Program, and can be reasonably considered independent and separate works in themselves, then this License, and its terms, do not apply to those sections when you distribute them as separate works. But when you distribute the same sections as part of a whole which is a work based on the Program, the distribution of the whole must be on the terms of this License, whose permissions for other licensees extend to the entire whole, and thus to each and every part regardless of who wrote it.

Thus, it is not the intent of this section to claim rights or contest your rights to work written entirely by you; rather, the intent is to exercise the right to control the distribution of derivative or collective works based on the Program.

In addition, mere aggregation of another work not based on the Program with the Program (or with a work based on the Program) on a volume of a storage or distribution medium does not bring the other work under the scope of this License.

3. You may copy and distribute the Program (or a work based on it, under Section 2) in object code or executable form under the terms of Sections 1 and 2 above provided that you also do one of the following:

a) Accompany it with the complete corresponding machine-readable source code, which must be distributed under the terms of Sections 1 and 2 above on a medium customarily used for software interchange; or,

b) Accompany it with a written offer, valid for at least three years, to give any third party, for a charge no more than your cost of physically performing source distribution, a complete machine-readable copy of the corresponding source code, to be distributed under the terms of Sections 1 and 2 above on a medium customarily used for software interchange; or,

c) Accompany it with the information you received as to the offer to distribute corresponding source code. (This alternative is allowed only for noncommercial distribution and only if you received the program in object code or executable form with such an offer, in accord with Subsection b above.)

The source code for a work means the preferred form of the work for making modifications to it. For an executable work, complete source code means all the source code for all modules it contains, plus any associated interface definition files, plus the scripts used to control compilation and installation of the executable. However, as a special exception, the source code distributed need not include anything that is normally distributed (in either source or binary form) with the major components (compiler, kernel, and so on) of the operating system on which the executable runs, unless that component itself accompanies the executable.

If distribution of executable or object code is made by offering access to copy from a designated place, then offering equivalent access to copy the source code from the same place counts as distribution of the source code, even though third parties are not compelled to copy the source along with the object code.

4. You may not copy, modify, sublicense, or distribute the Program except as expressly provided under this License. Any attempt otherwise to copy, modify, sublicense or distribute the Program is void, and will automatically terminate your rights under this License. However, parties who have received copies, or rights, from you under this License will not have their licenses terminated so long as such parties remain in full compliance.

5. You are not required to accept this License, since you have not signed it. However, nothing else grants you permission to modify or distribute the Program or its derivative works. These actions are prohibited by law if you do not accept this License. Therefore, by modifying or distributing the Program (or any work based on the Program), you indicate your acceptance of this License to do so, and all its terms and conditions for copying, distributing or modifying the Program or works based on it.

6. Each time you redistribute the Program (or any work based on the Program), the recipient automatically receives a license from the original licensor to copy, distribute or modify the Program subject to these terms and conditions. You may not impose any further restrictions on the recipients' exercise of the rights granted herein. You are not responsible for enforcing compliance by third parties to this License.

7. If, as a consequence of a court judgment or allegation of patent infringement or for any other reason (not limited to patent issues), conditions are imposed on you (whether by court order, agreement or otherwise) that contradict the conditions of this License, they do not excuse you from the conditions of this License. If you cannot distribute so as to satisfy simultaneously your obligations under this License and any other pertinent obligations, then as a consequence you may not distribute the Program at all. For example, if a patent license would not permit royalty-free redistribution of the Program by all those who receive copies directly or indirectly through you, then the only way you could satisfy both it and this License would be to refrain entirely from distribution of the Program.

If any portion of this section is held invalid or unenforceable under any particular circumstance, the balance of the section is intended to apply and the section as a whole is intended to apply in other circumstances.

It is not the purpose of this section to induce you to infringe any patents or other property right claims or to contest validity of any such claims; this section has the sole purpose of protecting the integrity of the free software distribution system, which is implemented by public license practices. Many people have made generous contributions to the wide range of software distributed through that system in reliance on consistent application of that system; it is up to the author/donor to decide if he or she is willing to distribute software through any other system and a licensee cannot impose that choice.

This section is intended to make thoroughly clear what is believed to be a consequence of the rest of this License.

8. If the distribution and/or use of the Program is restricted in certain countries either by patents or by copyrighted interfaces, the original copyright holder who places the Program under this License may add an explicit geographical distribution limitation excluding those countries, so that distribution is permitted only in or among countries not thus excluded. In such case, this License incorporates the limitation as if written in the body of this License.

9. The Free Software Foundation may publish revised and/or new versions of the General Public License from time to time. Such new versions will be similar in spirit to the present version, but may differ in detail to address new problems or concerns.

Each version is given a distinguishing version number. If the Program specifies a version number of this License which applies to it and "any later version", you have the option of following the terms and conditions either of that version or of any later version published by the Free Software Foundation. If the Program does not specify a version number of this License, you may choose any version ever published by the Free Software Foundation.

10. If you wish to incorporate parts of the Program into other free programs whose distribution conditions are different, write to the author to ask for permission. For software which is copyrighted by the Free Software Foundation, write to the Free Software Foundation; we sometimes make exceptions for this. Our decision will be guided by the two goals of preserving the free status of all derivatives of our free software and of promoting the sharing and reuse of software generally.

NO WARRANTY

11. BECAUSE THE PROGRAM IS LICENSED FREE OF CHARGE, THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED or IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING, REPAIR or CORRECTION.

12. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW or AGREED TO IN WRITING WILL ANY COPYRIGHT HOLDER, or ANY OTHER PARTY WHO MAY MODIFY AND/OR REDISTRIBUTE THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL or CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE or INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF DATA or DATA BEING RENDERED INACCURATE or LOSSES SUSTAINED BY YOU or THIRD PARTIES or A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS), EVEN IF SUCH HOLDER or OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.

***END OF TERMS AND CONDITIONS***

Open Game Content License

This license covers only the data from the "System Reference Document" that has been used. The original data used can be found on Wizard's of the Coast website

http://dnd.wizards.com/articles/features/systems-reference-document-srd

A formatted copy of this information can be found on Incarnate Gaming LLC's website

http://www.incarnategamingllc.com/policy/#CopyLeft

All formatting, changes, and other details that can be legally reserved are reserved from these sections. All other information remains under the Open Game License as follows:

OPEN GAME LICENSE Version 1.0a

OPEN GAME LICENSE Version 1.0a Table of Contents

1. Definitions:

2. The License:

3. Offer and Acceptance:

4. Grant and Consideration:

5. Representation of Authority to Contribute:

6. Notice of License Copyright:

7. Use of Product Identity:

8. Identification:

9. Updating the License:

10. Copy of this License:

11. Use of Contributor Credits:

12. Inability to Comply:

13. Termination:

14. Reformation:

15. COPYRIGHT NOTICE

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved

1. Definitions:

(a) "Contributors" means the copyright and/or trademark owners who have contributed Open Game Content;

(b) "Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment, or other form in which an existing work may be recast, transformed or adapted;

(c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute;

(d) "Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity.

(e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, story-lines, plots, thematic elements, dialog, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, persons, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content;

(f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor

(g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content.

(h) "You" or "Your" means the licensee in terms of this agreement.

2. The License:

This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. no other terms or conditions may be applied to any Open Game Content distributed using this License.

3. Offer and Acceptance:

By Using the Open Game Content You indicate Your acceptance of the terms of this License.

4. Grant and Consideration:

In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.

5. Representation of Authority to Contribute:

If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.

6. Notice of License Copyright:

You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

7. Use of Product Identity:

You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, Independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.

8. Identification:

If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.

9. Updating the License:

Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.

10. Copy of this License:

You MUST include a copy of this License with every copy of the Open Game Content You Distribute.

11. Use of Contributor Credits:

You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.

12. Inability to Comply:

If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.

13. Termination:

This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sub-licenses shall survive the termination of this License.

14. Reformation:

If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.

15. COPYRIGHT NOTICE

Open Game License v.1.0a Copyright 2000, Wizards of the Coast, LLC.

System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Stever Townshend, based on original material by E. Gary Gygax and Dave Arneson.

END OF LICENSE

GNU Free Documentation License

This license covers only the data from "DanDwiki" that has been used. The original data used was found on their website

https://www.dandwiki.com/wiki/

Due to the changes in their content over time, and the difficulty of those not familiar with the XML language, a PDF copy of this information as it was received can be found on Incarnate Gaming LLC's website

http://www.incarnategamingllc.com/policy/#CopyLeft

All formatting, changes, and other details that can be legally reserved are reserved from these sections. All other information remains under the GNU Free Documentation License

Copyright ©2017 Philip Lawrence

Permission is granted to copy, distribute and/or modify the sections of this document which are found in the Copy Left DanDwiki PDF under the terms of the GNU Free Documentation License, Version 1.3 or any later version published by the Free Software Foundation; with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts. A copy of the license is included for your convenience:

0.Preamble

The purpose of this License is to make a manual, textbook, or other functional and useful document "free" in the sense of freedom: to assure everyone the effective freedom to copy and redistribute it, with or without modifying it, either commercially or noncommercially. Secondarily, this License preserves for the author and publisher a way to get credit for their work, while not being considered responsible for modifications made by others.

This License is a kind of "copyleft", which means that derivative works of the document must themselves be free in the same sense. It complements the GNU General Public License, which is a copyleft license designed for free software.

We have designed this License in order to use it for manuals for free software, because free software needs free documentation: a free program should come with manuals providing the same freedoms that the software does. But this License is not limited to software manuals; it can be used for any textual work, regardless of subject matter or whether it is published as a printed book. We recommend this License principally for works whose purpose is instruction or reference.

1. Applicability and Definitions

This License applies to any manual or other work, in any medium, that contains a notice placed by the copyright holder saying it can be distributed under the terms of this License. Such a notice grants a world-wide, royalty-free license, unlimited in duration, to use that work under the conditions stated herein. The "Document", below, refers to any such manual or work. Any member of the public is a licensee, and is addressed as "you". You accept the license if you copy, modify or distribute the work in a way requiring permission under copyright law.

A "Modified Version" of the Document means any work containing the Document or a portion of it, either copied verbatim, or with modifications and/or translated into another language.

A "Secondary Section" is a named appendix or a front-matter section of the Document that deals exclusively with the relationship of the publishers or authors of the Document to the Document's overall subject (or to related matters) and contains nothing that could fall directly within that overall subject. (Thus, if the Document is in part a textbook of mathematics, a Secondary Section may not explain any mathematics.) The relationship could be a matter of historical connection with the subject or with related matters, or of legal, commercial, philosophical, ethical or political position regarding them.

The "Invariant Sections" are certain Secondary Sections whose titles are designated, as being those of Invariant Sections, in the notice that says that the Document is released under this License. If a section does not fit the above definition of Secondary then it is not allowed to be designated as Invariant. The Document may contain zero Invariant Sections. If the Document does not identify any Invariant Sections then there are none.

The "Cover Texts" are certain short passages of text that are listed, as Front-Cover Texts or Back-Cover Texts, in the notice that says that the Document is released under this License. A Front-Cover Text may be at most 5 words, and a Back-Cover Text may be at most 25 words.

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Vision

Vision Table of Contents

Goals for the Future

Biggest Problems in Genre

Prayers for the Future

Ethics

The goal of the Incarnate System is to enable game masters to quickly respond to their players going off script. It looks forward to the day when a game master will be able to respond to their players doing crazy things and going out on unpredictable adventures without being cordoned off to a predefined script. The more of the burden we can take off the game master's shoulder the more game masters we will have and the faster this community can grow.

The Big Dark Castle

GM: "After trudging through miles of marshes you finally come upon a giant stone castle which appears to be fashioned from one piece of obsidian."

Player 1: "I look up at the castle and vote to go back into the marshes and see if we find something cool."

Player 2: "I second that. Miles of marshland has to have some interesting monsters. Maybe there is even a hidden cave somewhere? A dwarven ruin?"

GM scratches his head and says... "Frankly I have not really planned out the marshes. We can do that next week, but for now can you please focus on the castle?"

Player 1 roles his eyes then says. "I cast Move Earth digging out the soft marsh dirt from around and under one of the towers until the weight of the obsidian stone causes it to collapse."

The GM looks at his pre-done map and realizes that tower is the treasure vault. If he lets this happen the quest is over already. He starts madly rolling dice behind the blind just trying to think up something, anything to stop this... finally he says. "The one piece of obsidian the castle is fashioned out of goes down into the swamp at least a mile deep. You cannot dig under it."

Player 2: "So you are telling me that they somehow moved a mile long piece of obsidian out into a marsh sinking most of it and carved a castle in the top?"

We have all been there. Your players love using their creativity and sometimes come up with solutions that make session long quests end in minutes, especially if the dice are in their favor. I had one group that recruited a random guy in a tavern to go with them on a quest... and had to come up with stats and a roleplaying background for this throwaway character in 30 seconds. I had another group that walked up to the bandit chief and asked him to leave... with a natural 20 Persuasion. I gave him three saving throws with a high roll of 4. He packed up and left... now what to do with the rest of the session?

My solution has been to build thousands of tables that let me respond to virtually anything I can imagine them doing. From needing a new npc, dungeon, location (plain, valley, etc.), even to an entire city, our content of over 4,000+ tables can spawn a lot. And no you don't have to roll each table individually. We originally built it to be executed by one Virtual Table Top and are now working on a system that will make it available on all virtual table tops. This allows the VTTs to roll thousands of calls on tables with a single click.

This is a living project though. Our list of future content grows faster than we can code it in. This is a project we can imagine working on for years to come, and it is something we want a growing team to accomplish. From a word of encouragement, to those who have crazy brilliant ideas, even to those who are willing to help pick up the bill we need a team to stand with us.

Goals for the Future

What we have written so far is a great start and can stand on its own. We have dreams for the future, but the future is never certain. We dream of getting lots of usage data back from play-test leagues that show us when one type of character build is more common or less common than others. We want to be able to tweak outliers that are either too powerful or too weak to bring them back into balance. We want to be able to re-release these versions. The current plan is to have the Amazon release be by year (so buying it once will get you free updates through the end of the year of the version you buy, not a year from purchase date). The current plan for Patreon is for you to get included updates for as long as you are partnered with us.

We dream of making enough money to re-invest a lot of it back into the company to license artwork and eventually hire additional authors. These are goals for the future, but they are goals that cannot be done alone.

Piracy is not a victim-less crime

The biggest threat to these dreams is digital piracy. We do not even pretend to be able to protect our data against hackers. We do not pretend to be using sophisticated Digital Rights Management. Hackers can hack in and extract all the data, and it will be child's play for them. Anyone can illegally email the content they bought to their friends. We humbly ask you not to. If you like our content, please buy it and encourage your friends to buy it. We intentionally keep our prices really low to make it affordable. If you want to contribute more you can through our Patreon https://www.patreon.com/incarnategaming

Biggest Problems in Genre

Biggest Problems in Genre Table of Contents

Biggest Problem for the Player

Biggest Problem for the Game Master

Biggest Problem for the Publisher

My dad taught me that whenever you are new to a job you need to find the biggest problems, then solve them. Since Incarnate Gaming was founded in 2017, it has sought to solve the biggest problems in the role-playing genre.

Biggest Problem for the Player

Table top games are incredibly difficult to get started with. Either you have to learn a huge amount of rules, or use a Virtual Table Top which takes a while to learn. When the Incarnate System is executed in a Virtual Table Top it is most powerful. In this mode it can automate everything from attacks, to wildshape transformations. The goal was to get the player into combat and comfortable with fighting in the first 15 minutes by using the power of the Virtual Table Top and pre-generated characters.

When used as a book the Incarnate System is still powerful. When something is referenced, you can click on it and a hyperlink will take you to it. The entire thing loads at once allowing for quick searches. These formats tend to be used in a browser so you even have quick access to the table of contents and a back button! We have even added the Player Quick Sheet to give players quick access to the rules that they will be using most often. It may not be automated like a Virtual Table Top, but at least you don't have to flip through a three 400 page books every time you forget a rule.

Biggest Problem for the Game Master

Game Masters often struggle with how open the world is. Players can de-rail a campaign in seconds. The GM then has to make a decision, do I force the players back on, or do we go in this new direction? Great story tellers can come up with intriguing worlds on demand, but most of us struggle with that. The idea that we have to be able to respond to anything is so terrifying that the genre is always hungry for GMs.

The Incarnate System is designed to place a lot of idea generators at the GMs finger tips. In a Virtual Table Top, a single click can roll thousands of dice to generate an entire city, dungeon, or numerous other options as displayed from the GMs Blind. When viewed in a book, we recommend focusing on what you want to know about a location instead of rolling everything. Start with just a Non Player Characters personality, or just their race, or just their occupation. If that jogs an idea, run with it. If you are still scratching your head then roll the next thing you want to know about them. Use the tables to inspire you. Remember the tables were made for you, not you for the tables. That means that if you don't like a result, you don't have to use it. Pick one you like, or write your own.

Probably the strongest evidence that we have solved this issue, is that the average game in our play-test league has two or three game masters as players. The league frequently ends up "upside down". We end up with more active GMs than active players and have to cancel games due to lack of players. I have never seen this dynamic in any other role-playing league. As such, I believe we have solved this issue.

Biggest Problem for the Publisher

The role play genre has come to a crossroads. Just like cameras had to choose between smoother transitions of film and the edit-ability of digital pixels, so our genre has to choose between the feel of paper in a book, and the ease of use of a computer. Statistics released by Roll20 and Smiteworks shows that the online market is doubling every two to three years. Further, when I met with employees of Paizo at GenCon 2018 they were shocked at how few basic Pathfinder 2.0 rule-books they were selling. Many of the people coming through line "mentioned already having the PDF" and were only buying minis, battle maps, and other accessories.

I believe that this is not a problem, but an opportunity. Amazon allows publication for a "distribution cost" of $0.05 per megabyte. With a megabyte being close to 1,000 pages of text, I challenge you to find any printer who will come even close. This leaves a lot more money on the table for the publisher to invest in content creation.

Unfortunately, there is not one format which can be used by all digital distribution formats. Nor is there any "save as" feature to export what they need. Workers at Smiteworks have estimated it takes 200+ hours per book they convert. The guys I met at Lonewolf estimates that it takes 400+ hours per book. Add in Roll20, D20Pro, DnDBeyond, DungeonFog, TableTop Simulator, Kindle, Nook, and the PDF needed for a physical printing. That means that publishers now need 10 typeset formats that all take 100+ hours of skilled typesetting, per book. I have not seen any publisher choose to publish to all 10 formats at least partially because of the time it would take.

That is where Incarnate Gaming's Universal Gaming Format (UGF) will come in. We have created a Table Top neutral XSD that governs our XML and are actively writing export scripts to PDF, HTML, and Kindle formats. We plan to eventually write export scripts to each of the Virtual Table Tops willing to work with us. Although UGF could be directly executed by a VTT we don't expect any of the existing VTTs to change to meet the new standard, rather we are working on export scripts that will allow their old systems to be able to continue to work with minimal editing. We also hope to eventually have a sleek Graphic User Interface that will make it easy for Content Creators to enter their data into UGF. UGF and its export scripts should solve the biggest problem for publishers. Unlike the other two problems that we believe we have solved, we fully know that this project has a long way to go to be fully operational. There is also the strong likelihood that some VTTs will be different enough as to not be fully compatible even with advanced export scripts. We hope to be able to write an export script that will make the publisher's content executable by the VTT, but many VTTs will probably want to spend more time on optimization to make things even easier for their users.

Prayers for the Future

Prayers for the Future Table of Contents

Improvements for a Camp

Christian Group Home

Social Skills School

I dream of Incarnate Gaming LLC not just being a publishing house, but being a company engaged with transforming lives. From investing in existing charities to founding new ones, I dream and pray for the opportunity to impact my generation in a powerful way. Below are some of the ideas I have had, I don't know if they will work or if we will have the money to launch them, but I pray for the opportunity to do so. I put these dreams in writing now to server as a reminder later. I know that many of these goals are way beyond what Incarnate Gaming LLC can be reasonably expected to make for many years. I have seen other companies start with the best of intentions, but loose their vision as they grow. These prayers for the future are here to serve as a reminder of the direction we started in, especially if we stray from that path.

- Philip Lawrence, Managing Member of Incarnate Gaming LLC 2019

Improvements for a Camp

I have a strong history with a church camp. I started going there in early elementary and have found it to be a home away from home. The events at this camp had a huge impact on my upbringing. That being said, it is now an older camp and could use some capital investment so that it can continue to invest in the next generation of kids. There are some small improvements like new hammocks, tents, mattresses, fresh paint. If the company becomes greatly profitable, it will also be possible to tackle some of the large investments like a high ropes course designed to both accessible to those with only upper body strength (the camp specializes in full accessibility and has a number of campers in wheelchairs) and those who prefer to use their legs, and a new pool (which provides a tremendous freeing experience to those normally trapped in wheelchairs).

Christian Group Home

As a Christian, I believe that it is our sacred duty to take care of the orphans among us. With several friends who are social workers, I know how great the need is for loving homes to take care of orphaned and neglected children. Unfortunately, many group homes can fall into the same traps as the family homes the kids are brought from. I dream of building a group home with a large women's wing, and a large men's wing. Each wing would have individual bed rooms that the kids would have keys to lock their doors. Each room should have a bed, desk, window, closet space, and enough floor space for the kids to be able to do personal exercise in private (such as push-ups, sit-ups, jumping jacks, etc.). There should be a large common meeting room/dinning room and a large kitchen. There should be at least 4 master bedrooms in the main area. This will provide us space to bring in 4 units of either adult singles or married couples to provide both parenting and counseling. There should be security cameras everywhere other than the bedrooms and bathrooms. Any man who enters the women's wing will be removed and prosecuted, same for any woman entering the man's wing. Ideally we would also strike a deal with YouTube to have the kids make video blogs. Ideally, these videos would only be available to a group of "sensitive access" YouTube users (social workers, pastors, judges, law enforcement, etc.) and there would be features to 1) flag a video for further review by sensitive access users 2) vote for censoring (protect a kid from releasing something that could damage a future political career) 3) submit to law enforcement. The goal here would be to have the group home be fully transparent. I believe that removing secrecy from the group home will help protect the kids from abuse both from staff and from other kids.

Social Skills School

There are lots of great schools that teach how to pass a test. The teach the basics of math and science. You learn to read and write. All these skills are great, but I believe that school can be so much more.

I dream of a school that designs a curriculum to train students not only in the traditional topics but also in trouble shooting, teamwork, leadership, and other skills that are tough to even name and tend to get described as "soft skills". Regardless of the field, these are the skills that employers are looking for. I believe that a large reason why the US government struggles to get anything done is that it is filled with individual's trained in how to work as individual's instead of being trained to work as a group. I dream of building a school that prepares movers and shakers of the next generation.

Some of this training will likely include role playing games like the one described in this book. These games form a great platform where we can experiment and practice our team skills with minimal risk. We will also need to come up with "real life" scenarios for students to hone their skills in higher pressure environments.

Unfortunately there are many requirements placed on schools inside the US by politicians. Worse these requirements change on a regular basis. I remember learning about the "American Indians" three years in a row because some politician kept changing what year that topic was going to be on the standardized test. What did I miss because of that?

I don't know where would be a good location for this, and it would be very very expensive to launch. It would require building a state of the art boarding school with excellent facilities in a country willing to let us try something different and new.

Ethics

Ethics Table of Contents

Good for Our Contributors

Good for Our Consumers

Good for the Nations We Live in

As a Christian, I believe that my yes needs to mean yes and my no needs to mean no. A man is only as good as his word, and I will do my best to maintain mine. As the managing member of Incarnate Gaming LLC that means that our stance on ethics will almost always be far stricter than the law. I believe that many of the "good business" practices that help ensure the "bottom line of profitability" have no home within Incarnate Gaming LLC. We do hope to make a profit, but insist on making a profit by making content that is 1) good for our contributors 2) good for our consumers 3) good for the nations we live in.

Good for Our Contributors

"A worker is worthy of his wages."

I believe that it is our duty to protect the interests of our contributors. I have several artists lined up who want to contribute artwork to this project. Unfortunately, the tradition of the industry is that because artists love doing what they do, and many are willing to work very cheaply, that it is okay to pay them the little they are willing to work for. I want to do things differently. I desire to be able to pay them enough to live off of (cheaply), AND let them maintain most rights to their intellectual property. Our embedded content license includes the phrase "a perpetual, royalty free, non-exclusive right and license to digitally and/or electronically reproduce, distribute, and use the Copyright Material it whatever electronic form it desires". This automatically preserves the artist's rights to sell printed merchandise using their image. We plan to amend this license with each contribution to include a one time payment. The goal is to pay them enough to survive as a guaranteed "base pay", but then allow their side sales (full sized posters, T-shirts, etc.) to enhance their payment up to "skilled labor". It also means that whenever we want to do a merchandise run, we will go back to those artists and ask permission to use their image for it, giving them a cut of the profits.

Why don't you just give them a cut of the base sale?

The logistics of giving them a cut of the base sale of a book including contributions from numerous authors/artists all of which have put in lots and lots of hours of work would soon become a nightmare. We want artists to be significantly down stepping the size of their images for what we release digitally. This helps us by keeping our data size down, it also helps the artists by making it so that although the images are good enough for display on a phone or tablet to a group around a table, it won't make a very good poster or T-shirt for any criminals who decide to pirate the image.

Piracy is NOT a Victim-less Crime

You have heard it countless times about DVDs, but it is true here too. All of our contributors work long hard hours to make this content. I do not claim to have the ability to encrypt it and secure it to the point where you cannot steal it. This really rests on the honor system. It may be far easier to buy one copy of our content and email it to all your friends than it is to break the window at a book store and run off with a bag with 50 books, but it is just as illegal. If you are reading this, then you have bought a personal copy for your own use. This does include showing images and text on a screen with your buddies as you gather around a table, but it does not include emailing it or otherwise transmitting it to them (except through a VTT that has an independent license to do so). You will notice that we keep our prices far lower than our competitors. Part of why we have done this is to make it easier for each player to own a copy. At the end of the day, you may be thinking "They probably won't prosecute us for this" and you might be right, but the question is how much is your integrity worth? Also, remember that if we don't make money, we will eventually walk away. If you think that this content makes it easier to play and you want to see more updates in the future, the easiest way to help us succeed is to encourage your friends to buy their own copies and enjoy that same ease of use.

Good for Our Consumers

Any great product will improve the lives of those who use it. Normally the entertainment industry seeks to only distract you from your troubles. This is a benefit to the individual, but only a very limited benefit. Often times spending a large amount of time in entertainment causes negligence in daily life. In turn, that negligence causes more suffering. The suffering increases the desire to escape. That leads to greater consumption of entertainment and a downward spiral. We know that not everyone enters that spiral and it is possible to avoid, but we are dreaming of entertainment designed to create an upward spiral.

What if the game passively taught social skills like those described in How to Win Friends and Influence People by Dale Carnegie and Google's Project Oxygen (the first being the leading book on how to interact with people since 1936 and Google Project Oxygen was Google's research project that found that these skills are still the most valuable in the world). If you could learn those skills while "escaping" from a bad environment, then when you returned you would be better equipped to change the environment you had fled. You would be able to start to diffuse arguments by seeing things from other perspectives and more able to find compromises where everyone wins.

I would argue that the best place to learn social skills is inside of a fantasy world where the stakes are low. With the pressure removed, we can focus on working with our team to accomplish the impossible. The biggest problem with most fantasy worlds is that they are limited by the creativity of the game designers. They program a lot of possibilities in, but if you think of something outside of the scope of their creativity you hit a ceiling of impossibility. The beauty of the table top role playing games is the human component. In our genre, our only limitation is our imagination.

If your game teaches skills to make real life better, why would people ever come back to it?

Because it is first and foremost fun! Yes there is an element of training, but it is the natural training of personal growth over the course of a grand adventure. Also, try thinking long term. If this game equips people to have the skills to be a leader in any industry, then it is also the perfect place to passively network. You may be starting playing with broke college kids with no resources, but in 10, 20 years they just might be the CEOs of companies still hanging out with their old buddies. The game will continue to provide a low risk environment for their friendship to grow and blossom. During the day there may be millions of dollars hanging in a delicate balance of maneuvers between their companies, but after hours they are fighting side by side to take down fierce monsters and dragons. The rewards from there are split with the goal of taking on the next monster, not on who gets the most out of that one negotiation. I suspect that a lot of businesses will find that applying that forward looking skill to be more profitable than fancy maneuvers to make a killing in one quarter.

Good for the Nations We Live in

I firmly believe that my home country is so focused on training us up to be successful individuals, that we have forgotten to teach how to be productive members of society. I plan to pay taxes off of the top without using fancy maneuvers to shelter the companies money. I understand that many businesses would go bankrupt if they tried this, and we may too. That being said, I believe that I live in a great country and that it is my responsibility to invest in it. Some of those investments will be directly through our Prayers for the Future, but much of the investment will also be by faithfully paying taxes. I hope to create a game that encourages us to look beyond ourselves and see how our actions effect others. Something may be legal, but how will it effect the our companies, communities, states, and country? Something may be legal, but is it ethical? I love putting my players in morally ambiguous situations and have them discuss what the "right" thing to do is. Often times I have no clue what the "right" thing is, I just want them to dig in and discuss it. One time they broke into a prison slaughtering the guards to save one of their comrades. All the prisoners were going to escape if left their unattended, so they had decide which ones to let go (assuming they were as unjustly imprisoned as their comrade) and which deserved to die (pretty much the only other option as they were not equipped to imprison them anywhere else). The managed to figure out that one of the prisoners was a serial killer and chose to kill him instead of releasing him back on the streets.

I still don't know if they made the right call. Maybe there was a third option that we did not see? Maybe they were right on. The thing I enjoyed was getting them talking. They also had to think back on the guards they slaughtered to get there and realize that their job was to contain problems like that serial killer, but they also had to contain those who displeased the unjust ruler. Did such a guard deserve to die?

These are tough questions that we answer quickly and with low stakes in role playing games, but they get us thinking and they get us prepared for other situations. Is it okay to fire a custodian caught stealing $5 from petty cash to buy beans and rice for his family to get them through till the next pay check? What if he does not know how to cook beans and rice so he steals $50 for pre-made meals? How many other times has he stolen? What if you just notice how thin and hungry looking one of your co-workers are?

I choose this particular example as it is something a lot of my friends serving as missionaries in 3rd world countries face. In American culture it may seem silly, but these are serious questions that I have friends who face. We have our own questions ranging on "When is a baby alive?", "When does a lifestyle choice begin to affect the integrity of a business?", and many many others which get to be very controversial and I don't want to discuss outside of fantasy.

About

About Table of Contents

Layout

Canonization of Content

Contributor Biographies

Partnered Leagues

VTT Reviews

Layout

The Incarnate System is a reference book. We highly recommend not trying to read straight through the book. If you are a player, start with the Player Quick Reference. If you are a Game Master, start with the Game Master's Blind.

The tables were designed for execution by a Virtual Table Top (VTT). Some will use odd die types that a computer can handle, but do not exist in physical formats. Some of the features rely on numerous rolls integrated together. Although such systems are best in a VTT, those who love dice will find it is possible to still use those features, with patience and a dab of creativity. Remember that the table is made for the GM, not the GM for the table. If you don't like the odds assigned for the computer, use your own. Unlike a computer, you have an intelligent mind that can shape the data as you go. Roll until you have inspiration, then run with your inspiration.

Canonization of Content

Canonization of Content Table of Contents

"*" Official

"**" Modified

"***" Incarnate Content

"****" Product Identity Censoring

"*" Official

If there is a single asterisk (*) after an items name, then it is canonical to 5e and will be accepted by 99% of Game Masters. We can legally include these pieces of information as they are released in the System Reference Document under the Open Gaming License. You can find a Copy Left version of this data on our website. This information was released by the largest publisher in genre to form the definition of 5th Edition.

"**" Modified

The main publishers are very very focused on the design of the best book possible. That means that they sometimes have information more compact than we desire it to be in electronic format. We have made some alterations that we believe to be in the spirit of 5e even if not perfectly in alignment with the SRD (the definition of what it means to be 5e). This content will be accepted by some Game Masters and rejected by others. It is accepted in any of our Partnered Leagues.

"***" Incarnate Content

We have written and converted a huge amount of data. This data is play-tested through our Partnered Leagues and then we strive to re-balance it to keep all character options even with each other and monsters even within a CR level. Please let us know about balance issues through our Discord server: https://discord.gg/pqkeFYc That being said, a lot of balance issues are highly subjective. We do our best, but we are sure that there will be objections. As always with this genre, the final word is with the Game Master. Some will accept our content. Some will tweak it to fit their tastes. Some will reject it.

"****" Product Identity Censoring

Wherever there has been Product Identity we have replaced it with ****. We would love to advertise for publishers that do great things, however thanks to paragraph 7 of the OGL, such advertisements end up sounding like "**** makes great products. We especially recommend **** and **** as they add a lot of really cool features that you can use with the Incarnate System." We respect their wishes and will follow their policies as they wrote them in the OGL, even if there are countless examples of others not doing so.

Contributor Biographies

We have a great team that has been working really really hard on both compiling content we can legally use, and writing new content. Here is a little bit about them.

Philip Lawrence (ProNobis)

Philip Lawrence first discovered traditional table top games in the summer of 2017. He had been raised in a conservative background where the genre was described as inherently evil. What he discovered though, was a genre where you continually move from challenge to challenge learning to work as a team. Some of these challenges also pose moral questions about what is right and wrong. He became fascinated with the similarities to live role playing activities done at church camps to prepare kids for real life. Seeing the possibility for a game that was not only fun, but also trans-formative he set out to enter the genre. He started, as his father had taught him, by trying to solve The Biggest Problems in the Genre. He was repeatedly told by workers at the big VTTs that many of his goals were impossible, but he persevered and he prayed. Each time he got stuck, God gave him the inspiration to keep going. The code kept evolving and has effectively solved two of the top three problems in the genre, and he has set his eyes on the last.

Philip is the managing member of Incarnate Gaming LLC. He started with less than $10,000 in capital and had to spend a large chunk of that creating a limited liability company and setting up the legal paperwork needed to operate as a publishing house. He chose to do this after looking at many of the publishers and finding clauses in their legal work that he could not accept. He dreamed of building a company that looked out not only for a profit, but also tried to protect its employees rights, even when it was not convenient. It has not been an easy journey. Even with the tiny starting capital, he managed to put in 40+ hours a week for more than 18 months before starting on commercializing the Incarnate System. He has become great friends with beans and rice, and learned what it is like to be content with almost nothing. He hopes that such experience has taught him to be a good steward of resources and will allow him to remain faithful even as the company does become more profitable.

Partnered Leagues

Some leagues have chosen to pick up our content and play-test it. The following have told us that they are play-testing our content:

Explorer's Guild

They specialize in "sequential one-shots". Each of their Game Masters (GMs) has a persistent world where events from one session affect future sessions. Characters from within the league can jump from one GM to another in pick up games. Each game is self-contained but can bump into existing lore from that GM's world.

https://discord.gg/YxR8r3y

https://explorers-guild.github.io/gettingStarted

VTT Reviews

VTT Reviews Table of Contents

Astral Tabletop

Beyond Tabletop

D20Pro

D&D Beyond

Dungeon Fog

Epic Table

Fantasy Grounds

Foundry VTT

Lone Wolf Suite

Roll20

Role Gate

RPG Tools

Table Top Simulator

Talespire

YAG

There are many many many virtual table tops out there. All of them have their strengths and weaknesses. We will try to report just the facts on these VTTs, but have experience with very few of them. As such the facts will be highly incomplete and possibly inaccurate, especially on the VTTs we have not personally tested.

The virtual table tops are presented in alphabetical order.

Astral Tabletop

We have not used Astral Tabletop. You can find their website at https://www.astraltabletop.com/

Beyond Tabletop

We have not used Beyond Tabletop. You can find their website at https://www.beyondtabletop.com/

D20Pro

We have not used D20Pro. You can find their website at https://d20pro.com/

D&D Beyond

We have not used D&D Beyond. You can find their website at https://www.dndbeyond.com/

Dungeon Fog

We have not used Dungeon Fog. You can find their website at https://www.dungeonfog.com/

Although someone recommended it to us as a VTT, its website makes it look like it is only a map-making tool. We have not used it, and have not done significant research into it.

Epic Table

We have not used Epic Table. You can find their website at http://www.epictable.com/

Fantasy Grounds

We have used Fantasy Grounds. You can find their website at https://www.fantasygrounds.com/home/home.php

Pros

Cons

Foundry VTT

We have not used Foundry VTT. You can find their website at http://foundryvtt.com/

Lone Wolf Suite

We have not used The Lone Wolf Suite. You can find their website at https://www.wolflair.com/

Roll20

We have not used Roll20. You can find their website at https://roll20.net/

Role Gate

We have not used Role Gate. You can find their website at https://www.rolegate.com/

RPG Tools

We have not used RPG Tools You can find their website at http://www.rptools.net/

Table Top Simulator

We have not used Table Top Simulator. You can find their website at https://store.steampowered.com/app/286160/Tabletop_Simulator/

Talespire

We have not used Table Top Simulator. You can find their website at https://talespire.com/

YAG

We have not used Table Top Simulator. You can find their website at https://store.steampowered.com/app/736420/Yag/

Player Quick Sheet

Condition Impairments

Movement (limited by your movement speed, normally 30 ft.)

Actions (1 per turn)

Bonus Actions (1 per turn)

Reactions (1 per turn)

Interact with Object (free action)

Miscellaneous

PC Creation

Condition Impairments

Blinded: grant advatk, disatk

Charmed: will not use harmful abilities

Deafened

Exhaustion: so tired that one's abilities become progressively weaker

Frightened: dischk, disatk

Grappled: speed 0

Incapacitated: no actions or reactions

Invisible: advatk, grant disatk

Paralyzed: incapacitated, grant advatk, grant autocrit

Petrified: incapacitated, resist all

Poisoned: disatk, dischk

Prone: disatk, grant advatk if within 5 ft., grant disatk if more than 5 ft.

Restrained: speed 0, grant advatk, disatk

Stunned: incapacitated, grant advatk, speed 0

Unconscious: incapacitated, grant advatk, grant autocrit

Movement (limited by your movement speed, normally 30 ft.)

Walking: 1ft. = 1ft.

Difficult Terrain (obstacles, swimming, climbing)= +1 ft cost per ft traveled

Dropping Prone = no speed used

Standing up = 1/2 your max movement speed

Crawl (must be used when prone) = +1 ft cost per ft traveled

Long Jump = you may jump a number of feet equal to your Strength score if you take at least a 10 foot running approach. Jumping counts as regular movement against your maximum speed for that round.

High Jump = you may jump a number of feet equal to 3 + your Strength modifier if you take at least a 10 foot running approach. Jumping counts as regular movement against your maximum speed for that round.

Pushing/Dragging = when pushing or dragging heavy objects or restrained individuals you may only go half the normal movement speed

Actions (1 per turn)

Ability Check: I carefully look around for something sneaking through the grasses. (any check that takes 3-4 seconds is an action)

Cast: I cast _____ (a spell with casting time of 1 action)

Class Feature: I use my _____ class feature

Dash: I carelessly run towards _____ (a second movement, but it costs your action)

Disengage: I carefully back away from him so that he cannot hit me.

Dodge: I carefully watch what my enemy is doing and am ready to jump out of the way.

Draw Weapon and Attack: I pull my ___ out and attack ___ with it

Escape: I attempt to break free of the guy holding me.

Grapple: I attempt to tackle ____ and wrestle him to the ground.

Help: I help ____ with ____ (gives advantage)

Hide: I hide behind _______ (stealth check)

Ready: If _____ I will ______.

Search: I look at the ______.

Sheath a Weapon: I put my _____ away.

Shove/Trip: I shove ____ trying to (push it away)/(make it fall prone)

Use Magic Object: I drink a potion of healing.

Bonus Actions (1 per turn)

Ability Check: I glance over my shoulder to see if there is anything (blatant) behind me. (any check that takes 1-2 seconds is a bonus action)

Cast: I cast ______ (a spell with casting time of a bonus action)

Offhand Attack: I strike with my other hand (weapons must be "light", no weapon modifiers, unarmed strike does 1 damage)

Class Feature: I use my ______ class feature

Reactions (1 per turn)

Ability Check: While he is talking, I decide whether or not I believe him. (any check that is both instantaneous and in reaction to what someone else does is a reaction)

Cast: I cast ______ (a spell with casting time of a reaction)

Opportunity Attack: ____ just moved out of range so I whack it with ____ before it gets out of range.

Readied Action: ____ just happened so I ______ (only if readied as an action).

Interact with Object (free action)

There are certain actions that do not require the use of an action the first time it is done within a turn. This can include closing or opening an unlocked door or dropping a weapon.

Miscellaneous

Conditions/ Status Effects

Death Saving Throws

Falling

Optional House Rules

Schools of Magic

Suffocating

Vision and Light

Underwater Combat

PC Creation

Stat Assistance

Stat Roll (odds for 4d6-1)

Common Point Buy Values (27 points)

Backgrounds

Backgrounds are the life of your character. A background is the core of your back-story. Use some of the information provided to shape a fun character, one that your team will be proud to adventure alongside. Be careful about being too perfect, as that can be very difficult for a team. Oftentimes a strong flaw will allow your allies to help you out and help the team to grow together.

The official content also has information about Backgrounds, Alignment, and Languages..

Background TOC

Acrobat***

Adventurer***

Anchorite (Hippy)***

Antiquarian***

Apothecary***

Artist***

Assassin***

Barmaid***

Battlesmith***

Beggar***

Blacksmith***

Captain (Sea)***

Chef***

City Guard***

Cleric***

Cobbler***

Craftsman***

Criminal***

Curator***

Demon Hunter***

Detective***

Doctor***

Farmer***

Fiefless Lord***

Firstmate***

Fletcher***

Gambler***

Government Liaison***

Groom***

Headhunter***

Hooded Figure***

Horse Trainer***

Judge***

King***

King in Disguise***

Librarian***

Mayor***

Mercenary***

Merchant***

Messenger***

Military Instructor***

Miller***

Monastic***

Noble Guard (Bodyguard)***

Priest***

Prince***

Professor***

Prospector***

Quartermaster***

Rabbi***

SeaDog***

Seamstress***

Spy***

Stable Boy***

Student of Magic***

Tavern Owner***

Teacher***

Tribesman***

Urban Vigilante***

Waterfall Monk***

Acrobat***

Acrobat - Traits

You were an acrobat with a traveling circus. From acrobatic feats at great height to juggling and dodging your dexterity has served you well.

Acrobat - Specialty

Skill Proficiencies: , Acrobatics Performance

Languages: Elvish

Tool Proficiencies: Horn, Juggling Pins

Equipment: A Horn, a set of well fitting colorful clothes, juggling pins, and a coin pouch containing 15 GP

Big Show.

Having spent most of your life in the circus you know how to entertain crowds and organize events. You can set up a street performance just about anywhere and may even be able to get invitations from nobles to entertain at parties.

Characteristics

An acrobat typically has the following characteristics. Feel free to modify or write your own to give your character even more flavor.

Acrobat - Personality
1I am bright and cheerful with a personality that draws the crowd into my performance.
2I am extremely focused. In my line of work to loose focus is to plummet and die.
3I enjoy and appreciate others. Having a crowd that loves to watch me is a privilege and a responsibility that I do not take lightly.
4I am always looking for the next sucker I can wow and dazzle to get their coin.
5I am all about fame and fortune. I seek the biggest name I can get.
6I came from a modest family and am always seeking to give back to those less fortunate than me.
7I love crowds. From the colors to the variety of races. The more people who are around the more excited I become. I may not appreciate a troll's distinctive smell, but even they add a unique component to interactions which I enjoy.
8I am terribly shy and only open up to those I trust greatly. I listen far more than I speak and want to have time to contemplate everything I take in.
Acrobat - Ideal
1Clean show - My performances are wholesome, the type of thing you could take your mother to. (Good)
2Dark show - My performances are cruel or wicked, kings love to hire me to humilate their prisoners. (Evil)
3Spontaneous show - I perform what I want when I want to. Where the wind blows there I will be. (Chaotic)
4Respectful show - I never criticize authorities in my performances. My job is to build up society, not tear it down. (Lawful)
5Dissentious show - I secretly try to undermine all civilizations in my performances. (Evil)
6Funny show - I just want the audience entertained. Their laughter is my joy. (Any)
Acrobat - Bond
1I lost my family when I was little. A traveling circus took me in. There is no way I can ever repay them, but I will do anything in my power to try.
2Growing up with traveling circus can be quite trying. There are times when you don't know where your next meal will come from. Throughout my trials, I had a best friend. We shared everything together. As the years past, we saved each other on numerous occasions. Even though I have not seen her for a few years, I believe our bond is one that even time cannot break.
3Something bad happened to my Random - Family Member. I believe it was foul play and will go to the end of the earth to bring justice.
4My mentor gave me a set of juggling pins when she first took me in. I still have them, and they remind me of the carefree times of that golden age.
5My troop stood with me through some really hard times. If there is ever a way I can help them I will go far out of my way to aid them.
6I love balancing on the edge of high places, pushing myself to my absolute limits. Some may say that I am seeking death, but I see it as seeking life. I want to live life to its fullest, even if that means walking a narrow line between life and death.
Acrobat - Flaw
1I think I am the best acrobat in the world and take it personally when people do not recognize me.
2I am my own worst critique always finding something wrong with what I have done.
3A scandal happened with my troop. There are some who blame me and want to see me suffer. I know what really happened, but the truth would hurt my troop too much to let get out.
4I have always been agile on my feet and get extremely impatient with those who cannot keep up.
5I have been tumbling so long that my joints are weak and that any hit on them is more likely to cause injury.
6I choose acrobatics to overcome my fear of heights. I mostly have, but sometimes I have a flash back to a traumatic fall as a child and end up paralyzed in fear for a little bit.

Adventurer***

Adventurer Traits

You never stopped following your profession- you have always been an adventurer for as long as you have had a profession. Now, "adventuring" in this sense is not the same as the dragon-slaying heroism typical of in-play adventuring. Really, a more accurate description would be along the lines of "helpful grave-robbing", and probably involved a lot more sneaking around, running in terror, setting traps, and possibly taking credit for the work of others, or complete strokes of luck.

Adventurer - Start

Whatever the case is, you are willing and able to do work that nobody in their right mind would even consider. As an adventurer, you have likely traveled extensively, encountered violence and death, are comfortable around magic, and have likely seen many a strange, terrible, and wonderful thing. Many professional adventurers use a sort of professional slang or jargon resembling game terms, such as referring to people by their perceived "level", or ranking enemies by supposed "challenge ratings". What took you down this path, and where has it taken you? Are you pushed by some driving goal, or flee from some terrible thing? Or do you just go wherever the money flows? Are you an experienced party member, or are you more of the loner riding in the back of the cart? Were you trained up to be a professional, or did you learn by experience? What kinds of adventures have you had? What amazing sights have you seen? How have these experiences changed you?

GM additional Options

The Load

Skill Proficiencies: , Athletics Survival

Languages: Choice

Tool Proficiencies: Thieves' Tools

Equipment: A wooden training sword, a set of traveler's clothes, a shovel, a crowbar, one trophy, one cloak, and a small pouch containing 15.

Beloved Outcast.

You can always find a job, but somehow you can never find a place to sleep. People know you`re good for the work, but the fact that you are indicates that you`re probably not the sort of person they want to have around. People view adventurers in a mixed light with conflicting values. On the one hand, most adventurers are nothing more than murderous, grave-robbing vagrants. On the other hand, who else will rob that grave and murder those local bullies for you? Most common folk consider adventurers to be dangerous, unpredictable, and probably insane... But in a world filled with slavers, mad cults, dragons, walking dead, pit fiends, and extra-dimensional horrors, just about everyone could find a use for a psychotic sell-sword. Adventurers who survive and reach higher renown may find they have a small following of supporters or fans, but even they may cringe at the idea of that adventurer spending an evening in their home. Most adventurers by profession are members of an adventurers guild through which they can readily attain professional work and contacts in the field.

Characteristics

An adventurer typically has the following characteristics. Feel free to modify or write your own to give your character even more flavor.

Adventurer - Personality
1I speak with an accent nobody recognizes.
2I look at the ceiling every time I enter a room, even if I was just there five seconds ago.
3I assume every job is a trap. It has been may times in the past, and by golly it probably will be many times again in the future.
4I take notes about everyone and everything I encounter everywhere I go.
5I leave marks for myself wherever I go, as messages to myself when I return. Their meaning is known only by me.
6I tell stories about my adventures to anyone who will listen. Even tales of woe and disaster are retold with enthusiasm!
7I am more accustomed to life on the road or underground than in a settlement or my actual "home".
8I only respect other adventurers.
Adventurer - Ideal
1Virtue - I am the sword of virtue for those in need! (Good)
2Curiosity - If the job is interesting, I'm in! (Neutral)
3Control - I'll do the work, but some day I will return with a request... (Evil)
4Justice - I fill the cracks crime slips through. (Lawful)
5Wealth - I'm in it for the money! (Neutral)
6Boredom - Get me away from this boring life! (Chaotic)
Adventurer - Bond
1The things I have with me are everything I have and everything I am.
2Years ago, a traveling adventurer came and stayed with my parents for a night. She was just passing through, and they begged her to take care of a cave filled with goblins at the end of our fields. She left right before dusk, and I snuck out after her. She made the work look easy, almost fun. Near the end I crept in. I did not notice the goblin cowering next to the door, but I saw her spin around and throw a glowing knife at me. It barely missed and as I ducked and rolled I saw the knife protruding out of the eye of the goblin who had been right behind me. That day I learned that adventurers are meant to guard and protect.
3I am on a quest to obtain some rare or important object.
4I can never linger anywhere for too long, or my secret will catch up with me.
5I cannot remember my past before I was an adventurer. I must discover where I came from.
6I need to be the most famous adventurer alive.
Adventurer - Flaw
1Adventuring has either made me believe that there are traps under every rock and bandits behind every ridge.
2I am almost dangerously greedy.
3I cannot resist a drink.
4I greatly underestimate or overestimate the risks a job represents.
5I cannot maintain meaningful relationships.
6I cannot manage money to save my life.

Anchorite (Hippy)***

Anchorite - Traits

She calls you. When you stop in the city to listen you hear the pull. The longing deep inside of you. The walls and streets, the crowd of the people around you, they all push you away. You long for her, for nature's embrace. Towns drive you away because of how unnatural they are. But in the woods you find peace.

Skill Proficiencies: , Nature Survival

Languages: Sylvan

Tool Proficiencies: Woodcarver's Tools

Equipment: A table knife, 2-man tent, winter blanket, woodcarver's tools, a set of work clothes, and a small coin pouch with 15 GP.

Friendly Aroma.

Spending your whole life seeking after nature has ingrained the scent of nature so deeply into your pores that no matter of scrubbing can get the scent out of you. This scent gives you advantage on Animal Handling roles if they can smell you. This also gives disadvantage to anyone attempting to track you through wild environments by scent. Your strong scent may be pleasing to animals, but nobles often find it repulsive (this may cause disadvantage at the GM's discretion).

Characteristics

An anchorite (hippy) typically has the following characteristics. Feel free to modify or write your own to give your character even more flavor.

Anchorite - Personality
1If I must live this life I will truly LIVE.
2I have long studied the mighty oak. The strength of the oak is not in its limbs, but in its patiently dug roots. Slowly they creep down and secure the oak against all winds. So to, I may not be fast to choose a course of action, but when I make up my mind, I am unmoveable.
3I am always on the lookout for something novel and exotic. Undiscovered plants will bring new medicines and poisons to our attention.
4Nature is my life, I will defend it at all costs.
5I like to joke around and tell stories.
6I consider my Master to have been a font of wisdom, and have a quote from him for almost every situation
7I came from a modest family and am always seeking to give back to those less fortunate than I am.
8I have those that I love to protect. I need to do a good job.
Anchorite - Ideal
1Justice - I seek to see wrongs righted. (Good)
2Seasons - Winter is the season of the dead, Spring is the season of life. I'm somewhere in between. (Any)
3Respect - From the quietest mouse to the most powerful lion, nature has shapped and ranked us all. Everybody deserves to be considered, both high and low. (Good)
4Domination - I am the ruler of the woods. Everything in it is beneath my boot. (Evil)
5Boredom - Get me away from this boring life! (Chaotic)
6Vigil - Only by remembering the dead do we honor their accomplishments. (Lawful)
Anchorite - Bond
1A few months ago, I came across a sensless kill. The pour dear had been slaughtered, yet nothing had been taken except for the horns. The brutal hunter who killed mearly for sport, deserves to die a painful death.
2I have an elegant locket which hides a fine key in a tiny hidden compartment. I don't know why my Random - Family Member gave it to me but I will seek that answer no matter how long it takes.
3My neice has an affinity with the woods. When she visits, the birds sing louder and land up on her sholders. Wild animals will willingly come close enough for her to scratch them behind the ears. Her parents are city folk that don't understand just how special she is. I will see her reach her full potential.
4Nature is a thing of balance. Any beast that tries to go on its own, will soon find itself overwhelmed. I have grown to trust those who fight beside. I believe they are worth dying to protect.
5I have a best friend that I grew up with. He has saved my life more times than I can count and I have saved his several as well. I have not seen him in a few years but long to be reunited. (work with GM to create this npc)
6Seeing the world is as valuable as gold. Who knows what exotic plants and animals I may make friends with in the distant lands.
Anchorite - Flaw
1I am almost dangerously greedy. Forests have much power for us to pull and exploit. It may take time for the forest to heal, but my immediate profit is worth it.
2My pet bear fell fighting poachers alongside me; I am reluctant to fight alongside others now. I never want to face that pain of loss again.
3The woods are my home. I will only leave them in times of great need, and will long for my return to them.
4I was deap in the woods enjoying the beauty of a quite spring, when goblins attacked my home and slew my husband and child. Had I been there, I might have been able to protect them.
5I have a marked speech that identifies me as low class.
6Plants are the rightful citizens of this planet. We are merely guests passing by, while the might oak will endure. Anyone who murders such a majestic creature deserves to die.

Antiquarian***

Antiquarian - Traits

You study ancient lore and recover priceless artifacts from past civilizations and bygone ages. You preserve that which was once thought lost, and seek to uncover the forgotten stories of those who came before. Your journeys often take you to abandoned ruins far removed from the comforts of modern civilization, but there is nowhere else you would rather be. You've seen some of the greatest historical wonders the world has to offer, and you may have even helped discover some of them.

Because you spend large amounts of time studying the past, you tend to be quite knowledgeable, although you can sometimes be ignorant to more modern happenings. You are often excited by new discoveries, and are fascinated by exotic cultures and practices. Your social life often leaves much to be desired, as you frequently disappear for days or weeks at a time exploring lost ruins.

Skill Proficiencies: , History Investigation

Languages: Choice

Tool Proficiencies: Calligrapher's Supplies

Equipment: A bottle of black ink, a quill, a tome that appears to contain the history of an unknown settlement or culture, a set of traveler's clothes (hat included), and a belt pouch containing 15 GP.

You belong in a museum.

You are a member of a respected museum, university, or other organization that preserves relics of ages past. You can gain access to the facilities where such antiquities are stored and can participate in their study. You may be allowed to accompany expeditions seeking to explore ruins or retrieve items of historical interest, if your area of expertise is relevant to the task at hand.

Characteristics

An antiquarian typically has the following characteristics. Feel free to modify or write your own to give your character even more flavor.

Antiquarian - Personality
1I quote historical texts and famous philosophers whenever they seem relevant to the situations I'm in.
2I insist on checking every ruined fortress, abandoned town, and forgotten castle I come across.
3I speak in a dull monotone that is more likely to put others to sleep than to entertain them.
4I am more interested in the past than the present; as a result, I am mostly asocial.
5Whenever I meet a new person, I try to learn about their history if at all possible
6I freely offer my knowledge to those who wish to learn, and I encourage those I know to do so as well.
7I enjoy going through ruins for the adventure; getting to experience lost history is just a bonus.
8Ignorance frustrates me, and I always try to correct others when they're wrong.
Antiquarian - Ideal
1Preservation - We must protect the relics of the past, else their creators will fade from memory. (Lawful)
2Betterment - By studying the mistakes of our elders, we might prevent the mistakes of our children. (Good)
3Dominance - The past holds secrets I can use against those who oppose me. (Evil)
4Trophy - The original inventors of these relics are dead; why shouldn't I hold on to them for a while? (Chaotic)
5Expertise - I must become the authority in my field of study. (Any)
6Vigil - Only by remembering the dead do we honor their accomplishments. (Lawful)
Antiquarian - Bond
1I must prevent the relics of the past from falling into the hands of thieves and looters.
2The historical works of my race must be preserved for the enrichment of future generations.
3I work to uncover the truth of past events, even if doing so is harmful to my nation or organization.
4My family, clan, or guild has a rich history, and I must ensure that others are aware of its importance
5I will perform the heroic deeds that future historians will surely write about.
6If an artifact has been entrusted to me, I will protect it at all costs, even my life.
Antiquarian - Flaw
1I have falsely claimed to have discovered a forgotten civilization and faked evidence to support it.
2If I ever find a relic of singular worth, I might keep it for myself or for the merchant down the road.
3There is an intense rivalry between myself and a particular colleague, and it often clouds my judgment.
4I pretend to know far more than I actually do, and will often ignore any evidence that proves me wrong.
5I care more for the money I'm paid by the museums than for the artifacts I deliver to them
6My obsessive search for a particular object has pushed my loved ones away.

Apothecary***

Apothecary - Traits

You have studied the myriad illnesses and ailments of the mortal body as well as the treatments for each. You know which herbs can soothe a fever and which oils can help prevent the pox. Not all medicine is good for the body, though: you have also learned which toxins can stop the heart or drive a man to madness. You know how to manufacture and refine all of these things, and you make a living dispensing tonics and tinctures to those in need. In a pinch you can even perform minor medical procedures, although these things are better left to a proper surgeon.

Skill Proficiencies: , Investigation Medicine

Languages: Gnomish

Tool Proficiencies: Herbalism Kit

Equipment: Herbalism kit, a merchant's scale, a set of common clothes, and a belt pouch containing 15 GP.

Medical Profession.

You have a reputation as a healer of the sick, and are often called upon by those who are diseased or injured. You can usually gain an audience with anyone who need treatments even if protocol would normally prevent you from doing so. An offer to try to heal someone can be powerful motivation for them to meet you. By spending a few moments examining a chemical (a vial of liquid, a packet of ground powder, or the like) you can determine whether the substance is intended to harm or heal (or neither). This examination does not reveal any specific information about the substance (such as that a powder is actually an inhaled poison, or that it paralyzes its victim), only that it is either harmful or helpful to those that it is used on properly.

Characteristics

Apothecaries are defined by their attention to detail. Because so many of the illnesses they treat often have similar symptoms, they are careful about the things they say and the questions they ask, always looking to gather precise and accurate information. They tend toward cleanliness and organization, as they need to keep their tools sterile and their supplies ready at all times.

Apothecary - Personality
1I distance myself from everyone, even those I care about.
2I keep all of my possessions meticulously clean, and I hate any kind of filth.
3I am honest to a fault. Knowing all of the information is the only way to make an accurate diagnosis.
4I make incredibly poor jokes in an attempt to put others at ease.
5I talk down to others when speaking on a field I believe myself to be knowledgeable in.
6I present everything I say as a guess or estimate so that I don't look bad if it turns out to be wrong.
7It seems like I always try to strike up a conversation at the worst possible moment.
8I set very high standards for myself, and expect others to follow my example.
Apothecary - Ideal
1Aid - Every sick or wounded person deserves my help, regardless of the life they lead. (Good)
2Control - By deciding who lives and who dies, I can shape the world to my liking. (Evil)
3Loyalty - It is my duty to treat those to whom I have sworn allegiance. (Lawful)
4Efficiency - I am not emotionally invested in those I aid; to act otherwise would compromise my work. (Neutral)
5Prevention - Stopping the spread of sickness is better than treating it. (Any)
6Research - In order to treat patients effectively, we must understand the maladies afflicting them. (Any)
Apothecary - Bond
1I share my discoveries with my fellow apothecaries, to further the goals of our trade.
2I give my aid to those who protect my country and my ruler.
3Many medicinal reagents are rare or hard to find; those who secure them deserve respect.
4I seek a cure to a mysterious disease that afflicts my Random - Family Member .
5I wish to prove that mundane healing is just as viable as magic.
6I work closely with a group that aims to eliminate a particular disease from existence.
Apothecary - Flaw
1I use unproven treatments on my patients without their knowledge.
2I refuse to give aid to those of a certain species or nationality, no matter how desperately they need it.
3If a disease is particularly deadly, I refuse to treat it out of fear for my own health.
4Memories of a horrible plague that I failed to cure still haunt me to this day.
5The sight of blood makes me queasy, and I can only treat those who have no external wounds.
6I am only interested in the ailments my patients suffer from, not the people themselves.

Artist***

Artist - Traits

I have spent my whole life in art. Some say I was born with a paintbrush in one hand and a quill in another. For whatever reason I love things of beauty. When I see something beautiful I want to help others to see it as well, so I paint, I sculpt, I create and they see. They are inspired and that gives me joy. Why did I first start in art? What is my favorite medium? What types of things do I depict? What is beautiful to me? What is ugly?

Skill Proficiencies: , Persuasion Investigation

Languages: Elvish

Tool Proficiencies: Painter's Supplies

Equipment: A set of painter's supplies, a set of common clothes, pocket sized portrait of your family, and a belt pouch containing 15 GP.

Eye for Beauty.

After years spent shaping art you have a pretty good sense of what people think is beautiful and who you can sell it to. You have advantage on checks to make pieces of art and on History checks to remember potential buyers.

Characteristics

An artist typically has the following characteristics. Feel free to modify or write your own to give your character even more flavor.

Artist - Personality
1I try to be unpredictable, so no one will ever know what I'm going to create next. My creativity requires that I often live outside of the box.
2I look at the ceiling every time I enter a room. Some of the greatest open places to paint are on the ceilings. Few people think of decorating them so they end up being huge pallets that I can fill with art.
3If I must live this life I will truly LIVE. There is no reason for me to worry about what I'll eat, or where I'll live. Those things will take care of themselves. What really matters to me is doing what I love. My artwork is its own reward.
4My journeys have taken me far and wide searching for the greatest subjects to paint and sculpt. I am more accustomed to life on the road or underground than in a settlement or my actual "home".
5I am constantly plotting revenge, coming up with and discarding ridiculous plots. Some of my most ridiculous end up making paintings and statues which no one ever sees coming.
6Drinking on the job is never a problem. It adds a flair of inspiration that I find stunning... even if most people are too naive to recognize it.
7I understand that sometimes a little bit of flirting goes a long way. When I have a piece to sell a wink and a smile can often close the deal.
8I like to study how other people act, to see if they might be hiding secrets, like I am.
Artist - Ideal
1Hard Work - A labor of love is a purpose and meaning. (Lawful)
2Betterment - By studying the mistakes of our elders, we might prevent the mistakes of our children. (Good)
3Brutality - I may be weak myself, but that has led to my art taking on a dark form representing the things I wish I could do to my enemies. (Evil)
4Greed - Anything that isn't mine soon will be. (Evil)
5A Simple Way of Life - If it ain't broke, don't fix it! (Neutral)
6Mirth - If I don't laugh, I will cry. So I laugh at everything. (Any)
Artist - Bond
1I was really close to my Random - Family Member. They died a few years ago and all I have to remember them is this Random - Trinket .
2I have been separated from a loved one for a long time. All I have left is their Random - Trinket.
3I'm trying to pay off an old debt I owe to my master. She taught me the trade and helped me become established.
4I am in love with someone far richer than I am.
5As a child, a guard gave their life to protect me from a monster. If it came to it, I'd be willing to do the same.
6Seeing the world is as valuable as gold, I must see it all. It is my joy to capture these foreign beauties in my artwork so that the entire world can enjoy them as much as I have, even if they cannot see them in person.
Artist - Flaw
1I despise human suffering. I would rather eat beans and rice with the poorest on the streats than live in a plush house by myself.
2I'm willing to try anything I think will be a good time.
3I believe in and obey my nation's nobility blindly. Their requests for artwork have led to some odd creations.
4I have studied betrayals so often that I inherently don't trust all but my inmost circle... they I watch continually expecting betrayal.
5Someone powerful would do anything to have my head, so I seek to gain her head first.
6I care only for my own authority.

Assassin***

You are a lethal assassin trained to kill at the drop of a hat, yet trained to leave no trace of what you have done.

Assassin - Traits

Guild Details

Assassin - Association with the Guild

Assassin - Current Assignment

Skill Proficiencies: , Acrobatics Stealth

Languages: InfernalAssassin's Cant

Tool Proficiencies: Poisoners Kit

Equipment: Dark Common Clothes, a poisoners kit, a piece of paper saying who your next target is (it is in code), and a coin purse containing 15 GP.

Assassin's Cant.

During your training as an assassin you learned a code speak that is only known by other assassins and the aristocracy who hire them. This allows for discussion of hits and pricing within the context of a normal conversation, after all its better if the tavern owner does not know you are scheduling a hit over your beer.

These messages are limited almost entirely to who a target is, how hard of a target they are, and how much the "service" will cost.

Characteristics

From the unjust king who squeezes the life out of his people to the cleric who has offended the wrong buisness man, the assassin has great power in shaping the future of the world. Will you work for the highest bidder, or do you have a code of ethics. Do you kill your victims quickly, or enjoy watching them suffer.

Assassin - Personality
1I enjoy your gold a lot.
2I do not mind stabbing an ally in the back if it will benefit me in the long run.
3I don't like killing at all, but sometimes people leave you no choice except to unalive them.
4I have slain so many that death no longer phases me.
5I never take anything seriously and joke way too much. How else can someone stay sane while doing such dark work.
6I'm a bit of a show-off. A great hit leaves much mystery and any false rumors on how it actually happened. I delight in leaving false clues for those who think they can track me.
7I have killed so many I have lost count.
8I hunt people like animals.
Assassin - Ideal
1Greed - I am only in it for the money. (Evil)
2Self-Knowledge - If I know myself, there is nothing left to know. (Neutral)
3Aspiration - I work hard to be the best there is at my craft. (Any)
4People - I help people who help me. That's what keeps us alive. (Good)
5Master - I'm a predator, and everyone else is my prey. (Evil)
6Death - Some people deserve to die. (Chaotic)
Assassin - Bond
1I owe my guild a great debt for forging me into the person I am today.
2A powerful person killed my Random - Family Member. Some day soon, I'll have my revenge.
3I'm trying to pay off an old debt I owe to My Teacher.
4My Random - Family Member died because of a mistake I made. That will never happen again.
5One day I will return to my guild and prove that I am the greatest assassin of them all.
6My tools are symbols of my past life, and I carry them so that I will never forget my roots.
Assassin - Flaw
1I love to own other peoples gold-usually taken from their unsuspecting pocket or grave.
2If there's a plan, I'll forget it. If I don't forget it, I'll just ignore it.
3There's no room for caution in a life lived to the fullest.
4Violence is my answer to almost any challenge.
5Once someone questions my courage, I never back down no matter how dangerous the situation.
6I judge others harshly, and myself even more severely.

Barmaid***

Barmaid - Traits

Have you ever wanted to spend your days babysitting belligerent drunkards while trying desperately to earn a living? Well too bad, someone has to do it. As a Barmaid you spent your life using both charisma and brute strength to "persuade" drunkards to follow the rules like everybody else.

Barmaid - Employment

Skill Proficiencies: and Persuasion Intimidation

Tool Proficiencies: Pan Flute, Cook's Utensils

Equipment: A barmaid outfit, a weighted club, a small keg of greater beer, a pan flute, a set of cook's utensils, and a coin pouch containing 15 GP.

Plastered Persuasion.

After spending years tending to the regular drunkards and new faces in the establishment you work in, you have become an expert at getting what you want from the drunk, the tipsy and the plastered. You have advantage on such Persuasion and Intimidation checks.

Characteristics

A Barmaid typically has the following characteristics. Feel free to modify or write your own to give your character even more flavor.

Barmaid - Personality
1I understand that sometimes a little bit of flirting goes a long way.
2Regulars always get the cheapest drinks. New-comers are almost always trouble.
3Drinking on the job is never a problem.
4My quick temper can end as many problems as it starts. At least, that's what I tell myself.
5Sleaze-bag pervert is one bad comment away from a slap.
6A jolly smile and cheerful laugh is the best way to start the day.
7I hate my job and everyone I have to serve.
8My loyalty to my employer is unmatched.
Barmaid - Ideal
1Kindness - Service with a smile is everyone's right. (Good)
2Strictly Business - You get what you pay for and I can't help that. (Lawful)
3Loose Change - The drunk make easy money for stealing. (Evil)
4Work Ethic - Hard days work for a hard days pay. (Neutral)
5Fickle - My time is worth whoever is paying me. (Chaotic)
6Self-Betterment - I'm working to be the best I can be. (Any)
Barmaid - Bond
1My employer saved me from a horrible fate. I want to repay him properly.
2The regulars keep money in my pocket and food on my table, they're like family.
3A great debt keeps me tied to this tavern.
4I will never forget the name of the adventurer who saved me from a cruel fate.
5My family has run this tavern for years.
6I work at a tavern to support my family.
Barmaid - Flaw
1My bar was raided, which has led to a natural distrust of authority figures.
2I am a perfect example for why you shouldn't sample your own product.
3I can never turn down a chance to gamble.
4I'm willing to try anything I think will be a good time.
5A little coin and I will do anything you want.
6Never leave money out around me.

Battlesmith***

Battlesmith - Traits

Battlesmiths are the undisputed masters of traditional Dwarven martial arts. They originated as simple well-equipped berserkers to counter the savage assaults of Orcish raiders and war-bands. As time went on though, Battlesmith-driven victories raised their status to something of the Dwarven equivalent to a knight, socially. As Dwarven craftsmanship improved, battlesmiths became a class of people, each one of them a living symbol of Dwarven warfare.

Many early battlesmiths were more than just great warriors. Some became kings, carving out new holdings for the Dwarven race from the ruins of enemy land. Others became legendary tacticians, conquering armies with little more than terrified peasants and livestock. Some were great craftsmen, and created fascinating Dwarven weapons. Given this history, many battlesmiths model their beliefs and careers off the lives of these ancient heroes.

The true power behind the battlesmith is more than brute strength or literal combat prowess, though most have both. Battlesmiths wage war on the minds of their enemies as much as their bodies. They aim to make the enemy believe they have already lost before a battle has even begun. Early battlesmiths blundered into this tactic when they discovered that simply killing the right orc can turn an army of thousands into a stampede of fleeing cowards. Making an enemy think they've lost more blood than they have can cause them to pass out from shock alone. As they became more refined, so too did their techniques.

Today, battlesmith is mostly an inherited title, though it is possible to rise into their ranks through impressive military service. Those born into the title carry a heavy burden as they are expected to take on the responsibilities of their name. Battlesmiths are often the champion of a noble clan, leading the clan's military force, organizing defense of their land, or taking on special tasks presented only to them.

Although almost all battlesmiths are dwarves, a few of other races have learned their ways- mostly elves who fought in ancient wars against orcish armies alongside battlesmiths. Humans have proven to be impressive battlesmiths, but most dwarves find their loyalties too difficult to discern or too fickle to maintain, and so humans have greater difficulty proving their worth. There are no records of any half orc battlesmiths, and you would be hard pressed to convince anyone that there should be- the title evolved out of a way of killing orcs after all!

Skill Proficiencies: , Athletics Intimidation

Languages: Dwarvish

Tool Proficiencies: Cartographer's Tools

Equipment: A metal flask, a set of common clothes, a whetstone, a flask of oil, a letter from your patron, a badge showing your patron's crest, a hammer, 5 ft. of chain, and a small pouch containing 15 GP.

Guardian.

You are or were, the guardian of a patron, (likely a noble dwarven clan) and a known battlesmith. Your patron may come to you with demands or requests; enemies of your patron may try to buy, manipulate, or kill you; and you will likely have made some enemies of your own during your career. The life of a battlesmith can be busy, hectic, and complicated, even long after retirement or expulsion. Work with your GM to flesh out your patron, their enemies, and your personal enemies if you have any.

Characteristics

A Battlesmith typically has the following characteristics. Feel free to modify or write your own to give your character even more flavor.

Battlesmith - Personality
1My status as a battlesmith has brought me only bloodshed and sorrow.
2I am always ready to fight.
3I am unforgiving or intolerant.
4I envy the easier lives of commoners.
5I revere the lives and deaths of even my most cruel and fearsome enemies.
6I make light of violence and death.
7I'm never too far from a bottle of alcohol.
8I speak very little- if even at all.
Battlesmith - Ideal
1Responsibility - My power is a gift not to be taken lightly, and I should avoid seeking out unnecessary conflict. (Lawful)
2Duty - My purpose is the continued peace and safety of my people. (Good)
3Authority - I do as I wish- who's going to stop me? (Chaotic)
4Power - All who oppose me must be crushed under my boot! (Evil)
5Function - This is what I was made to do. (Neutral)
6Purification - I must stamp out evil wherever it may dwell. (Good)
Battlesmith - Bond
1A battlesmith saved me or someone close to me, and I strive towards filling their enormous footsteps.
2My patron clan is everything to me, and I will do whatever I can do to glorify their name.
3Countless battles have not shaken the faith I have in my allies.
4I became a battlesmith to defend my home and people from a great evil.
5My patron has sent me on one final task before I retire. It must be done at all costs.
6I am in love with either another battlesmith or a hated enemy.
Battlesmith - Flaw
1I find any reason to fight, often attacking enemies when other solutions could have been met.
2I care more about my weapon, armor, or other possession, than I do about my friends.
3I have crossed a foreign military force and they have hunted me ever since.
4I am unwaveringly loyal to my patron, even if my orders conflict with my personal beliefs.
5I have offended my patron clan, nation, or fellow battlesmiths, and have been stripped of my title.
6I am actually a terrible coward, willing to do anything to gain glory or power without fighting, and will shy away from a fight if the battle goes sour.

Beggar***

Beggar - Traits

Life has not been good to you. For whatever reason you were born as a beggar in the slums. You had no hope of escape... yet you managed to get out. People always look down on you due to your origin, but that just gives you an opportunity to surprise them.

Beggar - Friends

Skill Proficiencies: , Insight Sleight of Hand

Tool Proficiencies: dice set, flute

Equipment: A dice set, a flute, a set of tattered clothes, and a small pouch containing 15 GP.

Lost in the crowd.

Beggar's often get lost in the crowd and can pass unnoticed in common to lower ends of town. People rarely remember you in these places. However, trying to enter rich parts of town will quickly draw guard's attention as they suspect that the likes of you are up to no good.

Characteristics

A Beggar typically has the following characteristics. Feel free to modify or write your own to give your character even more flavor.

Beggar - Personality
1You are pushy and obnoxious.
2You fade into the shadows moving around without people noticing you are there.
3You try to be the center of attention doing crazy things to entertain others.
4You love a good argument and will disagree with anything anyone says.
5You view people as money bags that if you charm them right they will dazzle you with riches. You will say almost anything you think others want to hear trying to get money from them.
Beggar - Ideal
1Honesty - you will tell the truth no matter the embarrassment or the harm it brings. (Lawful)
2Simplicity - life is meant to be simple. Who needs money or the things it can buy. (Any)
3Friends - life is about who you know not what you have. (Good)
4Relaxation - why work when you can spend all day resting and mooch off of others? (Chaotic)
5Revenge - you lost everything, but those who took it from you will pay. (Evil)
6Mirth - if you don't laugh, you will cry. So you laugh at everything. (Any)
Beggar - Bond
1I will do anything within my power to aid a friend.
2My Random - Trinket is all I have left, it is the only reminder of better times.
3I am loyal to my city and will lay down my life defending it.
4My families signet ring means everything to me... I will get it back no matter what.
5I heard a story about some grand place, and deeply want to go there.
6I am in love with someone far richer than I am.
Beggar - Flaw
1I despise hard work.
2I have a marked speech that identifies me as low class.
3I do not share my things with friends, and I will fight to keep personal belongings within my full control.
4As a defense mechanism, I lie and misdirect everyone around me, and steal and hide anything I can.
5I always say the truth when asked, even by an enemy.
6I cannot stop myself from reveling in material pleasures.

Blacksmith***

Blacksmith - Traits

You are a craftsman of the forge. You have many skills but have specialized in creating:

Blacksmith - Specialties

You have a skill level of:

Skill Level

Skill Proficiencies: , Athletics Sleight of Hand

Languages: Dwarvish

Tool Proficiencies: Smith's Tools

Equipment: A hammer, a set of singed common clothes, all metal weapons you gain from your class you made yourself, a set of smith's tools, and a coin-purse containing 15 GP.

Forger's Fire.

You have spent your whole life with the forge. When you roll for creating an item in a forge you have an advantage.

Forging Items

Characteristics

A Blacksmith typically has the following characteristics. Feel free to modify or write your own to give your character even more flavor.

Blacksmith - Personality
1You are a workman who dives deeply into your work. Whatever you focus on is all there is, you loose sight of everything else.
2You do not like being disturbed from a task and tend to lash out against whoever disturbed you. Sometimes you even hit them before realizing they are a friend.
3You are a calm person normally, but if someone threatens your friends or family they will encounter a passionate fury that outshines the sun.
4You are fascinated by things you do not understand and seek out how they work. When you encounter a newfangled thing you long to get back to your forge and try to make one like it.
5You enjoy working for those who ask you nicely but to those who think they can order you to do something they have another thing coming! The stronger the command the deeper you dig your heals in.
6Although you grew up in the forge, you have wanderlust and seek adventure. Exploring the city has not been enough to do more than wet your appetite, you want to see what the adventurers in the taverns speak of.
7You potential beauty in broken and shattered things. You enjoy reforging metal from broken pots and pans and turning them into something beautiful.
8You despise death and bloodshed, but understand the need for self-defense. You are careful about who you sell weapons to because you do not want them to be used lightly.
Blacksmith - Ideal
1Quality - Everything I make and do must be the best I can do. (Lawful)
2Purity - Just as I try to keep my metal pure from imperfections, I try to keep my life above reproach. (Good)
3Honor - A man is only as good as his word, I will back mine with my life. This means I must be careful of the promises I make because it is almost impossible to break one. (Lawful)
4Energy - The dancing of the flames in the forge also dances in my heart. I love to expend energy and do things, even if they are unexpected. Who knows where I will go? (Chaotic)
5Power - With greater weapons comes greater power. As I get better I will fashion an army and all will fear me. (Evil)
6Discipline - I work hard and whatever I set out to do I accomplish. From the forge to life I excel at everything I try. (Any)
Blacksmith - Bond
1The forge have been in my family for generations. I would rather die defending it than abandon that forge.
2My forgers hammer is a relic from a long lost age. There is nothing else its equal and it has been in my family for as long as they can remember.
3I have an elegant locket which hides a fine key in a tiny hidden compartment. I don't know why my Random - Family Member gave it to me but I will seek that answer no matter how long it takes.
4I have a best friend that you grew up with. He has saved my life more times than I can count and I have saved his several times. I have not seen him in a few years but long to be reunited. (work with GM to create this npc)
5My family has lived in the same city since it was founded. In many ways this is our city. Whenever I am away I long to return.
6My regular patron's need me for regular repairs and assignments. I want to be there to help them out.
Blacksmith - Flaw
1I have deep roots with my forge and my city and will only leave them under extreme duress.
2I may be slow to anger but once someone has made me angry it is almost impossible to calm me down. In the heat of the moment I often do things I would normally not do.
3I am loyal to my king and will follow orders from him almost blindly.
4I love the challenge of an assignment and will work for free if they have interesting metals or designs for me to try out.
5I am pompous and insist on a rich lifestyle even if I struggle to be able to afford it.
6I love my dice and almost never turn down an opportunity to gamble.

Captain (Sea)***

Captain - Traits

You job is to control and direct your men to accomplish your goal. You ride the waves and direct them by charting the skies.

Skill Proficiencies: , History Survival

Languages: Aquan

Tool Proficiencies: Navigator's Tools

Equipment: Some navigator's tools, a small keg of greater beer, a set of common clothes, a set of fine clothes, and a coin pouch containing 15 GP.

Glittering Robe.

The night sky is so familiar to you that it almost feels like a warm robe around you. Countless nights you have studied the stars. On your home world, you always know where you are if you can see the stars. On other worlds you can easily keep track of what direction you are heading if you can see the stars.

Characteristics

A Captain (Sea) typically has the following characteristics. Feel free to modify or write your own to give your character even more flavor.

Captain - Personality
1I love crowds. From the colors to the variety of races. The more people who are around the more excited I become. I may not appreciate a troll's distinctive smell, but even they add a unique component to interactions which I enjoy.
2I only respect other captains. No one else knows where we come from.
3I take notes about everyone and everything I encounter everywhere I go. Never know when a chance encounter could prove important latter.
4I am all about fame and fortune. I seek the biggest name I can get, and need the biggest ship to get it.
5My status in my career has brought me only bloodshed and sorrow.
6I freely offer my knowledge to those who wish to learn, and I encourage those I know to do so as well.
7I use my power to gain bribes.
8I am full of stories from my old life, and am eager to share them.
Captain - Ideal
1Generosity - My gift is for all to enjoy! (Good)
2A Simple Way of Life - If it ain't broke, don't fix it! (Neutral)
3Brotherhood - I never feel alone as long as I know my brothers (and/or sisters) are out there. (Any)
4Wild - Some times you just have to let things live. Let them grow and see where nature takes them. (Chaotic)
5Greed - I'm doing this for money. Nothing else matters. (Evil)
6Responsibility - It is my duty to respect the authority of the lands I travel. (Lawful)
Captain - Bond
1I am pressured by a crime boss I can never repay.
2A powerful person killed my Random - Family Member. Some day soon, I'll have my revenge.
3I give my aid to those who protect my country and my ruler.
4My greatest opponent is my best friend. We always know when the other is bluffing.
5Seeing the world is as valuable as gold, I must see it all.
6I have an elegant locket which hides a fine key in a tiny hidden compartment. I don't know why my Random - Family Member gave it to me but I will seek that answer no matter how long it takes.
Captain - Flaw
1I am actually a terrible coward, willing to do anything to gain glory or power without fighting, and will shy away from a fight if the battle goes sour.
2I secretly find the opposite sex a lesser part of the species.
3I am paranoid about my enemies coming to finish me. I can't trust anyone.
4Everyone has a price. Mine happens to be pretty low.
5I always say the truth when asked, even by an enemy.
6Some people want to kill me, to make sure I never tell a secret they'd rather have untold.

Chef***

Chef - Traits

You once were a chef, the king of food. Either you were an artisan chef with a fine sense of taste, a master chef who knows dozens on dozens of recipes by heart, or a cook at the mess hall, serving food quickly and on the double. You understand that food has a voice; it can express moods with the right combinations of ingredients, or bring people together with a peaceful meal. What brought you out of the kitchen? A rare ingredient? Maybe your upper chef decided it was time for you to go? Or, maybe, you wanted to go on an adventure to diversify you recipe book? Regardless on why you decided to change pace from your culinary solitude, your cooking and food handling skills will prove vital to an adventuring party. You may even find food where most people don't!

Chef - Brigade de Cuisine

Skill Proficiencies: , Insight Performance

Languages: Choice

Tool Proficiencies: Cook's Utensils

Equipment: A mess kit, a bottle of cooking oil, three recipe books, a tinderbox, an iron pot, a pouch of spices, a set of fine clothes, and a belt pouch containing 15 GP.

A Tasteful Sentiment.

You can use food to communicate more than just good flavor; you can produce intellectually meaningful dishes which can send a message, however simple and abstract. At the GM's discretion, (Preferably based on how the player describes what they do to send a message) you may make Persuasion, Deception, and even Intimidation attempts by simply feeding a person a meal, or by preparing it in front of them. You may also treat public preparation of food as a Performance.

(For example, in an attempt to persuade a peace between two nations, you may prepare a dish which incorporates both cultures' cuisines in a creative and enjoyable way and then serve it to the negotiation delegates.)

(An example of an intimidating meal would be one designed to appear poisonous; made from the target's fallen allies; or decorated with unpleasant symbolism, like a union jack cake served to a colonial American minuteman.)

(Examples of food preparation as a Performance would include juggling/tossing of ingredients, fancy knife work, preparation of flambe, and other visually entertaining techniques)

(To the GM: Generally, this means that they should be allowed to add their tool proficiency to the check, even if they lack the typical skill proficiency, but it's really up to you whether it counts and when. The whole intent of this feature is for you and the player to work together to incorporate their background into play by rewarding its creative application, not to give the player four skill proficiencies for all situations, or to give you a method of wiping out the value of their role-playing feature. Don't be a pushover or a jerk about it.)

Characteristics

A Chef typically has the following characteristics. Feel free to modify or write your own to give your character even more flavor.

Chef - Personality
1When I eat something I critique the dish aloud.
2I multi-task very well.
3I let others know I expect them to work as hard as I do.
4I make noises which indicate my mood when I eat.
5When insulted, I hurl even greater insults (or food) back.
6I like to take my time and savor each moment.
7I try to keep things as clean as possible.
8I am always on the lookout for something novel and exotic.
Chef - Ideal
1Creativity - I don't even follow my own recipes, I just follow my gut instinct! (Chaotic)
2Knowledge - I can learn a lot about people from what they choose to eat. (Neutral)
3Hierarchy - I know my place. Know yours. (Lawful)
4Generosity - My gift is for all to enjoy! (Good)
5Community - I am just one contribution which keeps this society together (Neutral)
6Fame - I will be known as the greatest master chef for all time! (Any)
Chef - Bond
1My grandmother had a secret recipe she took to her grave. I am trying to replicate it.
2There is a famous chef who I idolize.
3I am putting together a book of recipes from around the world!
4While other lands have vibrant cuisine, nothing beats a meal in the home country.
5I use only the elaborate techniques of my master, even when preparing simple dishes.
6I always keep a bottle of my favorite spice or herb on hand.
Chef - Flaw
1I'd rather eat nothing than something bland, stale, burnt, undercooked, or otherwise beneath me.
2I am comically competitive.
3I am a gluttonous pig.
4I whine and complain when uncomfortable.
5I have little to no tolerance for frivolity.
6I have troubles trusting others with their assigned tasks, especially if I assigned them.
7Although I apprenticed under the most famous chef in the land, all my food tastes atrocious. People hear who I studied under and expect the best, but get the worst.
8I may be slow to anger but once someone has made me angry it is almost impossible to calm me down. In the heat of the moment I often do things I would normally not do.

City Guard***

City Guard - Traits

City Guards come from all walks of life, whether they be born into it, a retired solider or mercenary, a reformed criminal or perhaps just your average citizen in need of a job. They form the back bone of law and order but also form an effective fighting unit in the event of a siege or bandit raid. Garrisons vary wildly depending on location and culture. Some are the perfect aspiration of honor and justice while others are little better than enforcers for the local ruler. Important things for a City Guard to consider are: How did you end up a guard? What city are you from? Why did you leave? What was your garrison like?

City Guard - Specialty

Skill Proficiencies: , Athletics Insight

Languages: Choice

Tool Proficiencies: Horn (Instrument)

Equipment: A guard's uniform, city insignia on a necklace, pair of shackles, and 2 keys, a guard's cloak, and a coin pouch containing 15 GP.

One of the Guard.

When in a city or town you can always find food and a place to sleep with the local guards garrison. The local Guards will be hesitant to start a fight with you and are likely to come to your aid in a fight, the guards will also believe you except in the face of overwhelming evidence or under the command of a superior. For this effect to apply you must be in a city that you would fit in as a Guard, this is decided by the GM.

Characteristics

A City Guard typically has the following characteristics. Feel free to modify or write your own to give your character even more flavor.

City Guard - Personality
1I am always polite and respectful.
2My friends know they can rely on me even in the most stressful situations, I will always try to help them.
3Breaking up a brawl is the fun part of my day.
4I can stare down a hell hound without flinching.
5I enjoy being strong and able to protect others.
6I use my power to gain bribes.
7I like the night patrols best, very peaceful or very not.
8I like gate duty best.
City Guard - Ideal
1Service - Our lot is to lay down our lives for others. (Good)
2Obedience - I must do as the city rulers command to keep order. (Lawful)
3Integrity - I must do what is right for the city despite orders. (Chaotic)
4Power - People will always do as I say if I have my hand on my sword. (Evil)
5Perpetual - There will always be crime, as sure as there will be guards. (Neutral)
6Loyalty - I love my city, and I will lay down my life to protect it. (Any)
City Guard - Bond
1It is my duty to protect the city and its citizens.
2My fellow Guards are my brothers/sisters in arms.
3Someone saved my life on patrol, and I still owe them to this day.
4My honor is my life.
5I will never forget or forgive the crime lord who killed my brothers.
6I fight for those who cannot fight for themselves.
City Guard - Flaw
1I made a mistake once, and it cost a lot of lives.
2My hatred for raiders is blinding and furious.
3I obey the law even when it serves no good.
4I can be bribed easily; a few gold here, please...
5I care only for my own authority.
6I will never let injustice pass me by.

Cleric***

Cleric - Traits

As a cleric you serve a demihuman. For one reason or another you choose a life of service. It may have been out of obligation, or maybe because you wanted to do good. Some even take this path to gain power.

Cleric - Specialty

Skill Proficiencies: , Persuasion Religion

Languages: CelestialInfernal

Equipment: Religious Tome, a set of vestments (clothes), and a coin pouch containing 15 GP.

Scapegoat.

The two edged sword of being the go between with demihumans, it is ALWAYS your fault. When the crops are strong and vibrant it is great that you appeased the demihumans and brought the bounty. Unfortunately when plague travels through the city it is also your fault for not making pleasing enough sacrifices. Your life has been one of feast and famine.

Characteristics

A Cleric typically has the following characteristics. Feel free to modify or write your own to give your character even more flavor.

Cleric - Personality
1I have a habit of listening in on the conversations of others.
2I focus on making friends and building relationships. When there is something I don't know, I know who will.
3I believe I wield a ton of power so if push comes to shove... I will knock them over.
4I have those that I love to protect. I need to do a good job.
5I use my power to gain bribes.
6I live for knowledge. There is nothing better than an interesting conversation.
7A jolly smile and cheerful laugh is the best way to start the day.
8I am terribly shy and only open up to those I trust greatly. I listen far more than I speak and want to have time to contemplate everything I take in.
Cleric - Ideal
1Brutality - Gold pales to the brilliance of the life draining from their eyes. (Evil)
2Right - Everyone deserves to live. (Neutral)
3Surprise - Life is worth living because I'm never know how the dice will land. (Any)
4Respect - Everyone deserves a chance to improve their station in life: with hard work and/or some luck. (Lawful)
5Redemption - Even though I might have done wrong in the past, I can do right in the present. (Good)
6Nature - Just like trees, people live and people die. It's the law of the land. (Lawful)
Cleric - Bond
1I have an elegant locket which hides a fine key in a tiny hidden compartment. I don't know why my Random - Family Member gave it to me but I will seek that answer no matter how long it takes.
2Seeing the world is as valuable as gold, I must see it all.
3I work to uncover the truth of past events, even if doing so is harmful to my nation or organization.
4I treat my valued comrades like brothers, and I will let no insult or injury fall upon them.
5My son was sent to war and never returned. I must find him!
6My family has lived in the same city since it was founded. In many ways this is our city. Whenever I am away I long to return.
Cleric - Flaw
1I would send an innocent to face his death if it means I will win the fight.
2I cannot manage money to save my life.
3I have studied betrayals so often that I inherently don't trust all but my inmost circle... they I watch continually expecting betrayal.
4I am absurdly isolated, innocent, or pious.
5Someone powerful would do anything to have my head, so I seek to gain his or her head first.
6There's no room for caution in a life lived to the fullest.

Cobbler***

Cobbler - Traits

I make shoes, lots of shoes. From big shoes for giants to shoes that can fit the tinniest halfling's feet. A good pair of shoes looks different to different people. Farmers want something rugged that will last. They want to be comfortable while they slavishly work in the sun. For nobles, its completely different. They insist on careful intricate beauty they can show off. They don't care how bad it feels, they care about how it will add to their status.

Skill Proficiencies: , Insight Stealth

Languages: Choice

Tool Proficiencies: Cobbler's Tools

Equipment: Cobbler's Tools, a fancy pair of shoes that a client stuck you with, a set of common clothes, and a coin purse containing 15 GP.

If the Shoe Fits.

Years of working on shoes has let you learn a lot about what different wears and tears mean. If you get to closely examine a pair of shoes (at least 10 minutes of concentration while being able to hold and turn over the shoe) you learn a lot about the individual. This may include information such as the types of places they have gone the past couple of weeks, their exercise habits, and even possibly who they have met with recently. You may even be able to learn how lawful or chaotic the individual is by how they care for their shoes, although you have found this to be an imprecise science.

Characteristics

A Cobbler typically has the following characteristics. Feel free to modify or write your own to give your character even more flavor.

Cobbler - Personality
1Whenever I meet a new person, I try to learn about their history if at all possible. I need to know as much as I can if I'm going to make them a shoe that fits.
2My friends know they can rely on me even in the most stressful situations I will try to help them.
3I am always ready to fight.
4I like to show off, particularly if there's a chance to get a job offer in it.
5I insist on checking every ruined fortress, abandoned town, and forgotten castle I come across. I long to walk where great men and women have walked before. To set my shoes where theirs were. It makes me feel like I'm part of something bigger.
6I speak in a dull monotone that is more likely to put others to sleep than to entertain them.
7I take notes about everyone and everything I encounter everywhere I go.
8I talk very quickly, and always cut to the chase.
Cobbler - Ideal
1Brutality - Gold pales to the brilliance of the life draining from their eyes. (Evil)
2Function - This is what I was made to do. What I make does what its supposed to do. We all have a place in life, I know mine. (Neutral)
3Honor - It's not just about what I accomplish, but also about how I accomplish it. (Lawful)
4Greater Good - No matter the circumstances, I am expected to protect those who cannot protect themselves. (Good)
5Boredom - Get me away from this boring life! (Chaotic)
6Death - Some people deserve to die. Every-time I'm fitting someone particularly scummy for shoes my crafting blade itches to slit their throat. If they came alone and no one knew they were coming... they might just join the others under my workshop floor. (Chaotic)
Cobbler - Bond
1I am always willing to help out someone else who is down on their luck.
2I lost my Random - Family Member in a battle and I feel it was my fault.
3The historical works of my race must be preserved for the enrichment of future generations.
4I promised my parents I would stop taking chances. We'll see how long that lasts.
5I want to find that special someone and raise a home full of children.
6I lost my family when I was little. Someone came along and took care of me. There is no way I can ever repay them, but I will do anything in my power to try.
Cobbler - Flaw
1Some people want to kill me, to make sure I never tell a secret they'd rather have untold.
2I have crippling debts that my work barely pays it off.
3The only thing I trust is gold.
4Making a profit is more important than honesty or integrity.
5I am paranoid about my enemies coming to finish me. I can't trust anyone.
6Everyone has a price. Mine happens to be pretty low.

Craftsman***

Craftsman - Traits

You have trained hard in your trade and can create beautiful things... at least in your eyes.

Craftsman - Specialty

Skill Proficiencies: , Deception Sleight of Hand

Languages: Dwarvish

Tool Proficiencies: an artisan tool relevant to your specialty

Equipment: A tool relevant to your specialty, a set of fine clothes, and a pouch containing 15 GP.

Stable Income.

You have a trade and can use it to earn 1GP per day while working in a large city. As your skill grows and your products become well known this value will increase (at the GM's discretion).

Characteristics

A Craftsman typically has the following characteristics. Feel free to modify or write your own to give your character even more flavor.

Craftsman - Personality
1I am terribly shy and only open up to those I trust greatly. I listen far more than I speak and want to have time to contemplate everything I take in.
2I am one with myself. I strive for balance in all things. I work hard but play just as hard.
3I will defend my masculinity to the extent of other's thinking I'm insecure.
4My friends know they can rely on me even in the most stressful situations I will try to help them.
5I speak with a distinctive drawl or accent common to my class.
6Whenever I meet a new person, I try to learn about their history if at all possible
7I desire to see others thrive and work hard to help them to succeed.
8Knowledge is the most important thing in the world.
Craftsman - Ideal
1Brutality - Gold pales to the brilliance of the life draining from their eyes. (Evil)
2Revenge - I will make amends for what has been done to me, however I can. (Chaotic)
3Aspiration - I want to make something of myself. (Any)
4Generosity - My gift is for all to enjoy! (Good)
5Nature - Just like trees, people live and people die. It's the law of the land. (Lawful)
6Self-Knowledge - If I know myself, there is nothing left to know. (Neutral)
Craftsman - Bond
1I lost my family when I was little. Someone came along and took care of me. There is no way I can ever repay them, but I will do anything in my power to try.
2I do everything I do, to raise gold for my family.
3I was picked on growing up for being a bookworm.
4I grew up with a best friend who has always been there for me. We have laughed and cried together countless times. We have not seen each other in a couple years but look forward to our reunion.
5My honor is my life.
6I lost a brother in battle and I feel it was my fault.
Craftsman - Flaw
1I am pompous and insist on a rich lifestyle even if I struggle to be able to afford it.
2I am frightened/sickened by human suffering.
3I look down on the uneducated.
4I cannot stop myself from reveling in material pleasures.
5I would rather lose honestly than lie to win.
6I love my dice and almost never turn down an opportunity to gamble.

Criminal***

Criminal - Traits

Who needs the law? With some cunning, finesse, and luck you have gone outside of the law and struck a career of your own. Just be careful to not get caught.

Criminal - Specialization

Skill Proficiencies: , Stealth Deception

Tool Proficiencies: Disguise Kit, Thieves' tools

Equipment: A disguise kit, a set of thieves' tools, a set of dark common clothes, and a small pouch containing 15 GP.

Guild Member.

Like an artisan you belong to a guild but instead of merchants you consort with criminals. You live a comfortable lifestyle without charge, and your guild will grant you protection from any crimes you are charged with. To remain part of the guild you must pay them 10 gold you earn every month. In addition your guild provides for the upkeep of your weapons and your living costs (food) while away from the guild.

Characteristics

A Criminal typically has the following characteristics. Feel free to modify or write your own to give your character even more flavor.

Criminal - Personality
1I assume every job is a trap.
2I tend to approach conversation with people I've just met as though it were an interrogation.
3I don't like killing.
4I always check the escape routes of every building I enter.
5I have trouble trusting people, especially those closest to me.
6I have a habit of listening in on the conversations of others.
7I prefer not to talk unless it's necessary.
8I'm a specialist and my skills are best used in a team atmosphere.
Criminal - Ideal
1Charity - I steal from the wealthy so that I can help people in need. (Good)
2Brutality - Gold pales to the brilliance of the life draining from their eyes. (Evil)
3Honor - I don't steal from others in the trade. (Lawful)
4Improvisation - Winning isn't everything, winning in a cool way is! (Chaotic)
5People - I help people who help me. That's what keeps us alive. (Neutral)
6Self-Knowledge - If you know yourself, there is nothing left to know. (Any)
Criminal - Bond
1I owe my guild a great debt for forging me into the person I am today.
2One day I will return to my guild and prove that I am the greatest shadow thief of them all.
3I'm trying to pay off an old debt I owe to My Teacher.
4I am almost dangerously greedy.
5I need to be the most famous thief alive.
6I know I've done my best work when nobody knows I've done anything at all.
Criminal - Flaw
1I have no problem with betraying people who trust me.
2I keep everything.
3Not only am I good at what I do, but I love what I do - and I hate myself for it.
4I never share secrets with anyone.
5I don't save people who can't save themselves. The Game is harsh and the stupid and flamboyant tend to die the first.
6Once someone questions my courage, I never back down no matter how dangerous the situation.

Curator***

Curator - Traits

Beauty is in the eye of the beholder, and my eye is exquisite at it. Where it rests, it pulls the beautiful and exotic out of the mundane. I can see the meaning behind obscure works and finesse out riddles the artists hid within.

Skill Proficiencies: , Investigation Persuasion

Languages: Choice

Tool Proficiencies: Painter's Supplies

Equipment: A set of painter's supplies, a signet ring, a client list, a set of fine clothes, and a coin pouch containing 15 GP.

Artist's Eye.

Some people just know what will sell and who it will sell to. Years of experience has taught you how to seek out patrons of the arts and how to increase the values of such items in their sight.

You have advantage on Investigation checks to find a buyer and Persuasion to negotiate prices for artwork and jewelry.

Characteristics

A Curator typically has the following characteristics. Feel free to modify or write your own to give your character even more flavor.

Curator - Personality
1I desire to see others thrive and work hard to help them to succeed.
2I like to joke around and tell stories.
3I am one with myself. I strive for balance in all things. I work hard but play just as hard.
4I take notes about everyone and everything I encounter everywhere I go. You never know what you will have to sell next, best to know all of the possible buyers.
5I freely offer my knowledge to those who wish to learn, and I encourage those I know to do so as well.
6I enjoy your gold a lot.
7I give everybody the respect they deserve, even if they threaten my life.
8I take pride in my workmanship doing the best I possibly can.
Curator - Ideal
1Simplicity - A simple way of life: If it ain't broke don't fix it. (Lawful)
2Power - I influence others to get my own way, even if it means tricking them into hurting themselves. (Evil)
3Greater Good - No matter the circumstances, I am expected to protect those who cannot protect themselves. (Good)
4Boredom - Get me away from this boring life! (Chaotic)
5Aspiration - I want to make something of myself. (Any)
6Self-Knowledge - If I know myself, there is nothing left to know. (Neutral)
Curator - Bond
1I must prevent the relics of the past from falling into the hands of thieves and looters.
2I promised my parents I would stop taking chances. We'll see how long that lasts.
3I seek a cure to a mysterious disease that afflicts my Random - Family Member .
4I was picked on growing up for being a bookworm. It was worth it then, and it is worth it now.
5All I am trying to do is provide for my family.
6I have been separated from a loved one for a long time. All I have left is their Random - Trinket .
Curator - Flaw
1I have crippling debts that my work barely pays it off.
2I am pompous and insist on a rich lifestyle even if I struggle to be able to afford it.
3The mere mention of gold throws all my judgment out the window.
4I can never turn down a chance to gamble.
5I can be bribed easily; a few gold here, please...
6For a painting or statue of exceeding workmanship I will take great risks. It deserves to be where it will be appreciated.

Demon Hunter***

Demon Hunter - Traits

Time has taught me three lessons. 1) the smell of sulfur is a potent of good times to come 2) a trusty cold-forged item must always be at hand 3) nothing brings a warmer welcome, than a freshly sliced demon head brought to the town it was terrorizing. With these three tenants I have built my business, my fortune, my entire life.

Credits

Thank you Wolfe for the great suggestion. May the hoards of Hell fall before your might.

Skill Proficiencies: , Arcana Survival

Languages: Infernal

Tool Proficiencies: Navigator's Tools

Equipment: A dark cloak, a set of dark common clothes, any items given by your class start off with the " cold-forged iron " property, a set of navigator's tools, a pouch of demon claws, and a Coin POuch containing 15 GP.

A Warm Welcome.

You know how to make a grand entrance. After years of working with the organization you know all about grand parades and presenting mutilated demons to a town in a way that gets the most profit for yourself.

You have advantage on all Performance checks involving presenting dead demons to individuals.

Characteristics

A Demon Hunter typically has the following characteristics. Feel free to modify or write your own to give your character even more flavor.

Demon Hunter - Personality
1I seek out danger for the thrill that runs through my veins when I stare death in the face.
2When I look in a child's terrorized face, it breaks something inside of me. There is no way I can let anything terrorize a city.
3The praise they give when I return to town with a trophy. The way the young ladies swoon at my tales of courage. True life is living it up in the eyes of others.
4My body is covered in scars of all shapes, sizes, and colors. Each one has an epic tale behind it. For instance, this strange crescent shaped on...
5Nothing raises a party's courage quite so much as singing as you face off something terrifying You just cannot be afraid while belting out a battle song.
6My job is dark and messy. Most of it should be left unsaid. All you need to know is the job is done.
7I've cradled countless numbers as my friends as they have drawn their last breath. It is an occupational hazard.
8I will live to see the infernal houses fall. Demons have no place in our world.
Demon Hunter - Ideal
1Loyalty: Without trust for my team I am as good as dead (lawful).
2Justice: Some things just deserve to be cast back down to hell. It is where they belong and where they should stay (good).
3Adaptability: Fiends have many tricks and I must be ready to face anything, and I really do mean anything (chaotic).
4Brutality: If I were some goody two shoes then I would not be able to defeat these fiends. I have to be on their level and willing to strike just as hard as them to defeat them (evil).
5Acceptance: I know my place and my duty and will fulfill it. Someone has to (any).
6Cycle of Life: Each day brings its trials. Each day brings its rewards. Then the next day turns and the next demon is slain (neutral).
Demon Hunter - Bond
1It is all about the team I work with. There is no way I could have accomplished the things in the past without my fellow demon hunters, now I will serve this team just as loyally.
2When I was young, my parents did not believe me about the monster under the bed. It grew up and killed my family, now I will kill all of its family.
3One time we refused to slay a demon until we had been paid. The demon slaughtered an orphanage the night before their loan arrived. I will never let that happen again.
4My Random - Family Member was slain by a demon. All I have left to remember them by is Random - Trinket .
5I have a map that supposed leads to the "bane of demon kind". I will find it and master it, if only I could figure out what this bizarre map even meant!
6One of the demons we slayed swallowed a key right before he died. It was difficult, but we dug the key out of its belly. I believe that this key will somehow aid in the war against demons.
Demon Hunter - Flaw
1My hatred for the infernal burns so hot that I'm liable to attack first and size up the demons strength by how hard it hits back.
2I love my trophy collection and constantly show it off. Unfortunately most people don't like seeing cut up pieces of demons.
3I have a one track mind, so once I take an bounty, I will focus everything I have until I manage to kill it.
4I have slain so many demons that their blood has changed my own scent. Sometimes I wonder if I'm hunting them, or if the smell attracts them to me, even ones too powerful for me to be able to fight.
5I have been cheated out of payments way too often. Cash first please.
6Sometimes the best payments are from deals with demons to slay their rivals. The largest pile of coins speaks loudest after all.
0A little bit of liquid courage is never a bad thing, especially before facing off with truly terrifying enemies.

Detective***

Detective - Traits

Crime is everywhere, and its your job to search it out. High and low, near and far, you will pursue it to the strangest places you can find.

Skill Proficiencies: , Deception Investigation

Languages: Thieve's Cant

Tool Proficiencies: Thieves' Tools

Equipment: A set of thieves' tools, a dossier on local criminals, a set of dark common clothes, a letter of employment from a local official, and a coin pouch containing 15 GP.

Eagle Eye.

Years of hunting criminals has trained you to have an eye for noticing the tiniest detail. When you focus in you can learn things about a crime scene that others would walk by without noticing. You have advantage for Investigation of city crime scenes and other similar situations.

Characteristics

A Detective typically has the following characteristics. Feel free to modify or write your own to give your character even more flavor.

Detective - Personality
1I desire to see others thrive and work hard to help them to succeed.
2I'm the foremost detective. When someone else tries to hone in on my turf I have to remind them who is who.
3I've found that great detectives spend almost all of their time listening and watching. Some people think I'm shy, but really I've trained myself to be quiet.
4I focus on making friends and building relationships. When there is something I don't know, I know who will.
5I search for the truth. No distance is to great.
6I have those that I love to protect. I need to do a good job.
7I lead by example. First in in the morning and last out at night. When I set my mind to a task, the task is as good as done.
8Life is a journey that is taken one step at a time. I will enjoy those steps, but not worry about where the path leads.
Detective - Ideal
1Power - Nothing quite like a bright light shining into a terrified face. (Evil)
2Honor - It's not just about what I accomplish, but also about how I accomplish it. (Lawful)
3Success - The job needs done, it doesn't matter how, just get it done. (Chaotic)
4Others - My job is to protect and to serve. (Good)
5Passion - Whatever I do I do with my all. (Any)
6Paperwork - Dot those Is and cross those Ts. It doesn't matter how long this takes, it will be by the book! (Lawful)
Detective - Bond
1When I was little my Random - Family Member was the victim of a brutal crime. I will stop at nothing to track down the perpetrator and make him/her suffer.
2I love my city and will see its streets safe for anyone to walk down at any time.
3I need to make up for the crimes of my youth. As evil as I was then, I need to be good now.
4I let someone go that I believed was guilty because I was not sure. He killed three people that night. I will never make that mistake again.
5I lost my whole family. All that I have to remember them by is this Random - Trinket .
6I will follow the evidence wherever it leads, even to embarrassing or politically unstable places.
Detective - Flaw
1I have spent so much time with criminals that they are starting to rub off on me... I can be easily bribed.
2To gain the trust of a criminal informant I committed an illegal action. This action is so evil that if it is ever discovered it will cause me significant difficulties.
3My parents cast a huge shadow and anywhere I go people have high expectations of you. If I bring shame on the family, they will respond against me.
4When I focus in on details I loose sight of the whole. When investigating I may be able to notice the tiniest scratches and scrapes, but I might miss the guy with a knife walking up behind me.
5I am so good at my job that the head of the guard of my home city got jealous. He framed me and ran me out of town.
6I have studied betrayals so often that I inherently don't trust all but my inmost circle... they I watch continually expecting betrayal.

Doctor***

Doctor - Traits

Whether you were a tribal witch-doctor, a medicine-man, a holy healer, a military field medic, or a genuine medical professional from some unusually enlightened society, you specialize in the treatment of suffering. You have seen injury, disease, poison, and death, and still you have defied it all, fighting to save that every last soul. As a medical professional, you have sworn a Hippocratic oath, (code of ethics). You have pledged your life to protect life, that all who suffer are your patient, to support other doctors as family, to train any who swear the oath, to practice to the best of your ability, to always improve upon the art, to practice only your specialization, to practice not for your own gain, to practice within the law, and to keep all of your patients' secrets. Why did you turn away from the medical profession? Or if you haven't, what was it that drew you into the life of the adventurer? And what do you think of the oath, or other doctors?

Doctor - Specialties

Doctors may come from many walks of life, but all became enrolled in some place of higher learning, or tutored by a renowned doctor, and eventually swore an oath- and that oath is not a light load to bear. Doctors are often studious, intense, passionate, clinical, intellectual, or unusually calm under extreme stress. Many are troubled by harrowing events they bore witness to. Some are shockingly pragmatic, with an "it may not be pretty, but you'll live" approach to problems. Many are seemingly tireless, hard-working individuals. Some can be inspiring souls, with a deep appreciation, not only for life, but for the person who is alive as well. There is much debate among doctors as to just what the oath means, and what tenets have priority in any given situation.

Skill Proficiencies: , Medicine Investigation

Languages: Choice

Tool Proficiencies: Doctor's Tools

Equipment: A set of doctor's tools, a 2-man tent, bedroll, blanket, book (about anatomy, disease, apothecary, or surgery), a set of common clothes, five bars of soap, and a coin pouch containing 15 GP.

Burden of Life.

Due to your vow, you are expected to cure the ill, regardless of morals or prejudice, even if they are your enemy. It is considered a horrid evil to intentionally kill a doctor for no reason. As such, intelligent enemies are less likely to target you, (Provided they are not frighteningly evil in a manner that would be inappropriate for younger audiences) and even your enemy patients will at least not attack immediately while under your care. What happens after they leave your care...? Well you can't decide their fate. Restored individuals may be grateful, or feel some form of life-debt to you. Enemies may repay you by specifically choosing not to kill you, or they may give free information, or a scout you once saved may turn a blind eye to your presence.

Provided you stay true to your vow, (as best as you can) you can make use of any hospital or medical facility, (typically located in churches, noble estates, universities, and other places of higher learning) as temporary residence for yourself, your patient(s), and your companions if there is room for them. Doctors will put you up at a lifestyle one step below their own if you can maintain a good relationship with them.

However, if ever you are proven to have broken your vow, you will be fully and publicly discredited as a doctor, and other doctors who pay attention to medical society will recognize you as such. You and all who are with you will be turned away from mundane medicine and the places it is provided. Because you swore on your life, breaking your vow is technically a personal death sentence, though no doctor true to his vows is free to enact it upon you. Even so, more enlightened nations are likely to have laws regarding the treatment of doctors and their vows, and enlightened does not necessarily mean "kind" or "gentle".

Characteristics

A Doctor typically has the following characteristics. Feel free to modify or write your own to give your character even more flavor.

Doctor - Personality
1All I think about is saving lives, or lives that have been lost.
2I practice in the name of my religion, nation, or clan.
3I am cold and calculating in my every word and action, even when furious or frightened.
4When the bodies hit the floor, my hands go into automatic.
5I consider magical healers and healing either to be cheating and unaccountable, or an integral future counterpart of a greater medical art.
6I am waging a personal war on death itself.
7I am entranced and inspired by the brilliance and glory of the living body.
8I am actively involved in the medical society and engage in theoretical discourse and debate.
Doctor - Ideal
1Life - I was put in this world to protect and save life. (Good)
2Honor - I swore my oath, and now I must live by its tenets. (Lawful)
3Vigilantism - No man can dictate who shall die, when, or how! (Chaotic)
4Profit - Is it really my fault that all who come to me suffering also come bearing compensation? (Evil)
5Survival - We are all in this together, for better or for worse. (Neutral)
6Right - Everyone deserves to live. (Neutral)
Doctor - Bond
1I owe everything to my home village/clan, for pooling their resources to have me educated.
2I was pushed, or encouraged, into the field by my parents, one of whom may have been a doctor.
3My professor is the most important person in the world to me.
4My patients are my everything- losing one of them is like dying, but it never ends.
5I took up the profession because someone close to me died of something treatable.
6I started my training alone from texts I obtained by my own means.
Doctor - Flaw
1I took the vow not realizing its full implications.
2No one can know that I have broken my vow.
3I feel contempt for many of my patients.
4I think I am better than other doctors, and other people in general.
5Sometimes I go too far in my search for knowledge.
6I am frightened/sickened by human suffering.

Farmer***

Farmer - Traits

You are a poor worker of the land.

Farmer - Specialization

Skill Proficiencies: , Nature Survival

Tool Proficiencies: Land Vehicles, Farm Implements

Equipment: A pitchfork, a set of common clothes, and a coin pouch containing 15 GP.

Of the People.

For better or for worse, you are just very normal. Among commoners and on the road, most people just don't notice you, and security checks at city gates or on the road are often brisk and half-hearted. People tend to trust that you're just another face in the crowd. However, whenever you are some place commoners should not be, or normally are not seen, you stand out like a sore thumb and draw a good deal of attention, one way or another. You are unlikely to be preceded by your reputation, if you even have one, and if you do, nobody expects you to be them.

Characteristics

A Farmer typically has the following characteristics. Feel free to modify or write your own to give your character even more flavor.

Farmer - Personality
1I'm always early to bed and early to rise.
2I keep my gear and supplies in careful check.
3I speak with a distinctive drawl or accent common to my class.
4I always save up as much as I can, spending and consuming only what I must.
5When work needs doing, I do the work.
6I keep constant track of the sun, moon, stars, seasons, and weather.
7I like to sleep in the sun when I can.
8I'm always chewing on a sprig of grass, a toothpick, tobacco, seeds, or preserved meat.
Farmer - Ideal
1Fill the Need - There are a lot of hungry mouths in the world, with enough hands the world can feed them all. (Good)
2It's a Living - I do what I'm good at because what I'm good at is good for me. (Neutral)
3Brutal Practicality - Bury a fish or bury a man, just get the job done. (Evil)
4Hard Work - A labor of love is a purpose and meaning. (Lawful)
5A Simple Way of Life - If it ain't broke, don't fix it! (Neutral)
6Amusement - Playing a hand in the growth and development of things delights me. (Chaotic)
Farmer - Bond
1I want to find that special someone and raise a home full of children.
2I'll never forget the family farm I grew up on.
3Some day, I'll be the lord of my own land.
4I want to grow or raise the biggest or best example of my profession to prove I am the best!
5My son was sent to war and never returned. I must find him!
6I am out to start a homestead of my own in an unexplored fringe territory.
Farmer - Flaw
1I can be lazy and sleepy, sneaking off to take naps when work can wait.
2I am absurdly isolated, innocent, or pious.
3I believe in and obey my nation's nobility blindly.
4I abandoned my home to avoid taxation, conscription, or court and cannot return.
5I am not used to being wealthy and tend to overindulge.
6I show off to attractive people too much.

Fiefless Lord***

Fiefless Lord - Traits

You are Lord in title and with some wealth but since you lost your land there is little influence that you can still have.

Fiefless Lord - Reasons Land was Lost

Skill Proficiencies: , History Perception

Languages: ElvishDwarvish

Equipment: A set of fine clothes, a bedroll, a winter blanket, and some memento of home (mothers locket, father's ring or family portrait), and a coin pouch containing 15 GP.

Gone but not forgotten.

Your land may have fallen or been destroyed, but you still remember its greatness and as long as you remember it it will one day rise again. Those who survived are scattered but they are still loyal. When the time comes and you raise your houses banner they will return, but first you must prepare. Rebuilding a land takes money... lots and lots of money. You will never let disaster befall your people again so before you rebuild you will grow stronger and make sure you can hold your land no matter the disaster.

Characteristics

A Fiefless Lord typically has the following characteristics. Feel free to modify or write your own to give your character even more flavor.

Fiefless Lord - Personality
1I talk to travelers frequently for any news about home
2I tend to lose my temper when someone bad mouths my home.
3I still follow the culture and practices of my old life.
4If I must live this life I will truly LIVE.
5I am full of stories from my old life, and am eager to share them.
6I get very introspective at times as I wish for days gone by.
7I am driven by a Wanderlust now that I have left home.
8I never pass up a friendly wager.
Fiefless Lord - Ideal
1Respect - All people regardless of Station deserve to be treated with dignity. (Good)
2Responsibility - It is my duty to respect the authority of the lands I travel. (Lawful)
3Independence - I must prove that I can handle myself without the coddling of my family. (Chaotic)
4Power - If I attain more power then I can return and prove to them one way or another that it is my home. (Evil)
5Family - Family are those that will always accept you even after an argument of epic proportions. they are not always Blood though. (Any)
6Nobility - Protecting those that can not protect themselves, basically upholding the virtues that makes one Noble not the title of Noble birth. (Good)
Fiefless Lord - Bond
1I protect those that can not protect themselves.
2I will never betray those I call Friend.
3Those I have left behind will always be in my thoughts and prayers.
4I have sworn I will return someday to the arms of my love.
5I will never forget the people that I have met along the way.
6A mans Word is his bond, Thus I must be careful when I make promises.
Fiefless Lord - Flaw
1I secretly find the opposite sex a lesser part of the species.
2I seek comfort from my personal problems in self destructive ways.
3I fight and risk my life because the feeling of invincibility is a heady drug.
4I help people because I like the recognition and the feeling that I could help them when they needed it.
5My greatest Vice is Hedonistic pleasure.
6I hide a truly scandalous secret that could ruin my family forever.

Firstmate***

Firstmate - Traits

As a first-mate a lot of the day to day orders are in your lap. You are the one who directs the crew and keeps them organized. You control the morale and keep them happy. Just be careful to keep them loyal, or the captain may have you walk the plank.

Skill Proficiencies: , Insight Persuasion

Languages: Aquan

Tool Proficiencies: Leatherworker's Tools

Equipment: A broach from a family member, a map supposedly to a pirate's loot, a set of leatherworker's tools, a set of common clothes, and a coin pouch with 15 GP.

Rallying Cry.

Thick and thin you are the spine of the morale of the crew. You have learned to give inspiring speeches that rally support in dark times.

  • You have advantage to Persuasion speeches made to rally the support of crowds.

Characteristics

A Firstmate typically has the following characteristics. Feel free to modify or write your own to give your character even more flavor.

Firstmate - Personality
1I'm completely devoted to the job, even at the cost of my family and friends.
2I like to show off, particularly if there's a chance to get a job offer in it.
3I am constantly plotting revenge, coming up with and discarding ridiculous plots.
4I live for knowledge. There is nothing better than an interesting conversation.
5Ignorance frustrates me, and I always try to correct others when they're wrong.
6I will never give up. No matter how dark things get.
7I cannot resist an opportunity to mock my opponent with a quip or joke, even during combat.
8I hold myself to a strict code of ideals.
Firstmate - Ideal
1Hierarchy - I know my place. Know yours. (Lawful)
2Brutal Practicality - Bury a fish or bury a man, just get the job done. (Evil)
3Brotherhood - I never feel alone as long as I know my brothers (and/or sisters) are out there. (Any)
4Vigil - Only by remembering the dead do we honor their accomplishments. (Lawful)
5Respect - Everybody deserves to be considered, even the lowliest. (Good)
6Boredom - Get me away from this boring life! (Chaotic)
Firstmate - Bond
1Those who fight beside me are those worth dying for.
2My culture and past keeps me on the road, it keeps me bargaining for the best sale.
3I must prevent the uprising of tyranny.
4I fight for those who cannot fight for themselves.
5My honor is my life.
6I will perform the heroic deeds that future historians will surely write about.
Firstmate - Flaw
1I show off to attractive people too much.
2I never forget an insult, and I bide my time for revenge.
3I am eternally optimistic about striking it rich, more than a little too optimistic.
4I look down on the uneducated.
5I judge myself too harshly and fall into states of despair.
6I am boastful and tend to try to one-up others during conversations.

Fletcher***

Fletcher - Traits

You are skilled in making bows and arrows but you are especially good at making:

Skill Level

Fletcher - Specialties

Skill Proficiencies: , Survival Nature

Languages: Elvish

Tool Proficiencies: Felling Axe

Equipment: A set of work clothes, a felling ax, five splitter wedges, a pair of thick leather gloves, 10 pieces of chalk, a waterskin, and a hammer, and a coin pouch containing 15 GP.

Woodland Wanderer.

Being accustomed to wandering through forest and woodlands, you have a keen sense of direction. When you are in a forest area you have an advantage on Survival Checks to either find your way through the forest, track a person or woodland creature, or find your way out of the forest. You also have an advantage on Nature Checks when determining the species of a tree or woodland plant.

Characteristics

A Fletcher typically has the following characteristics. Feel free to modify or write your own to give your character even more flavor.

Fletcher - Personality
1I like to talk at length to people about the art of felling a tree, whether they are interested or not!
2The woods are my home. I dare not stray too far from them.
3I take pride in my workmanship doing the best I possibly can.
4I can only ever have a smile on my bearded face.
5I'll beat anyone at a wood chopping contest. Anyone! (Cockiness to the point of arrogance)
6I'm just a Woodcutter, I didn't ask to be a hero.
7The best two things in the world are the smell of chopped oak and the taste of a fine ale.
8I will defend my masculinity to the extent of other's thinking I'm insecure.
Fletcher - Ideal
1Nature - Just like trees, people live and people die. It's the law of the land. (Lawful)
2Life - A tree must be chopped at the right time. You wouldn't pull a sapling from the ground. (Good)
3Seasons - Winter is the season of the dead, Spring is the season of life. I'm somewhere in between. (Any)
4Domination - I am the ruler of the woods. Everything in it life beneath my boot or beneath my ax! (Evil)
5Wild - Some times you just have to let things live. Let them grow and see where nature takes them. (Chaotic)
6Self-Betterment - I'm just trying to be the best I can be. And do what's best for me. (Neutral)
Fletcher - Bond
1Everything I carry on my person is all I have. I wont part from any of it.
2The Woods are my home. I will not venture far from them.
3I do everything I do, to raise gold for my family.
4I live in the forest chopping wood to hide from my past.
5Fletching is a time honored tradition passed down the family line. I won't break tradition.
6I yearn to explore, to see how many kinds of tree there are in the world.
Fletcher - Flaw
1I speak with my ax, when the time calls for it.
2I have a bad habit of going chopping after having a few pints.
3Sometimes I sell bad wood to people who don't know better.
4I am overly protective of my land, my woods and my trees.
5My masculinity means everything to me.
6Women love a man with a thick beard. And I love the women.

Gambler***

Gambler - Traits

The pitter patter of dice rolling on a wooden table, the soft noise of shuffling playing cards, the pings and clinks of gold pieces hitting the table: these sounds are like an angelic symphony to you. Win or lose, you are drawn to gambling like a bee to flowers. Are you the type that constantly bluffs, or the kind that doesn't know what a poker face is? Do you spend your nights raking in large sums of gold? Or do you barely scrape by on your winnings? And most importantly, what is your preferred game; dice, cards, chariot races? Or are you the sort that tries everything to earn gold? No matter your preference, the fact remains the same; you are a gambler, and you have come to play.

Skill Proficiencies: , Deception Persuasion

Tool Proficiencies: Dice Set, Playing Card Set

Equipment: A dice set, a playing card set, a set of fine clothes, and a coin pouch containing 15 GP.

Let's make things interesting.

You can convince nearly anyone to put up something they aren't willing to part with (property or information) in a game of chance. Your GM might rule that they will only agree to a game of their choosing, and they may only agree if they feel the odds are heavily in their favor.

Characteristics

A Gambler typically has the following characteristics. Feel free to modify or write your own to give your character even more flavor.

Gambler - Personality
1I like to impress everyone I meet with a simple trick or quick joke.
2I would bet good coin on anything, even simple activities.
3Every situation is an excuse for me to share some tidbit of gambling wisdom.
4I try to be unpredictable, so no one will ever know when I'm bluffing.
5It's not about the money for me. I give away everything I win.
6I'm playing the long con, and every action I take is part of the game.
7I tend to make friends out of enemies, and enemies out of friends.
8I gambled big and lost. Never again.
Gambler - Ideal
1Risk - Nothing is worth doing if it's a sure thing. (Chaotic)
2Victory - I'll never make a bet unless I'm sure I can win. (Lawful)
3Greed - Anything that isn't mine soon will be. (Evil)
4Joy - Everyone would be much happier if they pulled up a chair, had a drink, and played a few hands. (Good).
5Surprise - Life is worth living because I'm never know how the dice will land. (Any)
6The Game - Every moment of my life I have to make a choice. I'll never stop playing. (Any)
Gambler - Bond
1I owe a lot of money to the wrong kind of people.
2My greatest opponent is my best friend. We always know when the other is bluffing.
3I have to win big to send money home to my family, even if I can never see them again.
4I won big against a member of the noble family, but they didn't take it personally. Now I'm teaching them how to play like a professional in secret.
5I promised my parents I would stop taking chances. We'll see how long that lasts.
6I hide my gambling behind a normal life. My friends have no idea who I really am.
Gambler - Flaw
1I can't step away from the table while I'm losing.
2Coin doesn't last long in my pocket. I have to risk it or spend it.
3Everyone has a price. Mine happens to be pretty low.
4If I find someone smarter than me, I have to take them down.
5I would rather lose honestly than lie to win.
6I like to think I could drink anyone under the table, but really I'm a lightweight.

Government Liaison***

Government Liaison - Traits

I've spent my whole life negotiating between organizations and the governments they operate under. When a city is on the brink of civil war, they call me in to maintain the peace. I may have a hidden ace up my sleeve, but I've also gotten really really good at influencing people.

Government Liaison - Hidden Ace

Skill Proficiencies: , Persuasion Insight

Languages: Elvish

Tool Proficiencies: Forgery Kit

Equipment: A forgery kit, letter from patron, a set of fine clothes, and a coin pouch with 15 GP.

Politician.

Years of charming the highborn has given you a knack for it. This gives you advantage when persuading highborn. Unfortunately your lack of experience with commoners leads to you being seen as pompous and arrogant. You have disadvantage when persuading commoners. (The GM decides which category any npc fits into).

Characteristics

A Government Liaison typically has the following characteristics. Feel free to modify or write your own to give your character even more flavor.

Government Liaison - Personality
1I have two ears so I should listen twice what I speak.
2People don't like being bullied into things, so I look for what they want and let them convince themselves that what I want is what they want.
3I believe I wield a ton of power so if push comes to shove... I will knock them over.
4I'm completely devoted to the job, even at the cost of my family and friends.
5I see the error in extremes. I try to live by a middle path.
6I hold myself to a strict code of ideals.
7I will never give up. No matter how dark things get.
8The greater the challenge the more excited I get. The more divided the group the more I seek their reconciliation.
Government Liaison - Ideal
1Peace - My job is to stop bloodshed. (Good)
2Justice - I seek to see wrongs righted. (Good)
3Order - Chaos is inefficient and causes everyone to loose. (Lawful)
4Power - I influence others to get my own way, even if it means tricking them into hurting themselves. (Evil)
5Subterfuge - Others may think that I'm trying to bring peace, but really I'm throwing kindling onto the fire. (Chaotic)
6Time - My time is valuable and I cannot stand wasting time. (Any)
Government Liaison - Bond
1I was raised to respect the government and follow its rules and regulations even when I find them foolish.
2I grew up in a war torn land and vowed to end war after my Random - Family Member was killed. I will do everything I can to prevent future tragedies.
3I was really close to my Random - Family Member . They died a few years ago and all I have to remember them is this Random - Trinket .
4I crave people's praise and go out of my way to impress them.
5My mentor gave me a scroll listing regulations of many cultures and organizations. Its information may be out of date, but it reminds me of how much he taught me.
6I have the cutest nephew. He has so much potential and I will go far out of my way to help him reach it.
Government Liaison - Flaw
1I am used to getting my way. I don't know how to deal with negotiations swinging against me.
2I am very well known from my travels. Like it or not my reputation tends to stay ahead of me.
3I think that my training has prepared me for everything. I go into meetings confident, even if I'm way out of my depth.
4I am so focused on being politically correct that there are many topics I will not discuss.
5I messed up a deal early in my career that earned me some enemies in powerful positions.
6I enjoy talking about my accomplishments and easily go down rabbit trails describing them. This can distract me from more imminent issues.

Groom***

Groom - Traits

I have worked with horses my whole life. From training to cleaning them I have learned the skills needed to take care of horses and other mounts.

When did I start working with mounts? Do I know how to ride one myself?

Groom - Specialty

Skill Proficiencies: , Animal Handling Nature

Languages: Elvish

Tool Proficiencies: Grooming Brush

Equipment: A grooming brush, a set of common clothes, and a coin pouch with 15 GP.

Prized Mount.

Players

You are an animal lover, but occasionally one animal stands above all others in your mind. When you are focused on an animal like this you gain rapport with them at twice the normal rate. You may only be focused on one animal at a time.

NPCs

Grooms have a favorite mount that they have trained with for years. They know this mount inside and out. The two act as one in combat and will gladly die to defend each other. Any attempt to harm or steal the mount will bring the full wrath of the groom down upon you.

Characteristics

A Groom typically has the following characteristics. Feel free to modify or write your own to give your character even more flavor.

Groom - Personality
1Knowledge is the most important thing in the world.
2I will defend my masculinity to the extent of other's thinking I'm insecure.
3I try to be unpredictable, so no one will ever know when I'm bluffing.
4I am bright and cheerful with a personality that draws a crowd.
5I'm completely devoted to the job, even at the cost of my family and friends.
6I speak with an accent nobody recognizes.
7I make incredibly poor jokes in an attempt to put others at ease.
8I enjoy your gold a lot.
Groom - Ideal
1Authority - I do as I wish- who's going to stop me? (Chaotic)
2Wealth - I'm in it for the money! (Neutral)
3Charity - I'm doing what I do so others can benefit from my wealth. (Good)
4Brotherhood - I never feel alone as long as I know my brothers (and/or sisters) are out there. (Any)
5Responsibility - It is my duty to respect the authority of the lands I travel. (Lawful)
6Greed - Anything that isn't mine soon will be. (Evil)
Groom - Bond
1I do everything I do, to raise gold for my family.
2My employer saved me from a horrible fate. I want to repay him properly.
3I know I've done my best work when nobody knows I've done anything at all.
4My greatest opponent is my best friend. We always know when the other is bluffing.
5I have secrets that I've uncovered that should never see the light of day.
6I was really close to my Random - Family Member . They died a few years ago and all I have to remember them is this Random - Trinket .
Groom - Flaw
1I love to own other peoples gold- usually taken from their unsuspecting pocket or grave.
2Women love a man with a thick beard. And I love the women.
3I am ever too curious.
4If I see any who betrayed me, their blood will spill on my hands. Nothing will stop me.
5I whine and complain when uncomfortable.
6I am almost dangerously greedy.

Headhunter***

Headhunter - Traits

With each head you collect, you collect greater prestige and fear from those around you. To many these are gruesome trophies, but to you they are a sign of your status, and a tool used to terrify your enemies into submission

Skill Proficiencies: , Intimidation Insight

Languages: Infernal

Tool Proficiencies: Klimon Arm Wrestling Set

Equipment: Ten embalming salts, klimon arm wrestling set, a shrunken head, traveler's clothes, and a coin pouch containing 15 GP.

Head Collector.

You may spend a short rest shrinking a head of a fallen victim. This decreases its size to 1/10 of normal and semi-preserves it, but takes your full attention and energy (you do not gain the benefits of the short rest).

You have expertise at intimidating anyone related to a head you have and use as part of the Intimidation. (Please role-play it out including a story of their groveling, begging, screams, etc. as is relevant to the situation)

Characteristics

A Headhunter typically has the following characteristics. Feel free to modify or write your own to give your character even more flavor.

Headhunter - Personality
1I am always ready to fight.
2I do not mind stabbing an ally in the back if it will benefit me in the long run.
3I speak with an accent nobody recognizes.
4When work needs doing, I do the work. When a head needs taking, I do the taking.
5I believe I wield a ton of power so if push comes to shove... I will knock them over.
6I search for the truth. No distance is to great.
7I cannot resist an opportunity to mock my opponent with a quip or joke, even during combat.
8I talk very quickly, and always cut to the chase.
Headhunter - Ideal
1Respect - Everyone deserves a chance to improve their station in life: with hard work and/or some luck. (Lawful)
2Self-Knowledge - If I know myself, there is nothing left to know. (Neutral)
3Nobility - Protecting those that can not protect themselves, basically upholding the virtues that makes one Noble not the title of Noble birth. (Good)
4Brutal Practicality - Bury a fish or bury a man, just get the job done. (Evil)
5Independence - I must prove that I can handle myself without the coddling of my family. (Chaotic)
6Greed - Anything that isn't mine soon will be. (Evil)
Headhunter - Bond
1I have a best friend that you grew up with. He has saved my life more times than I can count and I have saved his several times. I have not seen him in a few years but long to be reunited. (work with GM to create this npc)
2I am always willing to help out someone else who is down on their luck.
3I want to find that special someone and raise a home full of children.
4I am almost dangerously greedy.
5I crave people's praise and go out of my way to impress them.
6Something bad happened to my Random - Family Member . I believe it was foul play and will go to the end of the earth to bring justice.
Headhunter - Flaw
1I am always angry because of what I have done or what has been done to me.
2Sometimes I go too far in my search for knowledge.
3The only thing I trust is gold.
4I care only for my own authority.
5My masculinity means everything to me.
6I cannot manage money to save my life.

Hooded Figure***

Hooded Figure - Traits

You are a mysterious figure, with a robe and hood covering your features. You might have been a cultist who made a regrettable deal with a demon, a victim of a horrible attack by a dragon, or perhaps you were framed for a crime that you had not truly committed, requiring you to hide your identity. Those who do their best to permanently hide who they are typically are ones who would prefer to not be noticed, but they end up with the opposite happening. Hooded figures might enjoy telling others small bits about themselves, to keep them guessing, or possibly make up a false identity and adopt it. For what reason did you decide to hide your face from others, and why was it so serious that you might almost never show it? How did you handle those who already knew who you are, so they would not give your identity away? Were you the cause of whatever made you want to hide yourself, or did somebody-or something-else make it happen? And what made you decide that adventuring would be the best course of action for you to take? Did you believe that adventuring could help fix whatever it was that wronged you? Were you hoping it could allow you to run away from those who you might be hiding your features from? Or were you just tired of hiding and doing nothing, and hoped that it might take your mind off of whatever you're hiding from?

Hooded Figure - Past

Skill Proficiencies: , Sleight of Hand Deception

Languages: InfernalDeep Speech

Tool Proficiencies: One musical instrument

Equipment: A set of dark common clothes, a dark cloak with hood, and a coin pouch containing 15 GP.

Eyes of Crime.

Due to your mysterious and dark appearance, as well as any potential rumors surfacing about you, many criminal organizations will be willing to house you, and only you, at a comfortable lifestyle, provided you do some favors or jobs for them. If you are openly convicted for a crime that an organization is not able or unwilling to cover up, they will cut all ties with you until your name is cleared.

Characteristics

A Hooded Figure typically has the following characteristics. Feel free to modify or write your own to give your character even more flavor.

Hooded Figure - Personality
1I have a tendency to go by many different names, and sometimes forget which one I'm using.
2I am very quiet, and tend to fade into the background.
3I like to change my voice or accent every few days, so people don't know I'm the same person.
4I rarely speak above a whisper, for fear that I might attract attention to myself.
5I constantly am looking around, to make sure I don't see anyone I know.
6I'm always feeling my pockets, fearing that I'll drop something that might give my identity away.
7Sometimes I just act like a normal person, dropping my shady act, but only for a few seconds.
8I like to study how other people act, to see if they might be hiding secrets, like I am.
Hooded Figure - Ideal
1Redemption - Even though I might have done wrong in the past, I can do right in the present. (Good)
2Framed - I never did anything wrong to anyone! This isn't fair, I was framed. (Any)
3Super villain - I only need a bit of time to hang low, before I strike again. (Evil)
4Justified - What I did was right for me, and others should see that, too. (Chaotic)
5Vengeance - I didn't do anything bad, beforehand. But, now that I have been forced to be how I am, I will. (Evil)
6Newfound Honor - My exile is only done from myself, from shame of all I had done. (Neutral)
Hooded Figure - Bond
1I'll never forget the life I had, before all of this hiding.
2I only had to run because of I am in love with someone that is too dangerous.
3I didn't want to hurt anybody, and still remember the one that I hurt the most.
4A vigilante believes I am a criminal mastermind, and is hunting me down.
5I sometimes like to visit people that I know, without revealing who I truly am.
6Nobody must ever know who I truly am.
Hooded Figure - Flaw
1Sometimes, I fall into the urges of crime.
2I like to use my threatening appearance to my advantage, but sometimes go too far.
3I am afraid of who I will hurt next.
4Memories of my old life distract and daze me after reliving them.
5Thoughts of whether I should turn myself in or not cross my mind.
6I am always angry because of what I have done or what has been done to me.

Horse Trainer***

Horse Trainer - Traits

I have been training horses and other mounts my whole life.

Why did I start training mounts?

Horse Trainer - Specialty

Skill Proficiencies: , Animal Handling Medicine

Languages: Sylvan

Tool Proficiencies: Mount (typically a camel, donkey, elephant, horse, mastiff, pony, warhorse, griffin, hippogriff, or pegasus)

Equipment: A horse whip, fine clothes, and a coin pouch containing 15 GP.

Concentrated Training.

You can train your mount based on your specialty.

Specialty Effect on Mount
Calm in Combat IMMUNE: frightened
Mounts do tricks proficiency in performance
Aerial mounts +10 fly speed (only if it already has a fly speed)
Night Maneuvers Darkvision 30 ft.
Speed +20 ft. walking speed
Endurance +2 constitution, and +10 hp

Characteristics

A Horse Trainer typically has the following characteristics. Feel free to modify or write your own to give your character even more flavor.

Horse Trainer - Personality
1I'm very talkative, and I like to interact with people.
2I am all about fame and fortune. I seek the biggest name I can get.
3I came from a modest family and am always seeking to give back to those less fortunate than I am.
4I am extremely focused. In my line of work to loose focus is almost certain death.
5My quick temper can end as many problems as it starts. At least, that's what I tell myself.
6I have trouble trusting people, especially those closest to me.
7I am very quiet, and tend to fade into the background.
8I take pride in my workmanship doing the best I possibly can.
Horse Trainer - Ideal
1Seasons - Winter is the season of the dead, Spring is the season of life. I'm somewhere in between. (Any)
2Greater Good - No matter the circumstances, I am expected to protect those who cannot protect themselves. (Good)
3Authority - I am above lesser folk, and people will do as I say. (Evil)
4Strictly Business - You get what you pay for and I can't help that. (Lawful)
5Amusement - Playing a hand in the growth and development of things delights me. (Chaotic)
6Revenge - I will make amends for what has been done to me, however I can. (Chaotic)
Horse Trainer - Bond
1I've read books that would destroy the sanity of others, those were the best reads.
2I owe everything to my home village/clan, for pooling their resources to have me educated.
3I must prevent the relics of the past from falling into the hands of thieves and looters.
4Something bad happened to my Random - Family Member . I believe it was foul play and will go to the end of the earth to bring justice.
5The Woods are my home. I will not venture far from them.
6My employer saved me from a horrible fate. I want to repay him properly.
Horse Trainer - Flaw
1I never share secrets with anyone.
2I judge others harshly, and myself even more severely.
3Everyone has a price. Mine happens to be pretty low.
4I am frightened/sickened by human suffering.
5Never leave money out around me.
6I never fail at my tasks, even if I have to resort to less honorable means to complete them.

Judge***

Judge - Traits

My duty is to see justice carried out. That is my job and I think I do a decent job at it.

Why did I get into this career? Where did I come from? How easy am I to bribe?

Judge - Specialty

Skill Proficiencies: , Insight Intimidation

Languages: ElvishDwarvish

Equipment: A set of scales of justice, an elegant robe, and a coin pouch containing 15 GP.

Intimidating Presence.

As a judge your reputation usually precedes you. Criminal's fear your presence even if they are not the one on trial. This gives a benefit to Intimidation checks against criminals based on how strong of a reputation you have in that area.

Characteristics

A Judge typically has the following characteristics. Feel free to modify or write your own to give your character even more flavor.

Judge - Personality
1I take notes about everyone and everything I encounter everywhere I go.
2I have a habit of listening in on the conversations of others.
3I make incredibly poor jokes in an attempt to put others at ease.
4I give my two cents on everything.
5I am a man without fear; no matter the risks apparent in a situation, I do what is needed.
6I like to joke around and tell stories.
7I tell stories about my adventures to anyone who will listen. Even tales of woe and disaster are retold with enthusiasm!
8I'm completely devoted to the job, even at the cost of my family and friends.
Judge - Ideal
1Brotherhood - I never feel alone as long as I know my brothers (and/or sisters) are out there. (Any)
2Respect - Everybody deserves to be considered, even the lowliest. (Good)
3Independence - I must prove that I can handle myself without the coddling of my family. (Chaotic)
4Improvisation - Winning isn't everything, winning in a cool way is! (Chaotic)
5Simplicity - A simple way of life: If it ain't broke don't fix it. (Lawful)
6Control - I'll do the work, but some day I will return with a request... (Evil)
Judge - Bond
1I seek a cure to a mysterious disease that afflicts my Random - Family Member .
2All I am trying to do is provide for my family.
3I made an oath over the graves of my family to see justice done.
4I need to make up for the crimes of my youth. As evil as I was then, I need to be good now.
5I must prevent the relics of the past from falling into the hands of thieves and looters.
6Some day, I'll be the lord of my own land.
Judge - Flaw
1I am not used to being wealthy and tend to overindulge.
2I always say the truth when asked, even by an enemy.
3I am boastful and tend to try to one-up others during conversations.
4I can be lazy and sleepy, sneaking off to take naps when work can wait.
5I judge myself too harshly and fall into states of despair.
6I would rather lose honestly than lie to win.

King***

King - Traits

I work hard to make sure that my people are taken care of. Its a hard job, but a job worth doing.

Considerations: Do I care for the people under my rule? Do I desire the betterment of the common person or my close friends? Do I rule justly?

Skill Proficiencies: , Insight Persuasion

Languages: ElvishDwarvishPrimordial

Equipment: A royal signet, a set of fine clothes, and a coin pouch containing 15 GP.

Noble Bearing.

The way you hold yourself speaks of power and authority. From your posture to your speech you have an effect on people. Some will jump when you speak, others will find you to be a pompous fool. The first is more common if you have a legion at your back, while the second if you dress in common clothes and walk among common people.

Characteristics

A King typically has the following characteristics. Feel free to modify or write your own to give your character even more flavor.

King - Personality
1I never take anything seriously and joke way too much.
2I am bright and cheerful with a personality that draws a crowd.
3I use my power to gain bribes.
4I can stare down a hell hound without flinching.
5I revere the lives and deaths of even my most cruel and fearsome enemies.
6Drinking on the job is never a problem.
7I write anything I think is important in code.
8Knowledge is the most important thing in the world.
King - Ideal
1Respect - All people regardless of Station deserve to be treated with dignity. (Good)
2Risk - Nothing is worth doing if it's a sure thing. (Chaotic)
3Self-Betterment - I'm working to be the best I can be. (Any)
4Improvisation - Winning isn't everything, winning in a cool way is! (Chaotic)
5Justice - I fill the cracks crime slips through. (Lawful)
6Survival - We are all in this together, for better or for worse. (Neutral)
King - Bond
1I have had to lock a book away to protect others, and I am the only one who knows where the key is.
2My son was sent to war and never returned. I must find him!
3I have an elegant locket which hides a fine key in a tiny hidden compartment. I don't know why my Random - Family Member gave it to me but I will seek that answer no matter how long it takes.
4Something bad happened to my Random - Family Member . I believe it was foul play and will go to the end of the earth to bring justice.
5I grew up in a war torn land and vowed to end war after my Random - Family Member was killed. I will do everything I can to prevent future tragedies.
6I crave people's praise and go out of my way to impress them.
King - Flaw
1My hatred for raiders is blinding and furious.
2I despise hard work.
3I enjoy talking about my accomplishments and easily go down rabbit trails describing them. This can distract me from more imminent issues.
4Once someone questions my courage, I never back down no matter how dangerous the situation.
5I am almost dangerously greedy.
6I am ever too curious.

King in Disguise***

King in Disguise - Traits

The character is a king, but has disguised themselves, normally for one of the following reasons

Reason for Disguise

King in Disguise - Reasons for exile

King in Disguise - what are you seeking?

Skill Proficiencies: , History Insight

Languages: ElvishDwarvish

Equipment: A book of philosophy, a royal signet ring (now most likely outlawed), a set of traveler's clothes, and a coin pouch containing 15 GP.

Those Who Remember.

Not all were supportive of your dethronement. Somewhere there will be groups of those who recognize you and remember you fondly, whether they are peasants, a survived group of soldiers, or the ruler of a neighboring land. Any who remain loyal to you will secretly support you and your companions at a modest lifestyle. Your name might also be the key to opening doors. Furthermore, you can try to attract a group of followers who will keep you secret and defend you with their lives, but not go into situations for you that would risk their own lives. They might, however, with a successful Persuade test, be willing to help reclaim your throne.

Characteristics

A King in Disguise typically has the following characteristics. Feel free to modify or write your own to give your character even more flavor.

King in Disguise - Personality
1I give everybody the respect they deserve, even if they threaten my life.
2I often lament about the loss of my great dominion.
3I instinctively give orders instead of requests.
4I have put myself on the level of those around me: I'm not royalty anymore.
5I am constantly plotting revenge, coming up with and discarding ridiculous plots.
6I weigh my options very carefully before doing anything.
7To be honest, I am relieved not to have the responsibility of the crown anymore.
8My heart bleeds for the common people whom I now see face to face.
King in Disguise - Ideal
1Equality - I bleed red, too. I'm not more noble than anybody else. (Neutral)
2Respect - Everybody deserves to be considered, even the lowliest. (Good)
3Justice - I will see justice done; if not for me, then for the common folk. (Lawful)
4Domination - I may not rule from a throne, but I can still rule any I see. (Evil)
5Revenge - I will make amends for what has been done to me, however I can. (Chaotic)
6Aspiration - I will take my kingdom back. (Any)
King in Disguise - Bond
1I will retake my dominion if it is my dying action.
2I owe my life to those who took me in when I escaped.
3I must prevent the uprising of tyranny.
4I will protect my people, if from the shadows.
5My family is still alive somewhere. I must ensure their safety.
6I must have a successor to continue my royal line.
King in Disguise - Flaw
1I still suffer nightmares and visions of the moment my life crumbled to pieces.
2In retrospect, I was a terrible ruler, not fit for the throne. I can't forgive myself.
3I am paranoid about my enemies coming to finish me. I can't trust anyone.
4I haven't learned anything from my downfall: I'm just as brash and arrogant as before.
5I judge myself too harshly and fall into states of despair.
6If I see any who betrayed me, their blood will spill on my hands. Nothing will stop me.

Librarian***

Librarian - Traits

You worked at the library in your town and village before you had begun to adventure out into the world beyond. In that time you had read a lot and gained a few skills from all your reading. What had driven you away from the library? Was it a search for knowledge? A must to see the world the books described? Or was it something else that caused you to leave? Honestly, it was all three wrapped in one. You left with the skills you earned from the books may help you in this quest and your adventuring party. Why you left is a secret only you and the GM know and one you will share with your party once you have traveled a fortnight away from your village and are sure you can trust them with such information.

Skill Proficiencies: , Arcana History

Languages: ElvishChoice

Equipment: A historical text (about a great war or person determined by GM), 2 novels, 5 sheets of parchment, an ink bottle, a quill pen, a set of common clothes and a coin pouch containing 15GP.

Knowledge.

You know how to search even disordered libraries. You can find useful information others would pass over. You have advantage when making Perception and History checks as they regard books and libraries.

Characteristics

A Librarian typically has the following characteristics. Feel free to modify or write your own to give your character even more flavor.

Librarian - Personality
1Books are my everything.
2Knowledge is the most important thing in the world.
3I feel at home when reading.
4Everything must be in order, like on a bookshelf.
5Life is nothing without books.
6Rarely, if ever, am I seen without my nose in a book.
7I have quotes from books for every occasion.
8My vocabulary is vast enough I sometimes use words that are larger then necessary.
Librarian - Ideal
1Collaboration - I must spread what I have learned. (Lawful)
2Power - Every piece of knowledge will be mine. (Evil)
3Curiosity - There are many pieces of information in the world. (Neutral)
4Success - Reading has inspired me to be where I am today. (Any)
5Discovery - Every single piece of information is waiting to be discovered. (Good)
6Compulsiveness - When I find something new I must learn everything about it. (Chaotic)
Librarian - Bond
1I opened the library I worked at.
2The first book I ever read is in my head memorized.
3I grew up in a library and I will never forget it.
4I was picked on growing up for being a bookworm.
5I've read books that would destroy the sanity of others, those were the best reads.
6I have had to lock a book away to protect others, and I am the only one who knows where the key is.
Librarian - Flaw
1I can't stand not reading at least one page of a book a day.
2I'd give up my companions for a piece of information.
3I am ever too curious.
4I look down on the uneducated.
5When I must find a place to sleep I lodge at the nearest library.
6I only talk to smart people.

Mayor***

Mayor - Traits

As mayor I direct a small village. My burdens may not be as great as a large city or kingdom, but there are still many duties.

Considerations: How well do I know my people? Can they just come and talk to me or are there official channels? What is my city struggling with? How strong is the town guard? How much do I trust others? What do I believe I have to do myself?

Skill Proficiencies: , Insight Animal Handling

Tool Proficiencies: Forgery Kit, Lute

Equipment: A forgery kit, a lute, a set of fine clothes, and a coin pouch with 15 GP.

Local Politician.

After years of serving your little town. You know who is who and how to push their buttons. With a few words you can sway the opinions of those you have studied and get them to think it was their idea when it was actually yours. (advantage on Persuasion checks in your home village with local people)

Characteristics

A Mayor typically has the following characteristics. Feel free to modify or write your own to give your character even more flavor.

Mayor - Personality
1I tell stories about my adventures to anyone who will listen. Even tales of woe and disaster are retold with enthusiasm!
2I focus on making friends and building relationships. When there is something I don't know, I know who will.
3I freely offer my knowledge to those who wish to learn, and I encourage those I know to do so as well.
4I tend to approach conversation with people I've just met as though it were an interrogation.
5I tend to make friends out of enemies, and enemies out of friends.
6When work needs doing, I do the work.
7I have two ears so I should listen twice what I speak.
8All I think about is saving lives, or lives that have been lost.
Mayor - Ideal
1Duty - I have a job to fulfill, and it shall be so. (Lawful)
2Change - Change makes the world go round. It's everywhere and needs to be embraced. (Chaotic)
3Non-Sold Honor - I never break my promises. Never. (Lawful)
4Authority - I am above lesser folk, and people will do as I say. (Evil)
5Responsibility - My power is a gift not to be taken lightly, and I should avoid seeking out unnecessary conflict. (Lawful)
6Virtue - I am the sword of virtue for those in need! (Good)
Mayor - Bond
1I work to uncover the truth of past events, even if doing so is harmful to my nation or organization.
2A battlesmith saved me or someone close to me, and I strive towards filling their enormous footsteps.
3I seek to protect something of great importance to me by keeping it a secret, so you better forget what you just heard.
4I grew up with a best friend who has always been there for me. We have laughed and cried together countless times. We have not seen each other in a couple years but look forward to our reunion.
5One of my friends was hanged for treason. My helplessness to aid him still haunts me today.
6I was raised to respect the government and follow its rules and regulations even when I find them foolish.
Mayor - Flaw
1I cannot stop myself from reveling in material pleasures.
2I never share secrets with anyone.
3No amount of gold is worth my life, I will run when in danger.
4I would send an innocent to face his death if it means I will win the fight.
5Violence is my answer to almost any challenge.
6I am used to getting my way. I don't know how to deal with negotiations swinging against me.

Mercenary***

Mercenary - Traits

As a mercenary your services were for hire to anyone who could afford your services. What drove you to be a soldier of fortune? Was it to escape poverty? Was it the thrill of battle? Or was it simply that fighting was all you knew growing up? Who was your battle company or did you work alone? What made you give it up? Or are you still for hire? Did you make any allies or enemies along the way? What wars or battles were involved in? What were the consequences? Lost allies? War crime charges?

You are a mercenary who hunted down your employer's enemies for coin. Were you happy in this life? What made you leave it behind to become an adventurer? Did you leave it at all, or is adventuring just another way of putting food on the table?

Skill Proficiencies: , Intimidation Perception

Tool Proficiencies: One type of gaming set, Vehicles (land)

Equipment: Proof of the first contract you completed, a set of common clothes, a dice set, coin pouch containing 15 GP.

Hired Blade.

You are a soldier of fortune, a fighter who sells his services to the highest bidder. You roam towns and cities in search of a place where your unique set of talents are useful; whether for a lord hunting a group of bandits, or a local barkeep tired of the goblin infestation in his cellar, you can always find some work if you look hard enough. The job itself should not matter much for a person like you, at least that is what others believe. Therefore, other less admirable and shunned upon jobs sometimes arrives at your lap, giving you the choice and the problem of figuring a way to compromise between your ethics and your job.

Characteristics

A Mercenary typically has the following characteristics. Feel free to modify or write your own to give your character even more flavor.

Mercenary - Personality
1I like to show off, particularly if there's a chance to get a job offer in it.
2I am always gregarious and cheerful, no matter the situation, as long as I am paid well.
3To me, the whisper of steel and the clash of weapons is just as pleasing as any amount of gold.
4I always train because training leaves the person ready even in a moment of respite or weakness.
5I hold myself to a strict code of ideals.
6I keep my personal possessions in secret places which is know only to me.
7I would do anything to protect my weapons arm, for I know it will protect me in return.
8I do nothing, move no finger or a blade, unless I hear the jingling sound of coins.
Mercenary - Ideal
1Golden Soul - I fight for money, and nothing else. (Neutral)
2Great Publicity - I will be known for my deeds, sooner rather than later. (Any)
3Power or Death - In my line of profession, the strong live and the weak starve. (Evil)
4Non-Sold Honor - I never break my promises. Never. (Lawful)
5War and Crime - Whenever chaos flourishes, so too does my work. (Chaotic)
6Noble Sell-sword - I am a sell-sword who swings his weapon only in the name of good. (Good)
Mercenary - Bond
1I became a mercenary to support my family, who would have probably starved in a slum somewhere if not for me.
2I fight for a lover that knows little if not nothing of me.
3I was inspired by a great hero to become a mercenary.
4I treat my valued comrades like brothers, and I will let no insult or injury fall upon them.
5I seek to protect something of great importance to me by keeping it a secret, so you better forget what you just heard.
6I never disrespect an employer, if they never disrespect me or stop giving me money.
Mercenary - Flaw
1I'll do anything for coin, damn the consequences.
2As much as I pretend to love fighting, I secretly hate hurting others.
3I have crippling debts that my work barely pays it off.
4I never fail at my tasks, even if I have to resort to less honorable means to complete them.
5I would send an innocent to face his death if it means I will win the fight.
6Someone powerful would do anything to have my head, so I seek to gain his or her head first.

Merchant***

Merchant - Traits

You spent most of your time traveling across the land, selling your goods at various markets. During these times, you learned how to work with people into buying your goods, and most importantly, you've experienced many cultures, and have learned multiple languages. While making your merchant character, ask yourself what kind of goods you sold, what areas you frequented the most, and what tactics you used to sell your items.

Merchant - Wares

Wealth Level

Skill Proficiencies: , Perception Persuasion

Languages: Choice

Tool Proficiencies: One gaming set of your choice

Equipment: An item you were unable to sell, a couple souvenirs from places you've been to, a backpack, a set of traveler's clothes, and a coin pouch containing 15 GP.

Charismatic Demeanor.

Your experience with people gives you an advantage with people, once a day, you can use this feature to give you advantage in Charisma checks that involve negotiation with others.

Characteristics

A Merchant typically has the following characteristics. Feel free to modify or write your own to give your character even more flavor.

Merchant - Personality
1I can be protective of my merchandise.
2I'm very talkative, and I like to interact with people.
3I like to take notes about my costumer's appearance, disposition, and items they have on hand.
4I talk very quickly, and always cut to the chase.
5I like to joke around and tell stories.
6I speak in an unusual dialect.
7I give my two cents on everything.
8I like to dabble in many different cultures. It's all so interesting!
Merchant - Ideal
1Charity - I'm doing what I do so others can benefit from my goods. (Good)
2Greed - I'm doing this for money. Nothing else matters. (Evil)
3People - I love to interact with people. That's the most important thing. (Neutral)
4Change - Change makes the world go round. It's everywhere and needs to be embraced. (Chaotic)
5Fairness - Everyone deserves equal opportunity. (Lawful)
6Aspiration - I want to make something of myself. (Any)
Merchant - Bond
1My business is my life. I must always make a sale.
2I am pressured by a crime boss I can never repay.
3All I am trying to do is provide for my family.
4I will do anything for the right amount of gold.
5Seeing the world is as valuable as gold, I must see it all.
6My culture and past keeps me on the road, it keeps me bargaining for the best sale.
Merchant - Flaw
1The only thing I trust is gold.
2No amount of gold is worth my life, I will run when in danger.
3Making a profit is more important than honesty or integrity.
4Peoples feelings mean little to me, they are worth what fills their pockets.
5The mere mention of gold throws all my judgment out the window.
6If there's a bet, than I'm in. All in. Double or nothing. Don't tell me the odds just roll the dice.

Messenger***

Messenger - Traits

As a messenger your job takes you far and wide, but always serving someone else's agenda. Do you like service, or do you wish to adventure for yourself.

Skill Proficiencies: , Persuasion History

Tool Proficiencies: Cartographer's Tools, Dice Set

Equipment: A set of cartographer's tools, a dice set, common clothes, and a coin pouch with 15 GP.

Don't Shoot the Messenger.

You have a knack for making bad news bearable. After telling several kings and other powerful leaders that their heir just died in combat, you have learned the valuable lessons of not making light of tragedy, but also speaking in such a way that you don't loose your head (literally) in these situations.

Characteristics

A Messenger typically has the following characteristics. Feel free to modify or write your own to give your character even more flavor.

Messenger - Personality
1I live for knowledge. There is nothing better than an interesting conversation.
2I am honest to a fault. Knowing all of the information is the only way to make a good decision.
3I like to impress everyone I meet with a simple trick or quick joke.
4I am full of stories from my old life, and am eager to share them.
5I'm always early to bed and early to rise.
6I am uncomfortable in open spaces, where I'm too exposed.
7I set very high standards for myself, and expect others to follow my example.
8I am one with myself. I strive for balance in all things. I work hard but play just as hard.
Messenger - Ideal
1Brutal Practicality - Bury a fish or bury a man, just get the job done. (Evil)
2Greater Good - No matter the circumstances, I am expected to protect those who cannot protect themselves. (Good)
3Order - Chaos is inefficient and causes everyone to loose. (Lawful)
4A Simple Way of Life - If it ain't broke, don't fix it! (Neutral)
5Amusement - Playing a hand in the growth and development of things delights me. (Chaotic)
6Respect - Everybody deserves to be considered, even the lowliest. (Good)
Messenger - Bond
1Everything I carry on my person is all I have. I wont part from any of it.
2I lost my family when I was little. Someone came along and took care of me. There is no way I can ever repay them, but I will do anything in my power to try.
3I was picked on growing up for being a bookworm.
4I crave people's praise and go out of my way to impress them.
5I have an elegant locket which hides a fine key in a tiny hidden compartment. I don't know why my Random - Family Member gave it to me but I will seek that answer no matter how long it takes.
6I will protect my people, if from the shadows.
Messenger - Flaw
1I do not share my things with friends, and I will fight to keep personal belongings within my full control.
2The mere mention of gold throws all my judgment out the window.
3If I see any who betrayed me, their blood will spill on my hands. Nothing will stop me.
4My hatred for raiders is blinding and furious.
5I never forget an insult, and I bide my time for revenge.
6I can never turn down a chance to gamble.

Military Instructor***

Military Instructor - Traits

A trainer of armed men. Do you seek to make ruthless killers, or noble warriors who stand for virtue? Do you seek power, or balance?

Skill Proficiencies: , Athletics Intimidation

Languages: Choice

Tool Proficiencies: Playing Card Set

Equipment: A playing card set, 2 wooden training swords, eagle engraved scabbard, common clothes, and a coin pouch with 15 GP.

Years of Experience.

After training young men through their mold-able years for half of your life, you have learned how to push them to their limits without actually breaking them. You thrive when they are on the edge of their abilities.

(When training a skill or language your students learn at twice the normal pace.)

Characteristics

A Military Instructor typically has the following characteristics. Feel free to modify or write your own to give your character even more flavor.

Military Instructor - Personality
1I'm always early to bed and early to rise.
2My loyalty to my employer is unmatched.
3I speak with an accent nobody recognizes.
4I am extremely focused. In my line of work to loose focus is almost certain death.
5I don't like killing at all.
6I make noises which indicate my mood when I eat.
7I am honest to a fault. Knowing all of the information is the only way to make an accurate diagnosis.
8I'm a specialist and my skills are best used in a team atmosphere.
Military Instructor - Ideal
1Paperwork - Dot those Is and cross those Ts. It doesn't matter how long this takes, it will be by the book! (Lawful)
2Generosity - My gift is for all to enjoy! (Good)
3Improvisation - Winning isn't everything, winning in a cool way is! (Chaotic)
4Function - This is what I was made to do. (Neutral)
5Greed - I am only in it for the money. (Evil)
6Greater Good - No matter the circumstances, I am expected to protect those who cannot protect themselves. (Good)
Military Instructor - Bond
1I am almost dangerously greedy.
2I am in love with someone far richer than I am.
3I strive to bring balance to the land.
4I want to find that special someone and raise a home full of children.
5My families signet ring means everything to me... I will get it back no matter what.
6The things I have with me are everything I have and everything I am.
Military Instructor - Flaw
1I am pompous and insist on a rich lifestyle even if I struggle to be able to afford it.
2I would rather lose honestly than lie to win.
3I enjoy talking about my accomplishments and easily go down rabbit trails describing them. This can distract me from more imminent issues.
4As much as I pretend to love fighting, I secretly hate hurting others.
5I never forget an insult, and I bide my time for revenge.
6I fight and risk my life because the feeling of invincibility is a heady drug.

Miller***

Miller - Traits

Day in and day out you grind away at grain so that bread may be made. In a culture of farms, often with only one mill per town, you have quite a bit of prestige. However your prestige is a delicate thing, to deprive the wrong person access to the mill at a "reasonable" fee can cost you not only your mill, but also your life.

Skill Proficiencies: , Nature Athletics

Tool Proficiencies: Dice Set, Flute

Equipment: A flute, dice set, hammer, work clothes, and a coin pouch containing 15 GP.

Plant Identification.

You have learned how to identify a plethora of plants so that the flour you make is of the highest of quality.

  • You have advantage on identifying plants with Nature checks.

Characteristics

A Miller typically has the following characteristics. Feel free to modify or write your own to give your character even more flavor.

Miller - Personality
1If I must live this life I will truly LIVE.
2I always save up as much as I can, spending and consuming only what I must.
3I insist on checking every ruined fortress, abandoned town, and forgotten castle I come across. I never got to see these stuck in the mill, I must make up for lost time.
4I quote historical texts and famous philosophers whenever they seem relevant to the situations I'm in. I mean what else did I have to do in the mill? The wheel only turns so fast so all I had were my books and thoughts.
5I'm completely devoted to the job, even at the cost of my family and friends.
6I leave marks for myself wherever I go, as messages to myself when I return. Their meaning is known only by me.
7Drinking on the job is never a problem.
8I never pass up a friendly wager.
Miller - Ideal
1Death - Some people deserve to die. (Chaotic)
2Amusement - Playing a hand in the growth and development of things delights me. (Chaotic)
3Control - By deciding who eats and starves, I can shape the world to my liking. (Evil)
4Justice - I seek to see wrongs righted. (Good)
5Honor - I swore my oath, and now I must live by its tenets. (Lawful)
6Curiosity - If the job is interesting, I'm in! (Neutral)
Miller - Bond
1I'll never forget the family farm I grew up on.
2My culture and past keeps me on the road, it keeps me bargaining for the best sale.
3My tools are symbols of my past life, and I carry them so that I will never forget my roots.
4I was raised to respect the government and follow its rules and regulations even when I find them foolish.
5I owe everything to my home village/clan, for pooling their resources to have me educated.
6Seeing the world is as valuable as gold, I must see it all.
Miller - Flaw
1I am frightened/sickened by human suffering.
2I never fail at my tasks, even if I have to resort to less honorable means to complete them.
3I love my dice and almost never turn down an opportunity to gamble.
4I cannot stop myself from reveling in material pleasures.
5I am used to getting my way. I don't know how to deal with negotiations swinging against me.
6I made a mistake once, and it cost a lot of lives.

Monastic***

Monastic - Traits

At a young age you were brought to the monastery. You have little to no memory of your old life. You have trained with your brothers and sisters for as long as you can remember. This background is specific to Monks. It is for The Monk who has spent most of his childhood and all his adult life in the monastery. Work with your GM to flesh out your specific monastery. Add what races and Genders are members. Add its location and area of influence.

Monks tend to be quiet around strangers but within the walls of their monastery they tend to be a lot more open. Again this may depend on exactly what type of monastery the player and GM create (ie. vows of silence, monastic brewery, etc.)

Skill Proficiencies: , Athletics Perception

Languages: Choice

Tool Proficiencies: One type of Artisan's Tools (Choose one appropriate for your monastery)

Equipment: A set of artisan's tools, monastic symbol (ie. beads, ring, amulet), yi (clothes), a coin pouch containing 15 GP.

Monastic Influence.

While in the Area where the monastery has influence people will tend to be helpful and friendly to the monk and his party.

Characteristics

A Monastic typically has the following characteristics. Feel free to modify or write your own to give your character even more flavor.

Monastic - Personality
1I am like a leaf in the wind. I go where ever the road takes me. Life just "happens", and I am content to let it.
2I am as a mountain. I am hard and unmovable. I am the rock that my friends lean on, and I feel grounded that it is so.
3I am a peaceful forest lake. I am serene with my thoughts and my tranquility overflows unto those around me.
4I am the living flame. My fire and vigor ignites those around me.
5I am one with myself. I strive for balance in all things. I work hard but play just as hard.
6I am shattered. Something has happened that has shaken my beliefs and I will not find peace until I can face what has happened.
7I have never found a problem that a good boot to the head could not cure.
8I am a fraud. I pretend to feel all this spiritual stuff but it is beyond me. I can punch and kick with the best of them but all this inner peace stuff is just not happening. Oh well, maybe one day.
Monastic - Ideal
1Brotherhood - I never feel alone as long as I know my brothers (and/or sisters) are out there. (Any)
2Pacifist - My skills are only to be used for defense. I will not kill my opponent unless it is unavoidable. (Good)
3Traditions - I will uphold the traditions of my monastery and show respect to my masters and my brothers. (Lawful)
4Power - All this training and meditation is just a means to an end. (Evil)
5Unchained - I am a free spirit, roaming the land and bringing change. (Chaotic)
6Meditation - In order to understand the world, I must first understand myself. (Any)
Monastic - Bond
1I have a duty to my order and will stand with them in all things.
2I have received enlightenment but the world is still in darkness. I must bring enlightenment to others.
3The strong have a duty to protect those who can not protect themselves.
4I lost a brother in battle and I feel it was my fault.
5I strive to bring balance to the land.
6I love my brothers but I can not help but wonder who my parents were or why they brought me to the monastery.
Monastic - Flaw
1I feel the need to meditate three times a day to purify my thoughts.
2I am extremely uncomfortable around (opposite sex, specific race, nobility, etc.)and find myself stammering, blushing, and loose all my composure.
3I panic in large cities and usually try to avoid them.
4I have no respect for those who do not respect themselves.
5I left my monastery after a bad argument with my master. I am NEVER going back.
6My way of peace and meditation is the only way. Those who travel with me must meditate with me at least once a day or I will refuse to help.

Noble Guard (Bodyguard)***

Noble Guard - Traits

Noble Guards come from all walks of life, whether they be born into it, a retired solider or mercenary, a reformed criminal or perhaps just your average citizen in need of a job. They protect a noble, merchant, or someone similar. They tend to have an air of nobility around them, despite not always being of noble blood. this is due to a mixture of trained discipline and constant proximity to nobles. Important things for a Noble Guard to consider are: How did you end up a guard? Who did you serve under? Why did you leave? What was your liege like?

Skill Proficiencies: , Athletics Perception

Languages: Choice

Tool Proficiencies: Drum

Equipment: A guard's uniform, guard's cloak, a signet ring representing your station, a drum and a coin pouch containing 15 GP.

Bodyguard.

As your reaction you may push an adjacent ally one tile when an attack is aimed against them. The attack you protect them from automatically hits you. No one may take a reaction against the player you push for the movement of the push.

If they are unwilling then this is treated as a shove action.

Characteristics

A Noble Guard (Bodyguard) typically has the following characteristics. Feel free to modify or write your own to give your character even more flavor.

Noble Guard - Personality
1I am always polite and respectful.
2My friends know they can rely on me even in the most stressful situations, I will always try to help them.
3Though a skilled fighter, I do not relish combat, and will always accept an enemy's surrender.
4I can stare down a hell hound without flinching.
5I enjoy being strong and able to protect others.
6I always seek to maintain a calm, composed, manner of speech- even in the thick of combat.
7I like the night patrols best, very peaceful or very not.
8I occasionally hold myself above others.
Noble Guard - Ideal
1Duty - I have a job to fulfill, and it shall be so. (Lawful)
2Greater Good - No matter the circumstances, I am expected to protect those who cannot protect themselves. (Good)
3Independence - When people follow orders blindly, they embrace a kind of tyranny. (Chaotic)
4Authority - I am above lesser folk, and people will do as I say. (Evil)
5Live and Let Live - There will always be crime, or there are no guards. (Neutral)
6Devotion - I love my liege, and I will defend him with my life. (Any)
Noble Guard - Bond
1My Liege practically raised me. I will serve them with all of my strength and means.
2As a child, a guard gave their life to protect me from a monster. If it came to it, I'd be willing to do the same.
3Those who fight beside me are those worth dying for.
4My fellow Guards are my brothers/sisters in arms.
5My honor is my life.
6I fight for those who cannot fight for themselves.
Noble Guard - Flaw
1I obey the law even when it serves no good.
2I can be bribed easily; a few gold here, please...
3I will never let injustice pass me by.
4My title means more to me than my friends do.
5I've gone behind my Liege's back on something, and would do anything to prevent them from finding out.
6I'd rather eat my armor than admit when I'm wrong.

Priest***

Priest - Traits

As a priest you have cared for your parish for a while. You have married them and buried them. You have laughed with them and cried with them.

Are you still with your parish? What is going on in their lives to effects you?

Priest - Specialty

Skill Proficiencies: , Religion Arcana

Languages: CelestialInfernal

Equipment: A reliquary, vestments, and a coin pouch containing 15 GP.

Holy Man.

After years of prayer and seeking after the divine you have become sensitive to what is going on in the spiritual realm, as such you can "feel" it when you walk onto holy ground.

Characteristics

A Priest typically has the following characteristics. Feel free to modify or write your own to give your character even more flavor.

Priest - Personality
1I can stare down a hell hound without flinching.
2I have a habit of listening in on the conversations of others.
3I lead by example. First in in the morning and last out at night. When I set my mind to a task, the task is as good as done.
4I keep constant track of the sun, moon, stars, seasons, and weather.
5I set very high standards for myself, and expect others to follow my example.
6I feel great empathy towards the plight of all living things.
7I have seen the corruption in the upper echelons of society, only the poor are truly trustworthy and deserving of saving.
8I came from a modest family and am always seeking to give back to those less fortunate than I am.
Priest - Ideal
1Responsibility - My power is a gift not to be taken lightly, and I should avoid seeking out unnecessary conflict. (Lawful)
2Revenge - I will make amends for what has been done to my flock, however I can. (Chaotic)
3Function - This is what I was made to do. (Neutral)
4Greed - I am only in it for the money. (Evil)
5Charity - I'm doing what I do so others can benefit. (Good)
6Relaxation - Why work when I can spend all day resting and mooch off of others? (Chaotic)
Priest - Bond
1I lost a brother in battle and I feel it was my fault.
2I have been separated from a loved one for a long time. All I have left is their Random - Trinket .
3I have an elegant locket which hides a fine key in a tiny hidden compartment. I don't know why my Random - Family Member gave it to me but I will seek that answer no matter how long it takes.
4A powerful person killed my Random - Family Member. Some day soon, I'll have my revenge.
5I lost my family when I was little. Someone came along and took care of me. There is no way I can ever repay them, but I will do anything in my power to try.
6I do everything I do, to raise gold for my family.
Priest - Flaw
1If I see any who betrayed me, their blood will spill on my hands. Nothing will stop me.
2I think that my training has prepared me for everything. I go into meetings confident, even if I'm way out of my depth.
3If there's a plan, I'll forget it. If I don't forget it, I'll just ignore it.
4I have little to no tolerance for frivolity.
5My hatred for raiders is blinding and furious.
6As much as I pretend to love fighting, I secretly hate hurting others.

Prince***

Prince - Traits

I am in line to be King. That is a big hat to wear and I don't know if I'm ready for it.

Considerations: How noble am I? How close am I to my dad? How close am I in the line of succession? What am I doing to prepare to be King?

Skill Proficiencies: , History Persuasion

Languages: DwarvishElvish

Equipment: A royal signet ring, fine clothes, and a coin pouch containing 15 GP.

Perpetual Student.

Commoners tend to think that the prince's life is one of luxury and ease. In reality you grew up in a prison of expectations and ceaseless training. From early morning training in the sword ring to an afternoon in the magical court, finally ending at a desk with hovering professors, your day was a prison. The good news is that you learned how to learn well and fast. When studying a new skill or language you learn it at twice the normal rate.

Characteristics

A Prince typically has the following characteristics. Feel free to modify or write your own to give your character even more flavor.

Prince - Personality
1I am bright and cheerful with a personality that draws a crowd.
2I always save up as much as I can, spending and consuming only what I must.
3I understand that sometimes a little bit of flirting goes a long way.
4I have killed so many I have lost count.
5To me, the whisper of steel and the clash of weapons is just as pleasing as any amount of gold.
6I see the error in extremes. I try to live by a middle path.
7I change my attitude and personality to blend in with the people around me.
8I instinctively give orders instead of requests.
Prince - Ideal
1Betterment - By studying the mistakes of our elders, we might prevent the mistakes of our children. (Good)
2Dominance - The past holds secrets I can use against those who oppose me. (Evil)
3Independence - When people follow orders blindly, they embrace a kind of tyranny. (Chaotic)
4People - I help people who help me. That's what keeps us alive. (Good)
5Change - Change makes the world go round. It's everywhere and needs to be embraced. (Chaotic)
6Preservation - We must protect the relics of the past, else their creators will fade from memory. (Lawful)
Prince - Bond
1I am always willing to help out someone else who is down on their luck.
2I love my city and will see its streets safe for anyone to walk down at any time.
3My son was sent to war and never returned. I must find him!
4Those who fight beside me are those worth dying for.
5Seeing the world is as valuable as gold, I must see it all.
6I seek a cure to a mysterious disease that afflicts my Random - Family Member .
Prince - Flaw
1I have crossed a foreign military force and they have hunted me ever since.
2I never forget an insult, and I bide my time for revenge.
3As much as I pretend to love fighting, I secretly hate hurting others.
4I don't save people who can't save themselves. The Game is harsh and the stupid and flamboyant tend to die the first.
5I am very well known from my travels. Like it or not my reputation tends to stay ahead of me.
6I pretend to know far more than I actually do, and will often ignore any evidence that proves me wrong.

Professor***

Professor - Traits

I have spent my whole life studying. There is always more for me to learn. More for me to gather into my mind. With knowledge comes power. With knowledge we can fashion stronger spells and build greater weapons. With the right research we can build stronger walls and taller towers. Our potential is almost limitless, but it takes knowledge to unlock it.

Skill Proficiencies: , History Investigation

Languages: Choice

Tool Proficiencies: Chess Set

Equipment: A chess set, historical book, a novel, common clothes, and a coin pouch 15 GP.

Ivory Tower.

You specialized in one field and have advantage for History checks in that field. Even if you don't know something, you know who does and where their offices are.

Characteristics

A Professor typically has the following characteristics. Feel free to modify or write your own to give your character even more flavor.

Professor - Personality
1I live for knowledge. There is nothing better than an interesting conversation.
2Who needs people when you have books? I can spend my whole life and still not finish reading all of these, I don't have time to waste on people.
3What is the use of knowledge if we never use it? I want to be down in the nitty gritty of studies. I want to be solving real problems of real people.
4We are stronger together. Through collaboration we can discover things that our fore-fathers never dreamed of.
5I am very opinionated and outspoken. If you get me going I will talk until the cows come home... and leave again in the morning.
6I care deeply for my students and work hard to teach them and raise them up.
7I have bigger aspirations than this classroom. One day my research will be completed and I will head back out into the world. Until then I will deal with these snotty kids as best as I can.
8I am all about fame and fortune. I seek the biggest name I can get.
Professor - Ideal
1Knowledge - The more we know the more we can do. (Any)
2Risk - Nothing is worth doing if it's a sure thing. We need to always be pushing the boundaries of research. (Chaotic)
3Order - Chaotic research is slow and inefficient. Through careful records and steady research we will discover great things. (Lawful)
4Generosity - My research is to better the world. What I discover is for all to know. (Good)
5Friends - Research is lonely and boring by itself. It is my group of friends that keeps me going. (Good)
6Control - My research gives me power and with my power I will rule those around me. They will bend before my will. (Evil)
Professor - Bond
1If an artifact has been entrusted to me, I will protect it at all costs, even my life.
2I fight for those who cannot fight for themselves.
3I have a best friend that you grew up with. He has saved my life more times than I can count and I have saved his several times. I have not seen him in a few years but long to be reunited. (work with GM to create this npc)
4My Random - Family Member died because of a mistake I made. That will never happen again.
5I have the cutest nephew. He has so much potential and I will go far out of my way to help him reach it.
6I know I've done my best work when nobody knows I've done anything at all.
Professor - Flaw
1I believe in and obey my nation's nobility blindly.
2I have studied betrayals so often that I inherently don't trust all but my inmost circle... they I watch continually expecting betrayal.
3I have troubles trusting others with their assigned tasks, especially if I assigned them.
4I am almost dangerously greedy.
5I am so good at my job that the head of the guard of my home city got jealous. He framed me and ran me out of town.
6Once someone questions my courage, I never back down no matter how dangerous the situation.

Prospector***

Prospector - Traits

You grew up searching for hidden veins of ore, gems, and mineral wealth. You have experienced the thrill of following the geologic clues hidden in bands of rock and soil to pockets of precious gold or gemstones. You have also cried tears of frustration when the vein of ore that could make you rich and famous petered out after only a few feet, yielding barely enough wealth to pay for repairing your tools before moving on to search another promising claim.

Skill Proficiencies: , Investigation Survival

Languages: Dwarvish

Tool Proficiencies: Prospector's Tools

Equipment: A prospector's tools, one set of traveler's clothes, a whetstone, a wheelbarrow, and a coin pouch containing 15 GP. You also have a map to a lost mine, although the specific location of the mine is detailed, the general location is ambiguous (Once you get there, you will know that you have finally found it).

Geological Knack.

You have an uncanny knack for ascertaining the features of the underlying geology and bedrock based on surface soil and plant conditions. You understand which types of rock are likely to yield precious metals and minerals. Although this knack will not lead you directly to the mythical pot of gold, it may be able to point you in the right general direction. This geological knowledge might possibly also come in handy in predicting where lava and underground water might be found.

Characteristics

A Prospector typically has the following characteristics. Feel free to modify or write your own to give your character even more flavor.

Prospector - Personality
1I am uncomfortable in crowds due to a life lived in almost seclusion.
2I am always looking for the next big break.
3Luck favors the prepared, so I tend to be as prepared as I can possibly be (over-prepared?)
4When work needs doing, I do the work.
5I am regularly tasting bits of rock and soil in order to search for signs of precious metals.
6My conversation and social skills are a bit rusty cursing at the rock and singing myself to sleep does not breed civilized habits.
7I have never found a problem that a good boot to the head could not cure.
8I'm a bit of a show-off.
Prospector - Ideal
1Change - Opportunity is hiding around the next corner. (Chaotic)
2Respect - Everyone deserves a chance to improve their station in life: with hard work and/or some luck. (Lawful)
3Independence - I must prove that I can provide a good life for myself and my family. (Good)
4Simplicity - A simple way of life: If it ain't broke don't fix it. (Lawful)
5Ambition - A successful person makes their own opportunities. (Any)
6Wealth - With wealth comes power and happiness. (Evil)
Prospector - Bond
1I am always willing to help out someone else who is down on their luck.
2I am looking for that someone special to spend the rest of my life with.
3I am out to stake my claim on a productive mine and make my fortune.
4I share an empathy with every race and creature that digs and mines.
5Love is fleeting, rock and minerals last forever.
6I count myself as one of the rich and powerful, even though I have not found my fortune yet. It is just a matter of time.
Prospector - Flaw
1Once I find a bit of precious mineral, I cannot abandon the search until I have found and mined (or collected) the cache of metal or gems.
2I constantly scan the ground and my surroundings for signs of precious metals.
3I am obsessed with a particular kind of precious gem or metal and will pass up other treasure in pursuit of this resource.
4I am boastful and tend to try to one-up others during conversations.
5I am eternally pessimistic due to what seems like rotten luck.
6I am eternally optimistic about striking it rich, more than a little too optimistic.

Quartermaster***

Quartermaster - Traits

Armies may be powerful, but they usually fail not from weak strength, but from poor logistics. Your job is to keep the armor maintained and food in the belies. You take care of the logistical needs so that they can take care of the beheadings.

Skill Proficiencies: , Insight Perception

Languages: Choice

Tool Proficiencies: Chess Set

Equipment: A chess set, inventory, a set of common clothes, and a coin pouch containing 15 GP.

Logistical Advantage.

Years of acquiring what is needed when it is needed has prepared you to find what you need. The following tables show the likelihood of finding what you are looking for based on the cost of the item you are searching for and the location you are searching in.

Village

Cost of Item Time of Search >Fail Something Similar Found it
1 CP - 1 GP 1 hour 1-20 21-30 31-100
2 GP - 50 GP 3 hours 1-30 31-35 36-100
51 GP - 200 GP 6 hours 1-40 41-45 46-100
200 GP - 600 GP 12 hours 1-50 51-55 56-100
601 GP - 1,800 GP 1 day 1-70 71-75 76-100
1,801 GP - 5,400 GP 3 days 1-90 91-99 100
5,401 GP - 16,200 GP 1 week 1-95 96-99 100

Small City

Cost of Item Time of Search >Fail Something Similar Found it
1 CP - 1 GP 1 hour 1-10 11-15 16-100
2 GP - 50 GP 3 hours 1-20 21-25 26-100
51 GP - 200 GP 6 hours 1-30 31-35 36-100
201 GP - 600 GP 12 hours 1-40 41-45 46-100
601 GP - 1,800 GP 1 day 1-60 61-65 66-100
1,801 GP - 5,400 GP 3 days 1-80 81-95 96-100
5,401 GP - 16,200 GP 1 week 1-90 91-98 99-100

Medium City

Cost of Item Time of Search >Fail Something Similar Found it
1 CP - 1 GP 1 hour 1-5 6-10 11-100
2 GP - 50 GP 3 hours 1-10 11-15 16-100
51 GP - 200 GP 6 hours 1-20 21-25 26-100
201 GP - 600 GP 12 hours 1-30 31-35 36-100
601 GP - 1,800 GP 1 day 1-50 51-60 61-100
1,801 GP - 5,400 GP 3 days 1-70 71-90 91-100
5,401 GP - 16,200 GP 1 week 1-80 81-95 96-100

Large City

Cost of Item Time of Search >Fail Something Similar Found it
1 CP - 1 GP 1 hour 1-2 3-8 9-100
2 GP - 50 GP 3 hours 1-5 6-10 11-100
51 GP - 200 GP 6 hours 1-10 11-15 16-100
201 GP - 600 GP 12 hours 1-20 21-25 26-100
601 GP - 1,800 GP 1 day 1-40 41-50 51-100
1,801 GP - 5,400 GP 3 days 1-60 61-80 81-100
5,401 GP - 16,200 GP 1 week 1-70 71-90 91-100

Capital City

Cost of Item Time of Search >Fail Something Similar Found it
1 CP - 1 GP 1 hour 1 2-6 7-100
2 GP - 50 GP 3 hours 1-3 4-9 10-100
51 GP - 200 GP 6 hours 1-6 7-12 13-100
201 GP - 600 GP 12 hours 1-10 11-15 16-100
601 GP - 1,800 GP 1 day 1-30 31-35 36-100
1,801 GP - 5,400 GP 3 days 1-50 51-80 81-100
5,401 GP - 16,200 GP 1 week 1-60 61-90 91-100

Characteristics

A Quartermaster typically has the following characteristics. Feel free to modify or write your own to give your character even more flavor.

Quartermaster - Personality
1I change my attitude and personality to blend in with the people around me.
2I have seen the corruption in the upper echelons of society, only the poor are truly trustworthy and deserving of saving.
3When insulted, I hurl even greater insults (or food) back.
4I am always on the lookout for something novel and exotic.
5I'm completely devoted to the job, even at the cost of my family and friends.
6I make incredibly poor jokes in an attempt to put others at ease.
7I speak in a dull monotone that is more likely to put others to sleep than to entertain them.
8I lead by example. First in in the morning and last out at night. When I set my mind to a task, the task is as good as done.
Quartermaster - Ideal
1Duty - My purpose is the continued peace and safety of my people. (Good)
2Hierarchy - I know my place. Know yours. (Lawful)
3The Game - Every moment of my life I have to make a choice. I'll never stop playing. (Any)
4Right - Everyone deserves to live. (Neutral)
5Revenge - I will make amends for what has been done to me, however I can. (Chaotic)
6Greed - I am only in it for the money. (Evil)
Quartermaster - Bond
1All I am trying to do is provide for my family.
2The historical works of my race must be preserved for the enrichment of future generations.
3My son was sent to war and never returned. I must find him!
4I seek to protect something of great importance to me by keeping it a secret, so you better forget what you just heard.
5One of my friends was hanged for treason. My helplessness to aid him still haunts me today.
6I made an oath over the graves of my family to see justice done.
Quartermaster - Flaw
1I messed up a deal early in my career that earned me some enemies in powerful positions.
2There's no room for caution in a life lived to the fullest.
3If I find someone smarter than me, I have to take them down.
4My parents cast a huge shadow and anywhere I go people have high expectations of you. If I bring shame on the family, they will respond against me.
5I think that my training has prepared me for everything. I go into meetings confident, even if I'm way out of my depth.
6As a defense mechanism, I lie and misdirect everyone around me, and steal and hide anything I can.

Rabbi***

Rabbi - Traits

A holy man with a long tradition behind him.

Skill Proficiencies: , History Religion

Languages: InfernalCelestial

Equipment: An ancient reliquary, vestments, and a coin pouch containing 15 GP.

Great Tradition.

Your order has been around for thousands of years. This means that they have trained you in many events of the past. You have a +2 to recalling events relevant to your order in a History check.

Characteristics

A Rabbi typically has the following characteristics. Feel free to modify or write your own to give your character even more flavor.

Rabbi - Personality
1I like to impress everyone I meet with a simple trick or quick joke.
2I am all about fame and fortune. I seek the biggest name I can get.
3I hold myself to a strict code of ideals.
4I desire to see others thrive and work hard to help them to succeed.
5I don't like killing at all.
6I have never found a problem that a good boot to the head could not cure.
7I present everything I say as a guess or estimate so that I don't look bad if it turns out to be wrong.
8I am bright and cheerful with a personality that draws a crowd.
Rabbi - Ideal
1Honor - I swore my oath, and now I must live by its tenets. (Lawful)
2Power - The bigger name I get the more I can force people to abide by my teachings. (Evil)
3Fill the Need - There are a lot of hungry mouths in the world, with enough hands the world can feed them all. (Good)
4Death - Some people deserve to die. (Chaotic)
5Justice - I seek to see wrongs righted. (Good)
6Order - Chaos is inefficient and causes everyone to loose. (Lawful)
Rabbi - Bond
1I have the cutest nephew. He has so much potential and I will go far out of my way to help him reach it.
2I grew up in a war torn land and vowed to end war after my Random - Family Member was killed. I will do everything I can to prevent future tragedies.
3I have been separated from a loved one for a long time. All I have left is their Random - Trinket .
4I heard a story about some grand place, and deeply want to go there.
5I seek a cure to a mysterious disease that afflicts my Random - Family Member .
6As a child, a guard gave their life to protect me from a monster. If it came to it, I'd be willing to do the same.
Rabbi - Flaw
1I pretend to know far more than I actually do, and will often ignore any evidence that proves me wrong.
2No amount of gold is worth my life, I will run when in danger.
3I would rather lose honestly than lie to win.
4There's no room for caution in a life lived to the fullest.
5I think that my training has prepared me for everything. I go into meetings confident, even if I'm way out of my depth.
6I may be slow to anger but once someone has made me angry it is almost impossible to calm me down. In the heat of the moment I often do things I would normally not do.

SeaDog***

SeaDog - Traits

The ocean is your home, you have spent countless nights on the waves. The deck may buck but you do not. Others may barf over the edge, but you do not. The clouds and waves make sense in a way that land and mountains just do not.

Skill Proficiencies: , Perception Sleight of Hand

Languages: Aquan

Tool Proficiencies: Dice Set

Equipment: A backpack, common clothes, a dice set, a 50 foot hemp rope and a coin pouch containing 15 GP.

Sea Legs.

You have lived on the sea for a long time. That has given you the Sea Legs feat.

Sea Legs

Characteristics

A SeaDog typically has the following characteristics. Feel free to modify or write your own to give your character even more flavor.

SeaDog - Personality
1I instinctively give orders instead of requests.
2I'm completely devoted to the job, even at the cost of my family and friends.
3If I must live this life I will truly LIVE.
4I always check the escape routes of every building I enter.
5I rarely speak above a whisper, for fear that I might attract attention to myself. Who knows when someone will connect me to my past life?
6I tend to lose my temper when someone bad mouths my home.
7My loyalty to my employer is unmatched.
8My quick temper can end as many problems as it starts. At least, that's what I tell myself.
SeaDog - Ideal
1Power - Nothing quite like a bright light shining into a terrified face. (Evil)
2Responsibility - My power is a gift not to be taken lightly, and I should avoid seeking out unnecessary conflict. (Lawful)
3Curiosity - If the job is interesting, I'm in! (Neutral)
4Brutality - Gold pales to the brilliance of the life draining from their eyes. (Evil)
5Change - Change makes the world go round. It's everywhere and needs to be embraced. (Chaotic)
6Kindness - In the harshness of sea and combat we don't have time to be mean to each other. Our kindness is what makes us better than normal pirates. (Good)
SeaDog - Bond
1My families signet ring means everything to me... I will get it back no matter what.
2I work to uncover the truth of past events, even if doing so is harmful to my nation or organization.
3I was really close to my Random - Family Member . They died a few years ago and all I have to remember them is this Random - Trinket .
4I strive to bring balance to the land.
5I am pressured by a crime boss I can never repay.
6I started my training alone from texts I obtained by my own means.
SeaDog - Flaw
1I am boastful and tend to try to one-up others during conversations.
2I am comically competitive.
3I have no problem with betraying people who trust me.
4I believe in and obey my nation's nobility blindly.
5I hide a truly scandalous secret that could ruin my family forever.
6Violence is my answer to almost any challenge.

Seamstress***

Seamstress - Traits

With the needle and the loom have I labored and become quite skilled. If you need a new coat or a blanket I can make it.

Why did I become a seamstress? How long have I been in this career? Do I wish to be a seamstress the rest of my life?

Seamstress - Specialty

Skill Proficiencies: , Insight Sleight of Hand

Languages: Elvish

Tool Proficiencies: Weaver's Tools

Equipment: A set of weaver's tools, a set of common clothing, and a coin pouch containing 15 GP.

Tailor.

Working with people's clothing gives you a whole new view of them. From the stain on the sleeve to the type of dust on the shoulder there is so much information available that most people pass over, but not you. If you can spend an hour or longer studying the clothing of an individual, including being able to pick it up and turn it over, then you learn where that piece of clothing has been over the last day.

Characteristics

A Seamstress typically has the following characteristics. Feel free to modify or write your own to give your character even more flavor.

Seamstress - Personality
1I am full of stories from my old life, and am eager to share them.
2I give my two cents on everything.
3I set very high standards for myself, and expect others to follow my example.
4I'm always early to bed and early to rise.
5I always save up as much as I can, spending and consuming only what I must.
6I like to joke around and tell stories.
7It seems like I always try to strike up a conversation at the worst possible moment.
8I live for knowledge. There is nothing better than an interesting conversation.
Seamstress - Ideal
1Simplicity - Life is meant to be simple. Who needs money or the things it can buy. (Any)
2Strictly Business - You get what you pay for and I can't help that. (Lawful)
3Revenge - I will make amends for what has been done to me, however I can. (Chaotic)
4It's a Living - I do what I'm good at because what I'm good at is good for me. (Neutral)
5Power - All who oppose me must be crushed under the weight of a thousand rumors! (Evil)
6Nobility - Protecting those that can not protect themselves, basically upholding the virtues that makes one Noble not the title of Noble birth. (Good)
Seamstress - Bond
1I can never linger anywhere for too long, or my secret will catch up to me.
2I crave people's praise and go out of my way to impress them.
3My honor is my life.
4I count myself as one of the rich and powerful, even though I have not found my fortune yet. It is just a matter of time.
5I'll never forget the family farm I grew up on.
6Someone of the same profession saved me or someone close to me, and I strive towards filling their enormous footsteps.
Seamstress - Flaw
1I am so good at my job that the head of the sewing guild in my home city got jealous. He framed me and ran me out of town.
2I care only for my own authority.
3There is an intense rivalry between myself and a particular colleague, and it often clouds my judgment.
4I always say the truth when asked, even by an enemy.
5I am eternally pessimistic due to what seems like rotten luck.
6As a defense mechanism, I lie and misdirect everyone around me, and steal and hide anything I can.

Spy***

Spy - Traits

Mission

Spy - Mission

Skill Proficiencies: , Stealth Deception

Tool Proficiencies: Disguise kit, Thieves' tools

Equipment: A disguise kit, a set of thieves' tools, a set of common dark clothes, and a coin pouch containing 15 GP.

Echo of the Great Game.

Years of stealth and trickery have taught you how to not draw attention to yourself. The way you walk, talk and move are deliberately forgettable, and utterly in-extraordinary. While you are wearing common clothes, no one can remember your face nor any features about you, unless they actively make an effort to do so.

In addition, you know how to write in a special code that can only be read by people trained to decipher it.

Characteristics

A Spy typically has the following characteristics. Feel free to modify or write your own to give your character even more flavor.

Spy - Personality
1I always have an aloof smile plastered on my face, no matter the situation.
2I am uncomfortable in open spaces, where I'm too exposed.
3I change my attitude and personality to blend in with the people around me.
4I always check the escape routes of every building I enter.
5I have trouble trusting people, especially those closest to me.
6I have a habit of listening in on the conversations of others.
7I prefer not to talk unless it's necessary.
8I write anything I think is important in code.
Spy - Ideal
1Exposure - The evils of the world must be exposed. (Good)
2Blackmail - Ooh, isn't this a dirty secret...? Shame if it fell into the wrong hands: mine. (Evil)
3Contract - The information is bound to the person who hires me, no one else may see it. (Lawful)
4The Game - If this came out to the public... That noble would be done for... That one too... Oh what fun! (Chaotic)
5Self - The information is good, coming out alive better, the coin I'll get from this, totally worth it. (Neutral)
6Knowledge - He knows something, and I need to know it too. (Any)
Spy - Bond
1I fell in love with someone I was spying on.
2I had some colleagues in a spy ring I used to be a part of that I trade information with from time to time.
3I have secrets that I've uncovered that should never see the light of day.
4One of my friends was hanged for treason. My helplessness to aid him still haunts me today.
5A good person was ruined with information I gathered on him. I am trying to atone.
6A servant in a castle saw me spying on her lord. I fled and hope I will never have to see her face again.
Spy - Flaw
1I have no problem with betraying people who trust me.
2Some people want to kill me, to make sure I never tell a secret they'd rather have untold.
3I've worn so many disguises, I've lost sight of who I truly am.
4I never share secrets with anyone.
5I don't save people who can't save themselves. The Game is harsh and the stupid and flamboyant tend to die the first.
6I never forget an insult, and I bide my time for revenge.

Stable Boy***

Stable Boy - Traits

I have worked in these stables and learned how to care for all sorts of animals. It is fun to be paid to play with animals and keep them healthy

How long have I been in the stable? When did I first get here? Do I want to be here the rest of my life? What dreams do I have?

Stable Boy - Specialty

Skill Proficiencies: , Animal Handling Sleight of Hand

Languages: Elvish

Tool Proficiencies: Pitchfork

Equipment: A pitchfork, work clothes, and a coin pouch containing 15 GP.

Unseen Servant.

Who even notices servants? Unless you do something to draw attention (like going some place that smelly stable boys should not, or singing a song) people's eyes tend to slide right over you without noticing.

Characteristics

A Stable Boy typically has the following characteristics. Feel free to modify or write your own to give your character even more flavor.

Stable Boy - Personality
1I like to impress everyone I meet with a simple trick or quick joke.
2I keep all of my possessions meticulously clean, and I hate any kind of filth.
3I speak with a distinctive drawl or accent common to my class.
4I speak in a dull monotone that is more likely to put others to sleep than to entertain them.
5I have two ears so I should listen twice what I speak.
6It seems like I always try to strike up a conversation at the worst possible moment.
7I am constantly plotting revenge, coming up with and discarding ridiculous plots.
8I distance myself from everyone, even those I care about.
Stable Boy - Ideal
1Strictly Business - You get what you pay for and I can't help that. (Lawful)
2Peace - My job is to stop bloodshed. (Good)
3Nobility - Protecting those that can not protect themselves, basically upholding the virtues that makes one Noble not the title of Noble birth. (Good)
4Control - I'll do the work, but some day I will return with a request... (Evil)
5Aspiration - I want to make something of myself. (Any)
6Power or Death - In my line of profession, the strong live and the weak starve. (Evil)
Stable Boy - Bond
1I crave people's praise and go out of my way to impress them.
2The things I have with me are everything I have and everything I am.
3I love my city and will see its streets safe for anyone to walk down at any time.
4I have had to lock a book away to protect others, and I am the only one who knows where the key is.
5The historical works of my race must be preserved for the enrichment of future generations.
6I lost my family when I was little. Someone came along and took care of me. There is no way I can ever repay them, but I will do anything in my power to try.
Stable Boy - Flaw
1I like to use my threatening appearance to my advantage, but sometimes go too far.
2I have crippling debts that my work barely pays it off.
3I secretly find the opposite sex a lesser part of the species.
4I never forget an insult, and I bide my time for revenge.
5I believe in and obey my nation's nobility blindly.
6I find any reason to fight, often attacking enemies when other solutions could have been met.

Student of Magic***

Student of Magic - Traits

You were identified as a potential magic user at a very young age and were taken in as an apprentice. You were taken from your home to be trained either by the Master who found you, or were enrolled in a school for magic users. You seldom to never see your biological family, and were raised and educated surrounded by the trappings of magic. Now, you have set out into the greater world, seeking to use what you have learned. Who taught you, and how do you feel about them? Are you still in contact with your Master(s) or fellow students? What led you from being a student to a life of adventure? Did you graduate? Get Expelled? Or are you still a student, and adventuring is just another assignment?

A student of magic is largely defined by their apprenticeship and training. They have spent most of their life surrounded by magic, and in the presence of more experienced magic users. Magic is central to this person's life, whether it be merely a means to another goal, or mastering magic is the goal itself.

Skill Proficiencies: , Arcana History

Languages: Choice

Tool Proficiencies: Alchemist's Supplies

Equipment: A bottle of black ink, a quill, 3 rolls of parchment, alchemist's supplies, a book of arcana, a letter from your master, a set of apprentice robes, and a coin pouch containing 15 GP.

The Master's Name.

You were formally trained in Magic, and the name of those that trained you can open doors. You can usually gain an audience with another magic user, simply by dropping the name of your Master or School. Furthermore, you can usually find a place to stay among scholars or magic users, unless you show yourself to be a danger to them. You may also have access to resources from those who taught you, whether that is access to your school's libraries and facilities, or simply the ability to correspond with your Master and ask him or her for advice.

Characteristics

A Student of Magic typically has the following characteristics. Feel free to modify or write your own to give your character even more flavor.

Student of Magic - Personality
1I tend to talk about magic as if everyone understands it, and cannot comprehend the ignorance of those who do not.
2I consider my Master to have been a font of wisdom, and have a quote from him for almost every situation
3My Master taught me the value of secrets, I keep them very well and have a few of my own.
4I have a grand magical theory that I can't wait to tell other people about.
5I am seldom seen without my nose stuck firmly in a book or scroll.
6When exposed to some new piece of magic, I can't help but try to figure out what it does and how it works.
7I am extremely proud of the school I attended, and will boast of it often.
8I have no patience for ridiculous superstitions about magic.
Student of Magic - Ideal
1Magic For Magic's Sake - I seek to study and improve Magic, simply for the betterment of Magic. (Neutral)
2Greater Good - Magic should be used to protect and improve the lives of the common people. (Good)
3Power Through my Power - I will conquer and gain victory. (Evil)
4Tradition - I will uphold the standards of Magic that were taught to me by my Master. (Lawful)
5Independence - I have cast off the shackles of my tutelage and will seek my own path. (Chaotic)
6Spirit - I will make my Master proud. (Any)
Student of Magic - Bond
1I often think of the family I left behind when I became an apprentice, I would like to find them some day.
2I had a romantic relationship with a fellow student, I still love them.
3I am utterly loyal to my Master, everything else comes second.
4I am hunting the one who is responsible for the end of my apprenticeship.
5I had a rival all throughout my training, we still compete.
6I idolize a historical magic user, and measure my accomplishments against theirs
Student of Magic - Flaw
1People who are superstitious about Magic are idiots, and not worth my time.
2I look down on anyone who was not properly trained in the Magic they wield.
3If my Master calls me, I'll abandon what I'm doing to go to him.
4I can get so distracted by the mystery and wonder of magic, that I can forget I'm supposed to be fighting that other Wizard
5A scandal prevents me from returning to my place of education, I'm trying to stay ahead of the rumors.
6I believe that the world would be better off if Magic-users ran everything

Tavern Owner***

Tavern Owner - Traits

I have spent years raising up and developing this Tavern. This is my home and I have expanded it and grown it with my own sweat and blood.

Tavern Owner - Specialty

Skill Proficiencies: , Insight Persuasion

Languages: Choice

Tool Proficiencies: Brewer's Supplies

Equipment: A set of brewer's supplies, common clothes, and a coin pouch containing 15 GP.

Barkeep.

When people need to talk, they tend to seek out a barkeep they trust. As long as you maintain this trust you will hear fascinating rumors from all sorts of types.

Characteristics

A Tavern Owner typically has the following characteristics. Feel free to modify or write your own to give your character even more flavor.

Tavern Owner - Personality
1I never pass up a friendly wager.
2I always save up as much as I can, spending and consuming only what I must.
3I like to show off, particularly if there's a chance to get a job offer in it.
4I am very quiet, and tend to fade into the background.
5I talk down to others when speaking on a field I believe myself to be knowledgeable in.
6I instinctively give orders instead of requests.
7I will never give up. No matter how dark things get.
8Life is a journey that is taken one step at a time. I will enjoy those steps, but not worry about where the path leads.
Tavern Owner - Ideal
1Quality - Everything I make and do must be the best I can do. (Lawful)
2Nobility - Protecting those that can not protect themselves, basically upholding the virtues that makes one Noble not the title of Noble birth. (Good)
3Revenge - I lost everything, but those who took it from me will pay. (Evil)
4Right - Everyone deserves to live. (Neutral)
5Profit - Is it really my fault that all who come to me suffering also come bearing compensation? (Evil)
6Honesty - I will tell the truth no matter the embarrassment or the harm it brings. (Lawful)
Tavern Owner - Bond
1I lost my whole family. All that I have to remember them by is this Random - Trinket.
2A powerful person killed my Random - Family Member. Some day soon, I'll have my revenge.
3I will perform the heroic deeds that future historians will surely write about.
4I strive to bring balance to the land.
5I heard a story about some grand place, and deeply want to go there.
6I owe my guild a great debt for forging me into the person I am today.
Tavern Owner - Flaw
1I am so good at my job that the head of the guard of my home city got jealous. He framed me and ran me out of town.
2If I see any who betrayed me, their blood will spill on my hands. Nothing will stop me.
3I am not used to being wealthy and tend to overindulge.
4I'd rather eat nothing than something bland, stale, burnt, undercooked, or otherwise beneath me.
5Someone powerful would do anything to have my head, so I seek to gain his or her head first.
6I like to use my threatening appearance to my advantage, but sometimes go too far.

Teacher***

Teacher - Traits

I have learned all that I can so I can pass it on and shape the minds of the next generation. They have so much potential and it is my privilege to unlock their minds so that they can grow and expand.

Skill Proficiencies: , Insight Performance

Languages: DwarvishElvish

Equipment: A historical book, ink bottle, ink pen, 2 sheets of parchment, common clothes, and a coin pouch containing 15 GP.

Attentive Teacher.

We all learn better when people pay attention to us and help us. As a teacher you learned to pay attention to your students. When you study someone while they are performing a task you get an impression of how well they are doing.

(GMs this is meant to give a hint at how ability checks in the die tower are going. This may let a studying teacher figure out someone is struggling and help the player decide if they rolled a 1 and were fed a crazy response or if they really have found something cool.)

Characteristics

A Teacher typically has the following characteristics. Feel free to modify or write your own to give your character even more flavor.

Teacher - Personality
1I set very high standards for myself, and expect others to follow my example.
2When work needs doing, I do the work.
3I like to joke around and tell stories.
4I see the error in extremes. I try to live by a middle path.
5I have never found a problem that a good boot to the head could not cure.
6I am more interested in the past than the present; as a result, I am mostly asocial.
7I am always on the lookout for something novel and exotic.
8I am full of stories from my old life, and am eager to share them.
Teacher - Ideal
1Friends - Life is about who I know not what I have. (Good)
2Revenge - I will make amends for what has been done to me, however I can. (Chaotic)
3Greed - I am only in it for the money. (Evil)
4Authority - I am above lesser folk, and people will do as I say. (Evil)
5Aspiration - I want to make something of myself. (Any)
6Duty - My purpose is the continued peace and safety of my people. (Good)
Teacher - Bond
1I crave people's praise and go out of my way to impress them.
2I have been separated from a loved one for a long time. All I have left is their Random - Trinket .
3My family has lived in the same city since it was founded. In many ways this is our city. Whenever I am away I long to return.
4I am pressured by a crime boss I can never repay.
5Something bad happened to my Random - Family Member . I believe it was foul play and will go to the end of the earth to bring justice.
6The Woods are my home. I will not venture far from them.
Teacher - Flaw
1I have little to no tolerance for frivolity.
2Coin doesn't last long in my pocket. I have to risk it or spend it.
3I help people because I like the recognition and the feeling that I could help them when they needed it.
4I have no problem with betraying people who trust me.
5I look down on the uneducated.
6Sometimes I go too far in my search for knowledge.

Tribesman***

Tribesman - Traits

Living in with a tribe has taught you that above all else, you need your brothers and sisters around you. It is with their help that you thrive, and with them at your back you can do almost anything.

Skill Proficiencies: , Athletics Nature

Languages: Orc

Tool Proficiencies: Horn

Equipment: A horn, small carved wooden animal, moccasins, work clothes, and a coin pouch containing 15 GP.

Plant Identification.

Growing up in the wild you have learned what is edible and what is not. Plants are familiar to you. Your parent's taught you the differences between 50 different types of mushrooms. Which ones are tasty and which are just plain out deadly.

  • You have advantage on identifying plants with Nature checks.

Characteristics

A Tribesman typically has the following characteristics. Feel free to modify or write your own to give your character even more flavor.

Tribesman - Personality
1I lead by example. First in in the morning and last out at night. When I set my mind to a task, the task is as good as done.
2I will defend my masculinity to the extent of other's thinking I'm insecure.
3I have never found a problem that a good boot to the head and a knife to a throat could not cure.
4I like to joke around and tell stories.
5I spend every extra moment I find out in the woods, there is no where quite as peaceful.
6I am constantly plotting revenge, coming up with and discarding ridiculous plots.
7Breaking up a brawl is the fun part of my day.
8I am all about fame and fortune. I seek the biggest name I can get.
Tribesman - Ideal
1It's a Living - I do what I'm good at because what I'm good at is good for me. (Neutral)
2Others - My job is to protect and to serve. (Good)
3Hierarchy - I know my place. Know yours. (Lawful)
4Relaxation - Why work when I can spend all day resting and mooch off of others? (Chaotic)
5Expertise - I must become the authority in my field of study. (Any)
6Control - I'll do the work, but some day I will return with a request... (Evil)
Tribesman - Bond
1I fight for those who cannot fight for themselves.
2I seek a cure to a mysterious disease that afflicts my Random - Family Member .
3I'll never forget the family farm I grew up on.
4I grew up in a war torn land and vowed to end war after my Random - Family Member was killed. I will do everything I can to prevent future tragedies.
5I lost my whole family. All that I have to remember them by is this Random - Trinket .
6I was really close to my Random - Family Member . They died a few years ago and all I have to remember them is this Random - Trinket .
Tribesman - Flaw
1I have a marked speech that identifies me as low class.
2As much as I pretend to love fighting, I secretly hate hurting others.
3I'd give up my companions for a piece of information.
4I like to use my threatening appearance to my advantage, but sometimes go too far.
5As much as I pretend to love fighting, I secretly hate hurting others.
6I have little to no tolerance for frivolity.

Urban Vigilante***

Urban Vigilante - Traits

You have witnessed the worst of what your home's criminal element has to offer and have decided to take the law into your own hands. Are you a nobleman dismayed at the suffering of the lower classes and frustrated that your money alone cannot save them? A street child that witnessed the murder of his family and swore revenge? A lone crusader against a corrupt system? Even a former criminal seeking redemption? Regardless of your traumatic inspiration you now seek justice outside the confines of the law; will you become a symbol of hope for the downtrodden? Or will you become a cautionary tale to strike fear into the cowardly and superstitious criminals of your world?

Skill Proficiencies: , Acrobatics Deception

Languages: Choice

Tool Proficiencies: Thieves' Tools

Equipment: A mask, hood or other method of concealing your identity; a set of thieves' tools; a set of common clothes and a coin pouch containing 15 GP.

My City.

Your city is a living organism and you are its heartbeat. You know every brick, paving stone and shadow. Within the city you have a contact either within law enforcement or within the criminal underground and have common to uncommon knowledge of the city like alleys and hidden routes.

Characteristics

A Urban Vigilante typically has the following characteristics. Feel free to modify or write your own to give your character even more flavor.

Urban Vigilante - Personality
1I am always calm, no matter what the situation. I never let my emotions control me.
2I am a man without fear; no matter the risks apparent in a situation, I do what is needed.
3I cannot resist an opportunity to mock my opponent with a quip or joke, even during combat.
4I feel great empathy towards the plight of all living things.
5My civilian identity is my true mask and behaves in the opposite manner to that of my masked alter-ego.
6I have seen the corruption in the upper echelons of society, only the poor are truly trustworthy and deserving of saving.
7I cannot resist the urge to show off how superior I am in my crime-fighting capabilities; I feel the need to explain how I have brilliantly solved a mystery or leave my mark at a crime scene so that everyone knows I have saved the day.
8I face problems head on, there is no time to lose in life or death situations.
Urban Vigilante - Ideal
1Greater Good - I will lay down my life in defense of others, whether they be innocent or criminals. (Good)
2One Rule - I have a code of conduct I follow to the letter. Otherwise I'd be no better than those I put away. (Lawful)
3Maverick - The system is broken, I am justice. (Chaotic)
4Avenger - I will end anyone who gets in the way of my vengeance. (Evil)
5Daredevil - I do it for the thrill and infamy. If I can do some good while I'm at it, good for me I guess. (Neutral)
6Not in My City - This city needs a bit of a clean up, and I'm the guy to do it (Any)
Urban Vigilante - Bond
1I made an oath over the graves of my family to see justice done.
2I have a group of adoring fans that follow my crime-fighting acts with interest.
3I am in a crime fighting organization with other vigilantes in the area.
4I cannot give up my dual identity until my nemesis is brought to justice.
5I have a long time friend that supports my crime fighting and double life.
6I have a mentor that taught me the ropes. I'm still in contact with him.
Urban Vigilante - Flaw
1My partner fell fighting evil alongside me; I am reluctant to fight alongside others now.
2There is only the mission. I don't care about anything unimportant distractions like a having a social life, or sleeping or eating.
3I am a tad overzealous when doling out punishment.
4I have been doing this a long time, all others should follow my lead.
5I will sacrifice anyone and anything to achieve my goal.
6I trust no-one, I never reveal my true plan until it is absolutely necessary and then only the parts of it I must.

Waterfall Monk***

Waterfall Monk - Traits

Years of hard training have strengthened your body and spirit. You are can endure pain and challenges that would make most people buckle and cave.

Skill Proficiencies: , Athletics Intimidation

Languages: Aquan

Tool Proficiencies: Keg of Ale

Equipment: A reliquary of your order, a yi (clothes), a small keg of greater beer, and a coin pouch containing 15 GP.

Extreme Cold.

After spending countless hours under waterfall's of snow melt your body has adjusted to extreme cold temperatures. You do not take penalties from temperatures down to freezing point (0 degrees Celsius, 32 degrees Fahrenheit.)

Characteristics

A Waterfall Monk typically has the following characteristics. Feel free to modify or write your own to give your character even more flavor.

Waterfall Monk - Personality
1I instinctively give orders instead of requests.
2I never pass up a friendly wager.
3I tend to lose my temper when someone bad mouths my home.
4I don't like killing at all.
5I'm very sensitive about my weight.
6I will never give up. No matter how dark things get.
7I am one with myself. I strive for balance in all things. I work hard but play just as hard.
8I am bright and cheerful with a personality that draws a crowd.
Waterfall Monk - Ideal
1Function - This is what I was made to do. (Neutral)
2Authority - I am above lesser folk, and people will do as I say. (Evil)
3Kindness - Service with a smile is everyone's right. (Good)
4Authority - I do as I wish- who's going to stop me? (Chaotic)
5Nature - Just like trees, people live and people die. It's the law of the land. (Lawful)
6Duty - I have a job to fulfill, and it shall be so. (Lawful)
Waterfall Monk - Bond
1I want to find that special someone and raise a home full of children.
2I love my city and will see its streets safe for anyone to walk down at any time.
3I grew up in a war torn land and vowed to end war after my Random - Family Member was killed. I will do everything I can to prevent future tragedies.
4My greatest opponent is my best friend. We always know when the other is bluffing.
5I owe everything to my home village/clan, for pooling their resources to have me educated.
6I lost my whole family. All that I have to remember them by is this Random - Trinket .
Waterfall Monk - Flaw
1If I find someone smarter than me, I have to take them down.
2I fight and risk my life because the feeling of invincibility is a heady drug.
3Making a profit is more important than honesty or integrity.
4There is an intense rivalry between myself and a particular colleague, and it often clouds my judgment.
5Someone powerful would do anything to have my head, so I seek to gain his or her head first.
6I never forget an insult, and I bide my time for revenge.

Bestiary

No adventure is complete without crazy exotic monsters and beasts to fight. This chapter is devoted to both common and obscure creatures that may just show up in a game. Although fighting monsters is one way to challenge your players, remember that there are also environmental dangers, Traps, Diseases, and Madness that you can use to challenge them.

NPCs Table of Contents

Bestiary Alphabetically

Bestiary Alphabetically by CR

Bestiary by Attack Saves by CR

Bestiary by Author by CR

Bestiary by Function by CR

Bestiary by Immunity by CR

Bestiary by Lore by CR

Bestiary by Resistances by CR

Bestiary by Terrain by CR

Bestiary by Type by CR

Bestiary by Vulnerability by CR

NPCs Alphabetically Table of Contents

Ape*, Axe Beak*, Azer*, Baboon*, Badger*, Bat**, Black Bear**, Blink Dog*, Blood Hawk*, Boar*, Brown Bear**, Camel*, Cat**, Cave Bear*, Crab**, Crocodile*, Deer*, Dire Wolf*, Diseased Giant Rat*, Draft Horse*, Dryad*, Dust Mephit*, Eagle*, Elephant*, Elk*, Flying Snake*, Frog*, Gargoyle*, Giant Ape*, Giant Badger*, Giant Bat*, Giant Boar*, Giant Centipede*, Giant Constrictor Snake*, Giant Crab*, Giant Crocodile*, Giant Eagle*, Giant Elk*, Giant Fire Beetle*, Giant Frog*, Giant Goat*, Giant Hyena*, Giant Lizard*, Giant Octopus*, Giant Owl*, Giant Poisonous Snake*, Giant Rat*, Giant Scorpion*, Giant Sea Horse*, Giant Shark*, Giant Spider*, Giant Toad*, Giant Vulture*, Giant Wasp**, Giant Weasel*, Giant Wolf Spider*, Goat*, Greater Nature Elemental***, Hawk*, Hunter Shark*, Hyena*, Ice Mephit*, Jackal*, Killer Whale*, Lesser Nature Elemental***, Lion*, Lizard**, Magma Mephit*, Magmin*, Mammoth*, Mastiff*, Minor Nature Elemental***, Mule*, Octopus*, Owl*, Panther*, Plesiosaurus*, Poisonous Snake*, Polar Bear*, Pony*, Quipper*, Rat**, Raven*, Reef Shark*, Rhinoceros*, Riding Horse*, Saber-toothed Tiger*, Satyr*, Scorpion*, Sea Hag*, Sea Horse*, Spider*, Sprite*, Steam Mephit*, Stirge*, Supreme Nature Elemental***, Tiger*, Triceratops*, Tyrannosaurus Rex*, Vulture*, Warhorse*, Weasel*, Wolf*

NPCs Alphabetically by CR

CR 0, CR 1/16, CR 1/8, CR 1/4, CR 1/2, CR 1, CR 2, CR 3, CR 4, CR 5, CR 6, CR 7, CR 8, CR 9, CR 10, CR 11, CR 12, CR 13, CR 14, CR 15, CR 16, CR 17, CR 18, CR 19, CR 20, CR 21, CR 22, CR 23, CR 24, CR 25, CR 26, CR 27, CR 28, CR 29, CR 30

CR 0 (XP 0)

Frog, Sea Horse

CR 1/16 (XP 10)

Baboon, Badger, Bat, Cat, Crab, Deer, Eagle, Giant Fire Beetle, Goat, Hawk, Hyena, Jackal, Lizard, Octopus, Owl, Quipper, Rat, Raven, Scorpion, Spider, Vulture, Weasel

CR 1/8 (XP 25)

Blood Hawk, Camel, Diseased Giant Rat, Flying Snake, Giant Crab, Giant Rat, Giant Weasel, Mastiff, Mule, Poisonous Snake, Pony, Stirge

CR 1/4 (XP 50)

Axe Beak, Blink Dog, Boar, Draft Horse, Elk, Giant Badger, Giant Bat, Giant Centipede, Giant Frog, Giant Lizard, Giant Owl, Giant Poisonous Snake, Giant Wolf Spider, Panther, Riding Horse, Sprite, Steam Mephit, Wolf

CR 1/2 (XP 100)

Ape, Black Bear, Crocodile, Dust Mephit, Giant Goat, Giant Sea Horse, Giant Wasp, Ice Mephit, Lesser Nature Elemental, Magma Mephit, Magmin, Reef Shark, Satyr, Warhorse

CR 1 (XP 200)

Brown Bear, Dire Wolf, Dryad, Giant Eagle, Giant Hyena, Giant Octopus, Giant Spider, Giant Toad, Giant Vulture, Lion, Minor Nature Elemental, Tiger

CR 2 (XP 450)

Azer, Cave Bear, Gargoyle, Giant Boar, Giant Constrictor Snake, Giant Elk, Hunter Shark, Plesiosaurus, Polar Bear, Rhinoceros, Saber-toothed Tiger, Sea Hag

CR 3 (XP 700)

Giant Scorpion, Greater Nature Elemental, Killer Whale

CR 4 (XP 1,100)

Elephant, Supreme Nature Elemental

CR 5 (XP 1,800)

Giant Crocodile, Giant Shark, Triceratops

CR 6 (XP 2,300)

Mammoth

CR 7 (XP 2,900)

Giant Ape

CR 8 (XP 3,900)

Tyrannosaurus Rex

CR 9 (XP 5,000)

CR 10 (XP 5,900)

CR 11 (XP 7,200)

CR 12 (XP 8,400)

CR 13 (XP 10,000)

CR 14 (XP 11,500)

CR 15 (XP 13,000)

CR 16 (XP 15,000)

CR 17 (XP 18,000)

CR 18 (XP 20,000)

CR 19 (XP 22,000)

CR 20 (XP 25,000)

CR 21 (XP 33,000)

CR 22 (XP 41,000)

CR 23 (XP 50,000)

CR 24 (XP 62,000)

CR 25 (XP 75,000)

CR 26 (XP 90,000)

CR 27 (XP 105,000)

CR 28 (XP 120,000)

CR 29 (XP 135,000)

CR 30 (XP 155,000)

NPCs by Attack Save by CR

StrengthDexterityConstitutionIntelligenceWisdomCharisma

Strength

CR 0, CR 1/16, CR 1/8, CR 1/4, CR 1/2, CR 1, CR 2, CR 3, CR 4, CR 5, CR 6, CR 7, CR 8, CR 9, CR 10, CR 11, CR 12, CR 13, CR 14, CR 15, CR 16, CR 17, CR 18, CR 19, CR 20, CR 21, CR 22, CR 23, CR 24, CR 25, CR 26, CR 27, CR 28, CR 29, CR 30

CR 0 (XP 0)

CR 1/16 (XP 10)

CR 1/8 (XP 25)

CR 1/4 (XP 50)

CR 1/2 (XP 100)

CR 1 (XP 200)

CR 2 (XP 450)

CR 3 (XP 700)

CR 4 (XP 1,100)

CR 5 (XP 1,800)

CR 6 (XP 2,300)

CR 7 (XP 2,900)

CR 8 (XP 3,900)

CR 9 (XP 5,000)

CR 10 (XP 5,900)

CR 11 (XP 7,200)

CR 12 (XP 8,400)

CR 13 (XP 10,000)

CR 14 (XP 11,500)

CR 15 (XP 13,000)

CR 16 (XP 15,000)

CR 17 (XP 18,000)

CR 18 (XP 20,000)

CR 19 (XP 22,000)

CR 20 (XP 25,000)

CR 21 (XP 33,000)

CR 22 (XP 41,000)

CR 23 (XP 50,000)

CR 24 (XP 62,000)

CR 25 (XP 75,000)

CR 26 (XP 90,000)

CR 27 (XP 105,000)

CR 28 (XP 120,000)

CR 29 (XP 135,000)

CR 30 (XP 155,000)

Dexterity

CR 0, CR 1/16, CR 1/8, CR 1/4, CR 1/2, CR 1, CR 2, CR 3, CR 4, CR 5, CR 6, CR 7, CR 8, CR 9, CR 10, CR 11, CR 12, CR 13, CR 14, CR 15, CR 16, CR 17, CR 18, CR 19, CR 20, CR 21, CR 22, CR 23, CR 24, CR 25, CR 26, CR 27, CR 28, CR 29, CR 30

CR 0 (XP 0)

CR 1/16 (XP 10)

CR 1/8 (XP 25)

CR 1/4 (XP 50)

Steam Mephit

CR 1/2 (XP 100)

Ice Mephit, Magma Mephit

CR 1 (XP 200)

CR 2 (XP 450)

CR 3 (XP 700)

CR 4 (XP 1,100)

CR 5 (XP 1,800)

CR 6 (XP 2,300)

CR 7 (XP 2,900)

CR 8 (XP 3,900)

CR 9 (XP 5,000)

CR 10 (XP 5,900)

CR 11 (XP 7,200)

CR 12 (XP 8,400)

CR 13 (XP 10,000)

CR 14 (XP 11,500)

CR 15 (XP 13,000)

CR 16 (XP 15,000)

CR 17 (XP 18,000)

CR 18 (XP 20,000)

CR 19 (XP 22,000)

CR 20 (XP 25,000)

CR 21 (XP 33,000)

CR 22 (XP 41,000)

CR 23 (XP 50,000)

CR 24 (XP 62,000)

CR 25 (XP 75,000)

CR 26 (XP 90,000)

CR 27 (XP 105,000)

CR 28 (XP 120,000)

CR 29 (XP 135,000)

CR 30 (XP 155,000)

Constitution

CR 0, CR 1/16, CR 1/8, CR 1/4, CR 1/2, CR 1, CR 2, CR 3, CR 4, CR 5, CR 6, CR 7, CR 8, CR 9, CR 10, CR 11, CR 12, CR 13, CR 14, CR 15, CR 16, CR 17, CR 18, CR 19, CR 20, CR 21, CR 22, CR 23, CR 24, CR 25, CR 26, CR 27, CR 28, CR 29, CR 30

CR 0 (XP 0)

CR 1/16 (XP 10)

CR 1/8 (XP 25)

CR 1/4 (XP 50)

CR 1/2 (XP 100)

Dust Mephit

CR 1 (XP 200)

CR 2 (XP 450)

CR 3 (XP 700)

CR 4 (XP 1,100)

CR 5 (XP 1,800)

CR 6 (XP 2,300)

CR 7 (XP 2,900)

CR 8 (XP 3,900)

CR 9 (XP 5,000)

CR 10 (XP 5,900)

CR 11 (XP 7,200)

CR 12 (XP 8,400)

CR 13 (XP 10,000)

CR 14 (XP 11,500)

CR 15 (XP 13,000)

CR 16 (XP 15,000)

CR 17 (XP 18,000)

CR 18 (XP 20,000)

CR 19 (XP 22,000)

CR 20 (XP 25,000)

CR 21 (XP 33,000)

CR 22 (XP 41,000)

CR 23 (XP 50,000)

CR 24 (XP 62,000)

CR 25 (XP 75,000)

CR 26 (XP 90,000)

CR 27 (XP 105,000)

CR 28 (XP 120,000)

CR 29 (XP 135,000)

CR 30 (XP 155,000)

Intelligence

CR 0, CR 1/16, CR 1/8, CR 1/4, CR 1/2, CR 1, CR 2, CR 3, CR 4, CR 5, CR 6, CR 7, CR 8, CR 9, CR 10, CR 11, CR 12, CR 13, CR 14, CR 15, CR 16, CR 17, CR 18, CR 19, CR 20, CR 21, CR 22, CR 23, CR 24, CR 25, CR 26, CR 27, CR 28, CR 29, CR 30

CR 0 (XP 0)

CR 1/16 (XP 10)

CR 1/8 (XP 25)

CR 1/4 (XP 50)

CR 1/2 (XP 100)

CR 1 (XP 200)

CR 2 (XP 450)

CR 3 (XP 700)

CR 4 (XP 1,100)

CR 5 (XP 1,800)

CR 6 (XP 2,300)

CR 7 (XP 2,900)

CR 8 (XP 3,900)

CR 9 (XP 5,000)

CR 10 (XP 5,900)

CR 11 (XP 7,200)

CR 12 (XP 8,400)

CR 13 (XP 10,000)

CR 14 (XP 11,500)

CR 15 (XP 13,000)

CR 16 (XP 15,000)

CR 17 (XP 18,000)

CR 18 (XP 20,000)

CR 19 (XP 22,000)

CR 20 (XP 25,000)

CR 21 (XP 33,000)

CR 22 (XP 41,000)

CR 23 (XP 50,000)

CR 24 (XP 62,000)

CR 25 (XP 75,000)

CR 26 (XP 90,000)

CR 27 (XP 105,000)

CR 28 (XP 120,000)

CR 29 (XP 135,000)

CR 30 (XP 155,000)

Wisdom

CR 0, CR 1/16, CR 1/8, CR 1/4, CR 1/2, CR 1, CR 2, CR 3, CR 4, CR 5, CR 6, CR 7, CR 8, CR 9, CR 10, CR 11, CR 12, CR 13, CR 14, CR 15, CR 16, CR 17, CR 18, CR 19, CR 20, CR 21, CR 22, CR 23, CR 24, CR 25, CR 26, CR 27, CR 28, CR 29, CR 30

CR 0 (XP 0)

CR 1/16 (XP 10)

CR 1/8 (XP 25)

CR 1/4 (XP 50)

CR 1/2 (XP 100)

CR 1 (XP 200)

CR 2 (XP 450)

CR 3 (XP 700)

CR 4 (XP 1,100)

CR 5 (XP 1,800)

CR 6 (XP 2,300)

CR 7 (XP 2,900)

CR 8 (XP 3,900)

CR 9 (XP 5,000)

CR 10 (XP 5,900)

CR 11 (XP 7,200)

CR 12 (XP 8,400)

CR 13 (XP 10,000)

CR 14 (XP 11,500)

CR 15 (XP 13,000)

CR 16 (XP 15,000)

CR 17 (XP 18,000)

CR 18 (XP 20,000)

CR 19 (XP 22,000)

CR 20 (XP 25,000)

CR 21 (XP 33,000)

CR 22 (XP 41,000)

CR 23 (XP 50,000)

CR 24 (XP 62,000)

CR 25 (XP 75,000)

CR 26 (XP 90,000)

CR 27 (XP 105,000)

CR 28 (XP 120,000)

CR 29 (XP 135,000)

CR 30 (XP 155,000)

Charisma

CR 0, CR 1/16, CR 1/8, CR 1/4, CR 1/2, CR 1, CR 2, CR 3, CR 4, CR 5, CR 6, CR 7, CR 8, CR 9, CR 10, CR 11, CR 12, CR 13, CR 14, CR 15, CR 16, CR 17, CR 18, CR 19, CR 20, CR 21, CR 22, CR 23, CR 24, CR 25, CR 26, CR 27, CR 28, CR 29, CR 30

CR 0 (XP 0)

CR 1/16 (XP 10)

CR 1/8 (XP 25)

CR 1/4 (XP 50)

CR 1/2 (XP 100)

CR 1 (XP 200)

CR 2 (XP 450)

CR 3 (XP 700)

CR 4 (XP 1,100)

CR 5 (XP 1,800)

CR 6 (XP 2,300)

CR 7 (XP 2,900)

CR 8 (XP 3,900)

CR 9 (XP 5,000)

CR 10 (XP 5,900)

CR 11 (XP 7,200)

CR 12 (XP 8,400)

CR 13 (XP 10,000)

CR 14 (XP 11,500)

CR 15 (XP 13,000)

CR 16 (XP 15,000)

CR 17 (XP 18,000)

CR 18 (XP 20,000)

CR 19 (XP 22,000)

CR 20 (XP 25,000)

CR 21 (XP 33,000)

CR 22 (XP 41,000)

CR 23 (XP 50,000)

CR 24 (XP 62,000)

CR 25 (XP 75,000)

CR 26 (XP 90,000)

CR 27 (XP 105,000)

CR 28 (XP 120,000)

CR 29 (XP 135,000)

CR 30 (XP 155,000)

NPCs by Author by CR

ProNobis

SRD

ProNobis

CR 0, CR 1/16, CR 1/8, CR 1/4, CR 1/2, CR 1, CR 2, CR 3, CR 4, CR 5, CR 6, CR 7, CR 8, CR 9, CR 10, CR 11, CR 12, CR 13, CR 14, CR 15, CR 16, CR 17, CR 18, CR 19, CR 20, CR 21, CR 22, CR 23, CR 24, CR 25, CR 26, CR 27, CR 28, CR 29, CR 30

CR 0 (XP 0)

CR 1/16 (XP 10)

CR 1/8 (XP 25)

CR 1/4 (XP 50)

CR 1/2 (XP 100)

Lesser Nature Elemental

CR 1 (XP 200)

Minor Nature Elemental

CR 2 (XP 450)

CR 3 (XP 700)

Greater Nature Elemental

CR 4 (XP 1,100)

Supreme Nature Elemental

CR 5 (XP 1,800)

CR 6 (XP 2,300)

CR 7 (XP 2,900)

CR 8 (XP 3,900)

CR 9 (XP 5,000)

CR 10 (XP 5,900)

CR 11 (XP 7,200)

CR 12 (XP 8,400)

CR 13 (XP 10,000)

CR 14 (XP 11,500)

CR 15 (XP 13,000)

CR 16 (XP 15,000)

CR 17 (XP 18,000)

CR 18 (XP 20,000)

CR 19 (XP 22,000)

CR 20 (XP 25,000)

CR 21 (XP 33,000)

CR 22 (XP 41,000)

CR 23 (XP 50,000)

CR 24 (XP 62,000)

CR 25 (XP 75,000)

CR 26 (XP 90,000)

CR 27 (XP 105,000)

CR 28 (XP 120,000)

CR 29 (XP 135,000)

CR 30 (XP 155,000)

SRD

CR 0, CR 1/16, CR 1/8, CR 1/4, CR 1/2, CR 1, CR 2, CR 3, CR 4, CR 5, CR 6, CR 7, CR 8, CR 9, CR 10, CR 11, CR 12, CR 13, CR 14, CR 15, CR 16, CR 17, CR 18, CR 19, CR 20, CR 21, CR 22, CR 23, CR 24, CR 25, CR 26, CR 27, CR 28, CR 29, CR 30

CR 0 (XP 0)

Frog, Sea Horse

CR 1/16 (XP 10)

Baboon, Badger, Bat, Cat, Crab, Deer, Eagle, Giant Fire Beetle, Goat, Hawk, Hyena, Jackal, Lizard, Octopus, Owl, Quipper, Rat, Raven, Scorpion, Spider, Vulture, Weasel

CR 1/8 (XP 25)

Blood Hawk, Camel, Diseased Giant Rat, Flying Snake, Giant Crab, Giant Rat, Giant Weasel, Mastiff, Mule, Poisonous Snake, Pony, Stirge

CR 1/4 (XP 50)

Axe Beak, Blink Dog, Boar, Draft Horse, Elk, Giant Badger, Giant Bat, Giant Centipede, Giant Frog, Giant Lizard, Giant Owl, Giant Poisonous Snake, Giant Wolf Spider, Panther, Riding Horse, Sprite, Steam Mephit, Wolf

CR 1/2 (XP 100)

Ape, Black Bear, Crocodile, Dust Mephit, Giant Goat, Giant Sea Horse, Giant Wasp, Ice Mephit, Magma Mephit, Magmin, Reef Shark, Satyr, Warhorse

CR 1 (XP 200)

Brown Bear, Dire Wolf, Dryad, Giant Eagle, Giant Hyena, Giant Octopus, Giant Spider, Giant Toad, Giant Vulture, Lion, Tiger

CR 2 (XP 450)

Azer, Cave Bear, Gargoyle, Giant Boar, Giant Constrictor Snake, Giant Elk, Hunter Shark, Plesiosaurus, Polar Bear, Rhinoceros, Saber-toothed Tiger, Sea Hag

CR 3 (XP 700)

Giant Scorpion, Killer Whale

CR 4 (XP 1,100)

Elephant

CR 5 (XP 1,800)

Giant Crocodile, Giant Shark, Triceratops

CR 6 (XP 2,300)

Mammoth

CR 7 (XP 2,900)

Giant Ape

CR 8 (XP 3,900)

Tyrannosaurus Rex

CR 9 (XP 5,000)

CR 10 (XP 5,900)

CR 11 (XP 7,200)

CR 12 (XP 8,400)

CR 13 (XP 10,000)

CR 14 (XP 11,500)

CR 15 (XP 13,000)

CR 16 (XP 15,000)

CR 17 (XP 18,000)

CR 18 (XP 20,000)

CR 19 (XP 22,000)

CR 20 (XP 25,000)

CR 21 (XP 33,000)

CR 22 (XP 41,000)

CR 23 (XP 50,000)

CR 24 (XP 62,000)

CR 25 (XP 75,000)

CR 26 (XP 90,000)

CR 27 (XP 105,000)

CR 28 (XP 120,000)

CR 29 (XP 135,000)

CR 30 (XP 155,000)

NPCs by Function by CR

Boss

Creature

Healer

Minion

Spell

Boss

CR 0, CR 1/16, CR 1/8, CR 1/4, CR 1/2, CR 1, CR 2, CR 3, CR 4, CR 5, CR 6, CR 7, CR 8, CR 9, CR 10, CR 11, CR 12, CR 13, CR 14, CR 15, CR 16, CR 17, CR 18, CR 19, CR 20, CR 21, CR 22, CR 23, CR 24, CR 25, CR 26, CR 27, CR 28, CR 29, CR 30

CR 0 (XP 0)

CR 1/16 (XP 10)

CR 1/8 (XP 25)

CR 1/4 (XP 50)

CR 1/2 (XP 100)

CR 1 (XP 200)

CR 2 (XP 450)

CR 3 (XP 700)

CR 4 (XP 1,100)

CR 5 (XP 1,800)

CR 6 (XP 2,300)

CR 7 (XP 2,900)

CR 8 (XP 3,900)

CR 9 (XP 5,000)

CR 10 (XP 5,900)

CR 11 (XP 7,200)

CR 12 (XP 8,400)

CR 13 (XP 10,000)

CR 14 (XP 11,500)

CR 15 (XP 13,000)

CR 16 (XP 15,000)

CR 17 (XP 18,000)

CR 18 (XP 20,000)

CR 19 (XP 22,000)

CR 20 (XP 25,000)

CR 21 (XP 33,000)

CR 22 (XP 41,000)

CR 23 (XP 50,000)

CR 24 (XP 62,000)

CR 25 (XP 75,000)

CR 26 (XP 90,000)

CR 27 (XP 105,000)

CR 28 (XP 120,000)

CR 29 (XP 135,000)

CR 30 (XP 155,000)

Creature

CR 0, CR 1/16, CR 1/8, CR 1/4, CR 1/2, CR 1, CR 2, CR 3, CR 4, CR 5, CR 6, CR 7, CR 8, CR 9, CR 10, CR 11, CR 12, CR 13, CR 14, CR 15, CR 16, CR 17, CR 18, CR 19, CR 20, CR 21, CR 22, CR 23, CR 24, CR 25, CR 26, CR 27, CR 28, CR 29, CR 30

CR 0 (XP 0)

Frog, Sea Horse

CR 1/16 (XP 10)

Baboon, Badger, Bat, Cat, Crab, Deer, Eagle, Giant Fire Beetle, Goat, Hawk, Hyena, Jackal, Lizard, Octopus, Owl, Quipper, Rat, Raven, Scorpion, Spider, Vulture, Weasel

CR 1/8 (XP 25)

Blood Hawk, Camel, Diseased Giant Rat, Flying Snake, Giant Crab, Giant Rat, Giant Weasel, Mastiff, Mule, Poisonous Snake, Pony, Stirge

CR 1/4 (XP 50)

Axe Beak, Blink Dog, Boar, Draft Horse, Elk, Giant Badger, Giant Bat, Giant Centipede, Giant Frog, Giant Lizard, Giant Owl, Giant Poisonous Snake, Giant Wolf Spider, Panther, Riding Horse, Sprite, Steam Mephit, Wolf

CR 1/2 (XP 100)

Ape, Black Bear, Crocodile, Dust Mephit, Giant Goat, Giant Sea Horse, Giant Wasp, Ice Mephit, Lesser Nature Elemental, Magma Mephit, Magmin, Reef Shark, Satyr, Warhorse

CR 1 (XP 200)

Brown Bear, Dire Wolf, Dryad, Giant Eagle, Giant Hyena, Giant Octopus, Giant Spider, Giant Toad, Giant Vulture, Lion, Minor Nature Elemental, Tiger

CR 2 (XP 450)

Azer, Cave Bear, Gargoyle, Giant Boar, Giant Constrictor Snake, Giant Elk, Hunter Shark, Plesiosaurus, Rhinoceros, Saber-toothed Tiger, Sea Hag

CR 3 (XP 700)

Giant Scorpion, Greater Nature Elemental, Killer Whale

CR 4 (XP 1,100)

Elephant, Supreme Nature Elemental

CR 5 (XP 1,800)

Giant Crocodile, Giant Shark, Triceratops

CR 6 (XP 2,300)

Mammoth

CR 7 (XP 2,900)

Giant Ape

CR 8 (XP 3,900)

Tyrannosaurus Rex

CR 9 (XP 5,000)

CR 10 (XP 5,900)

CR 11 (XP 7,200)

CR 12 (XP 8,400)

CR 13 (XP 10,000)

CR 14 (XP 11,500)

CR 15 (XP 13,000)

CR 16 (XP 15,000)

CR 17 (XP 18,000)

CR 18 (XP 20,000)

CR 19 (XP 22,000)

CR 20 (XP 25,000)

CR 21 (XP 33,000)

CR 22 (XP 41,000)

CR 23 (XP 50,000)

CR 24 (XP 62,000)

CR 25 (XP 75,000)

CR 26 (XP 90,000)

CR 27 (XP 105,000)

CR 28 (XP 120,000)

CR 29 (XP 135,000)

CR 30 (XP 155,000)

Healer

CR 0, CR 1/16, CR 1/8, CR 1/4, CR 1/2, CR 1, CR 2, CR 3, CR 4, CR 5, CR 6, CR 7, CR 8, CR 9, CR 10, CR 11, CR 12, CR 13, CR 14, CR 15, CR 16, CR 17, CR 18, CR 19, CR 20, CR 21, CR 22, CR 23, CR 24, CR 25, CR 26, CR 27, CR 28, CR 29, CR 30

CR 0 (XP 0)

CR 1/16 (XP 10)

CR 1/8 (XP 25)

CR 1/4 (XP 50)

CR 1/2 (XP 100)

CR 1 (XP 200)

CR 2 (XP 450)

CR 3 (XP 700)

CR 4 (XP 1,100)

CR 5 (XP 1,800)

CR 6 (XP 2,300)

CR 7 (XP 2,900)

CR 8 (XP 3,900)

CR 9 (XP 5,000)

CR 10 (XP 5,900)

CR 11 (XP 7,200)

CR 12 (XP 8,400)

CR 13 (XP 10,000)

CR 14 (XP 11,500)

CR 15 (XP 13,000)

CR 16 (XP 15,000)

CR 17 (XP 18,000)

CR 18 (XP 20,000)

CR 19 (XP 22,000)

CR 20 (XP 25,000)

CR 21 (XP 33,000)

CR 22 (XP 41,000)

CR 23 (XP 50,000)

CR 24 (XP 62,000)

CR 25 (XP 75,000)

CR 26 (XP 90,000)

CR 27 (XP 105,000)

CR 28 (XP 120,000)

CR 29 (XP 135,000)

CR 30 (XP 155,000)

Minion

CR 0, CR 1/16, CR 1/8, CR 1/4, CR 1/2, CR 1, CR 2, CR 3, CR 4, CR 5, CR 6, CR 7, CR 8, CR 9, CR 10, CR 11, CR 12, CR 13, CR 14, CR 15, CR 16, CR 17, CR 18, CR 19, CR 20, CR 21, CR 22, CR 23, CR 24, CR 25, CR 26, CR 27, CR 28, CR 29, CR 30

CR 0 (XP 0)

CR 1/16 (XP 10)

CR 1/8 (XP 25)

CR 1/4 (XP 50)

CR 1/2 (XP 100)

CR 1 (XP 200)

CR 2 (XP 450)

CR 3 (XP 700)

CR 4 (XP 1,100)

CR 5 (XP 1,800)

CR 6 (XP 2,300)

CR 7 (XP 2,900)

CR 8 (XP 3,900)

CR 9 (XP 5,000)

CR 10 (XP 5,900)

CR 11 (XP 7,200)

CR 12 (XP 8,400)

CR 13 (XP 10,000)

CR 14 (XP 11,500)

CR 15 (XP 13,000)

CR 16 (XP 15,000)

CR 17 (XP 18,000)

CR 18 (XP 20,000)

CR 19 (XP 22,000)

CR 20 (XP 25,000)

CR 21 (XP 33,000)

CR 22 (XP 41,000)

CR 23 (XP 50,000)

CR 24 (XP 62,000)

CR 25 (XP 75,000)

CR 26 (XP 90,000)

CR 27 (XP 105,000)

CR 28 (XP 120,000)

CR 29 (XP 135,000)

CR 30 (XP 155,000)

Spell

CR 0, CR 1/16, CR 1/8, CR 1/4, CR 1/2, CR 1, CR 2, CR 3, CR 4, CR 5, CR 6, CR 7, CR 8, CR 9, CR 10, CR 11, CR 12, CR 13, CR 14, CR 15, CR 16, CR 17, CR 18, CR 19, CR 20, CR 21, CR 22, CR 23, CR 24, CR 25, CR 26, CR 27, CR 28, CR 29, CR 30

CR 0 (XP 0)

CR 1/16 (XP 10)

CR 1/8 (XP 25)

CR 1/4 (XP 50)

CR 1/2 (XP 100)

CR 1 (XP 200)

CR 2 (XP 450)

CR 3 (XP 700)

CR 4 (XP 1,100)

CR 5 (XP 1,800)

CR 6 (XP 2,300)

CR 7 (XP 2,900)

CR 8 (XP 3,900)

CR 9 (XP 5,000)

CR 10 (XP 5,900)

CR 11 (XP 7,200)

CR 12 (XP 8,400)

CR 13 (XP 10,000)

CR 14 (XP 11,500)

CR 15 (XP 13,000)

CR 16 (XP 15,000)

CR 17 (XP 18,000)

CR 18 (XP 20,000)

CR 19 (XP 22,000)

CR 20 (XP 25,000)

CR 21 (XP 33,000)

CR 22 (XP 41,000)

CR 23 (XP 50,000)

CR 24 (XP 62,000)

CR 25 (XP 75,000)

CR 26 (XP 90,000)

CR 27 (XP 105,000)

CR 28 (XP 120,000)

CR 29 (XP 135,000)

CR 30 (XP 155,000)

NPCs by Immunity by CR

Acid

Bludgeoning

Cold

Fire

Lightning

Necrotic

Piercing

Poison

Psychic

Radiant

Slashing

Thunder

Acid

CR 0, CR 1/16, CR 1/8, CR 1/4, CR 1/2, CR 1, CR 2, CR 3, CR 4, CR 5, CR 6, CR 7, CR 8, CR 9, CR 10, CR 11, CR 12, CR 13, CR 14, CR 15, CR 16, CR 17, CR 18, CR 19, CR 20, CR 21, CR 22, CR 23, CR 24, CR 25, CR 26, CR 27, CR 28, CR 29, CR 30

CR 0 (XP 0)

CR 1/16 (XP 10)

CR 1/8 (XP 25)

CR 1/4 (XP 50)

CR 1/2 (XP 100)

CR 1 (XP 200)

CR 2 (XP 450)

CR 3 (XP 700)

CR 4 (XP 1,100)

CR 5 (XP 1,800)

CR 6 (XP 2,300)

CR 7 (XP 2,900)

CR 8 (XP 3,900)

CR 9 (XP 5,000)

CR 10 (XP 5,900)

CR 11 (XP 7,200)

CR 12 (XP 8,400)

CR 13 (XP 10,000)

CR 14 (XP 11,500)

CR 15 (XP 13,000)

CR 16 (XP 15,000)

CR 17 (XP 18,000)

CR 18 (XP 20,000)

CR 19 (XP 22,000)

CR 20 (XP 25,000)

CR 21 (XP 33,000)

CR 22 (XP 41,000)

CR 23 (XP 50,000)

CR 24 (XP 62,000)

CR 25 (XP 75,000)

CR 26 (XP 90,000)

CR 27 (XP 105,000)

CR 28 (XP 120,000)

CR 29 (XP 135,000)

CR 30 (XP 155,000)

Bludgeoning

CR 0, CR 1/16, CR 1/8, CR 1/4, CR 1/2, CR 1, CR 2, CR 3, CR 4, CR 5, CR 6, CR 7, CR 8, CR 9, CR 10, CR 11, CR 12, CR 13, CR 14, CR 15, CR 16, CR 17, CR 18, CR 19, CR 20, CR 21, CR 22, CR 23, CR 24, CR 25, CR 26, CR 27, CR 28, CR 29, CR 30

CR 0 (XP 0)

CR 1/16 (XP 10)

CR 1/8 (XP 25)

CR 1/4 (XP 50)

CR 1/2 (XP 100)

CR 1 (XP 200)

CR 2 (XP 450)

CR 3 (XP 700)

CR 4 (XP 1,100)

CR 5 (XP 1,800)

CR 6 (XP 2,300)

CR 7 (XP 2,900)

CR 8 (XP 3,900)

CR 9 (XP 5,000)

CR 10 (XP 5,900)

CR 11 (XP 7,200)

CR 12 (XP 8,400)

CR 13 (XP 10,000)

CR 14 (XP 11,500)

CR 15 (XP 13,000)

CR 16 (XP 15,000)

CR 17 (XP 18,000)

CR 18 (XP 20,000)

CR 19 (XP 22,000)

CR 20 (XP 25,000)

CR 21 (XP 33,000)

CR 22 (XP 41,000)

CR 23 (XP 50,000)

CR 24 (XP 62,000)

CR 25 (XP 75,000)

CR 26 (XP 90,000)

CR 27 (XP 105,000)

CR 28 (XP 120,000)

CR 29 (XP 135,000)

CR 30 (XP 155,000)

Cold

CR 0, CR 1/16, CR 1/8, CR 1/4, CR 1/2, CR 1, CR 2, CR 3, CR 4, CR 5, CR 6, CR 7, CR 8, CR 9, CR 10, CR 11, CR 12, CR 13, CR 14, CR 15, CR 16, CR 17, CR 18, CR 19, CR 20, CR 21, CR 22, CR 23, CR 24, CR 25, CR 26, CR 27, CR 28, CR 29, CR 30

CR 0 (XP 0)

CR 1/16 (XP 10)

CR 1/8 (XP 25)

CR 1/4 (XP 50)

CR 1/2 (XP 100)

Ice Mephit

CR 1 (XP 200)

CR 2 (XP 450)

CR 3 (XP 700)

CR 4 (XP 1,100)

CR 5 (XP 1,800)

CR 6 (XP 2,300)

CR 7 (XP 2,900)

CR 8 (XP 3,900)

CR 9 (XP 5,000)

CR 10 (XP 5,900)

CR 11 (XP 7,200)

CR 12 (XP 8,400)

CR 13 (XP 10,000)

CR 14 (XP 11,500)

CR 15 (XP 13,000)

CR 16 (XP 15,000)

CR 17 (XP 18,000)

CR 18 (XP 20,000)

CR 19 (XP 22,000)

CR 20 (XP 25,000)

CR 21 (XP 33,000)

CR 22 (XP 41,000)

CR 23 (XP 50,000)

CR 24 (XP 62,000)

CR 25 (XP 75,000)

CR 26 (XP 90,000)

CR 27 (XP 105,000)

CR 28 (XP 120,000)

CR 29 (XP 135,000)

CR 30 (XP 155,000)

Fire

CR 0, CR 1/16, CR 1/8, CR 1/4, CR 1/2, CR 1, CR 2, CR 3, CR 4, CR 5, CR 6, CR 7, CR 8, CR 9, CR 10, CR 11, CR 12, CR 13, CR 14, CR 15, CR 16, CR 17, CR 18, CR 19, CR 20, CR 21, CR 22, CR 23, CR 24, CR 25, CR 26, CR 27, CR 28, CR 29, CR 30

CR 0 (XP 0)

CR 1/16 (XP 10)

CR 1/8 (XP 25)

CR 1/4 (XP 50)

Sprite, Steam Mephit

CR 1/2 (XP 100)

Magma Mephit, Magmin

CR 1 (XP 200)

CR 2 (XP 450)

Azer

CR 3 (XP 700)

CR 4 (XP 1,100)

CR 5 (XP 1,800)

CR 6 (XP 2,300)

CR 7 (XP 2,900)

CR 8 (XP 3,900)

CR 9 (XP 5,000)

CR 10 (XP 5,900)

CR 11 (XP 7,200)

CR 12 (XP 8,400)

CR 13 (XP 10,000)

CR 14 (XP 11,500)

CR 15 (XP 13,000)

CR 16 (XP 15,000)

CR 17 (XP 18,000)

CR 18 (XP 20,000)

CR 19 (XP 22,000)

CR 20 (XP 25,000)

CR 21 (XP 33,000)

CR 22 (XP 41,000)

CR 23 (XP 50,000)

CR 24 (XP 62,000)

CR 25 (XP 75,000)

CR 26 (XP 90,000)

CR 27 (XP 105,000)

CR 28 (XP 120,000)

CR 29 (XP 135,000)

CR 30 (XP 155,000)

Lightning

CR 0, CR 1/16, CR 1/8, CR 1/4, CR 1/2, CR 1, CR 2, CR 3, CR 4, CR 5, CR 6, CR 7, CR 8, CR 9, CR 10, CR 11, CR 12, CR 13, CR 14, CR 15, CR 16, CR 17, CR 18, CR 19, CR 20, CR 21, CR 22, CR 23, CR 24, CR 25, CR 26, CR 27, CR 28, CR 29, CR 30

CR 0 (XP 0)

CR 1/16 (XP 10)

CR 1/8 (XP 25)

CR 1/4 (XP 50)

CR 1/2 (XP 100)

CR 1 (XP 200)

CR 2 (XP 450)

CR 3 (XP 700)

CR 4 (XP 1,100)

CR 5 (XP 1,800)

CR 6 (XP 2,300)

CR 7 (XP 2,900)

CR 8 (XP 3,900)

CR 9 (XP 5,000)

CR 10 (XP 5,900)

CR 11 (XP 7,200)

CR 12 (XP 8,400)

CR 13 (XP 10,000)

CR 14 (XP 11,500)

CR 15 (XP 13,000)

CR 16 (XP 15,000)

CR 17 (XP 18,000)

CR 18 (XP 20,000)

CR 19 (XP 22,000)

CR 20 (XP 25,000)

CR 21 (XP 33,000)

CR 22 (XP 41,000)

CR 23 (XP 50,000)

CR 24 (XP 62,000)

CR 25 (XP 75,000)

CR 26 (XP 90,000)

CR 27 (XP 105,000)

CR 28 (XP 120,000)

CR 29 (XP 135,000)

CR 30 (XP 155,000)

Necrotic

CR 0, CR 1/16, CR 1/8, CR 1/4, CR 1/2, CR 1, CR 2, CR 3, CR 4, CR 5, CR 6, CR 7, CR 8, CR 9, CR 10, CR 11, CR 12, CR 13, CR 14, CR 15, CR 16, CR 17, CR 18, CR 19, CR 20, CR 21, CR 22, CR 23, CR 24, CR 25, CR 26, CR 27, CR 28, CR 29, CR 30

CR 0 (XP 0)

CR 1/16 (XP 10)

CR 1/8 (XP 25)

CR 1/4 (XP 50)

CR 1/2 (XP 100)

CR 1 (XP 200)

CR 2 (XP 450)

CR 3 (XP 700)

CR 4 (XP 1,100)

CR 5 (XP 1,800)

CR 6 (XP 2,300)

CR 7 (XP 2,900)

CR 8 (XP 3,900)

CR 9 (XP 5,000)

CR 10 (XP 5,900)

CR 11 (XP 7,200)

CR 12 (XP 8,400)

CR 13 (XP 10,000)

CR 14 (XP 11,500)

CR 15 (XP 13,000)

CR 16 (XP 15,000)

CR 17 (XP 18,000)

CR 18 (XP 20,000)

CR 19 (XP 22,000)

CR 20 (XP 25,000)

CR 21 (XP 33,000)

CR 22 (XP 41,000)

CR 23 (XP 50,000)

CR 24 (XP 62,000)

CR 25 (XP 75,000)

CR 26 (XP 90,000)

CR 27 (XP 105,000)

CR 28 (XP 120,000)

CR 29 (XP 135,000)

CR 30 (XP 155,000)

Piercing

CR 0, CR 1/16, CR 1/8, CR 1/4, CR 1/2, CR 1, CR 2, CR 3, CR 4, CR 5, CR 6, CR 7, CR 8, CR 9, CR 10, CR 11, CR 12, CR 13, CR 14, CR 15, CR 16, CR 17, CR 18, CR 19, CR 20, CR 21, CR 22, CR 23, CR 24, CR 25, CR 26, CR 27, CR 28, CR 29, CR 30

CR 0 (XP 0)

CR 1/16 (XP 10)

CR 1/8 (XP 25)

CR 1/4 (XP 50)

CR 1/2 (XP 100)

CR 1 (XP 200)

CR 2 (XP 450)

CR 3 (XP 700)

CR 4 (XP 1,100)

CR 5 (XP 1,800)

CR 6 (XP 2,300)

CR 7 (XP 2,900)

CR 8 (XP 3,900)

CR 9 (XP 5,000)

CR 10 (XP 5,900)

CR 11 (XP 7,200)

CR 12 (XP 8,400)

CR 13 (XP 10,000)

CR 14 (XP 11,500)

CR 15 (XP 13,000)

CR 16 (XP 15,000)

CR 17 (XP 18,000)

CR 18 (XP 20,000)

CR 19 (XP 22,000)

CR 20 (XP 25,000)

CR 21 (XP 33,000)

CR 22 (XP 41,000)

CR 23 (XP 50,000)

CR 24 (XP 62,000)

CR 25 (XP 75,000)

CR 26 (XP 90,000)

CR 27 (XP 105,000)

CR 28 (XP 120,000)

CR 29 (XP 135,000)

CR 30 (XP 155,000)

Poison

CR 0, CR 1/16, CR 1/8, CR 1/4, CR 1/2, CR 1, CR 2, CR 3, CR 4, CR 5, CR 6, CR 7, CR 8, CR 9, CR 10, CR 11, CR 12, CR 13, CR 14, CR 15, CR 16, CR 17, CR 18, CR 19, CR 20, CR 21, CR 22, CR 23, CR 24, CR 25, CR 26, CR 27, CR 28, CR 29, CR 30

CR 0 (XP 0)

CR 1/16 (XP 10)

CR 1/8 (XP 25)

CR 1/4 (XP 50)

Steam Mephit

CR 1/2 (XP 100)

Dust Mephit, Ice Mephit, Magma Mephit

CR 1 (XP 200)

CR 2 (XP 450)

Azer, Gargoyle

CR 3 (XP 700)

CR 4 (XP 1,100)

CR 5 (XP 1,800)

CR 6 (XP 2,300)

CR 7 (XP 2,900)

CR 8 (XP 3,900)

CR 9 (XP 5,000)

CR 10 (XP 5,900)

CR 11 (XP 7,200)

CR 12 (XP 8,400)

CR 13 (XP 10,000)

CR 14 (XP 11,500)

CR 15 (XP 13,000)

CR 16 (XP 15,000)

CR 17 (XP 18,000)

CR 18 (XP 20,000)

CR 19 (XP 22,000)

CR 20 (XP 25,000)

CR 21 (XP 33,000)

CR 22 (XP 41,000)

CR 23 (XP 50,000)

CR 24 (XP 62,000)

CR 25 (XP 75,000)

CR 26 (XP 90,000)

CR 27 (XP 105,000)

CR 28 (XP 120,000)

CR 29 (XP 135,000)

CR 30 (XP 155,000)

Psychic

CR 0, CR 1/16, CR 1/8, CR 1/4, CR 1/2, CR 1, CR 2, CR 3, CR 4, CR 5, CR 6, CR 7, CR 8, CR 9, CR 10, CR 11, CR 12, CR 13, CR 14, CR 15, CR 16, CR 17, CR 18, CR 19, CR 20, CR 21, CR 22, CR 23, CR 24, CR 25, CR 26, CR 27, CR 28, CR 29, CR 30

CR 0 (XP 0)

CR 1/16 (XP 10)

CR 1/8 (XP 25)

CR 1/4 (XP 50)

CR 1/2 (XP 100)

CR 1 (XP 200)

CR 2 (XP 450)

CR 3 (XP 700)

CR 4 (XP 1,100)

CR 5 (XP 1,800)

CR 6 (XP 2,300)

CR 7 (XP 2,900)

CR 8 (XP 3,900)

CR 9 (XP 5,000)

CR 10 (XP 5,900)

CR 11 (XP 7,200)

CR 12 (XP 8,400)

CR 13 (XP 10,000)

CR 14 (XP 11,500)

CR 15 (XP 13,000)

CR 16 (XP 15,000)

CR 17 (XP 18,000)

CR 18 (XP 20,000)

CR 19 (XP 22,000)

CR 20 (XP 25,000)

CR 21 (XP 33,000)

CR 22 (XP 41,000)

CR 23 (XP 50,000)

CR 24 (XP 62,000)

CR 25 (XP 75,000)

CR 26 (XP 90,000)

CR 27 (XP 105,000)

CR 28 (XP 120,000)

CR 29 (XP 135,000)

CR 30 (XP 155,000)

Radiant

CR 0, CR 1/16, CR 1/8, CR 1/4, CR 1/2, CR 1, CR 2, CR 3, CR 4, CR 5, CR 6, CR 7, CR 8, CR 9, CR 10, CR 11, CR 12, CR 13, CR 14, CR 15, CR 16, CR 17, CR 18, CR 19, CR 20, CR 21, CR 22, CR 23, CR 24, CR 25, CR 26, CR 27, CR 28, CR 29, CR 30

CR 0 (XP 0)

CR 1/16 (XP 10)

CR 1/8 (XP 25)

CR 1/4 (XP 50)

CR 1/2 (XP 100)

CR 1 (XP 200)

CR 2 (XP 450)

CR 3 (XP 700)

CR 4 (XP 1,100)

CR 5 (XP 1,800)

CR 6 (XP 2,300)

CR 7 (XP 2,900)

CR 8 (XP 3,900)

CR 9 (XP 5,000)

CR 10 (XP 5,900)

CR 11 (XP 7,200)

CR 12 (XP 8,400)

CR 13 (XP 10,000)

CR 14 (XP 11,500)

CR 15 (XP 13,000)

CR 16 (XP 15,000)

CR 17 (XP 18,000)

CR 18 (XP 20,000)

CR 19 (XP 22,000)

CR 20 (XP 25,000)

CR 21 (XP 33,000)

CR 22 (XP 41,000)

CR 23 (XP 50,000)

CR 24 (XP 62,000)

CR 25 (XP 75,000)

CR 26 (XP 90,000)

CR 27 (XP 105,000)

CR 28 (XP 120,000)

CR 29 (XP 135,000)

CR 30 (XP 155,000)

Slashing

CR 0, CR 1/16, CR 1/8, CR 1/4, CR 1/2, CR 1, CR 2, CR 3, CR 4, CR 5, CR 6, CR 7, CR 8, CR 9, CR 10, CR 11, CR 12, CR 13, CR 14, CR 15, CR 16, CR 17, CR 18, CR 19, CR 20, CR 21, CR 22, CR 23, CR 24, CR 25, CR 26, CR 27, CR 28, CR 29, CR 30

CR 0 (XP 0)

CR 1/16 (XP 10)

CR 1/8 (XP 25)

CR 1/4 (XP 50)

CR 1/2 (XP 100)

CR 1 (XP 200)

CR 2 (XP 450)

CR 3 (XP 700)

CR 4 (XP 1,100)

CR 5 (XP 1,800)

CR 6 (XP 2,300)

CR 7 (XP 2,900)

CR 8 (XP 3,900)

CR 9 (XP 5,000)

CR 10 (XP 5,900)

CR 11 (XP 7,200)

CR 12 (XP 8,400)

CR 13 (XP 10,000)

CR 14 (XP 11,500)

CR 15 (XP 13,000)

CR 16 (XP 15,000)

CR 17 (XP 18,000)

CR 18 (XP 20,000)

CR 19 (XP 22,000)

CR 20 (XP 25,000)

CR 21 (XP 33,000)

CR 22 (XP 41,000)

CR 23 (XP 50,000)

CR 24 (XP 62,000)

CR 25 (XP 75,000)

CR 26 (XP 90,000)

CR 27 (XP 105,000)

CR 28 (XP 120,000)

CR 29 (XP 135,000)

CR 30 (XP 155,000)

Thunder

CR 0, CR 1/16, CR 1/8, CR 1/4, CR 1/2, CR 1, CR 2, CR 3, CR 4, CR 5, CR 6, CR 7, CR 8, CR 9, CR 10, CR 11, CR 12, CR 13, CR 14, CR 15, CR 16, CR 17, CR 18, CR 19, CR 20, CR 21, CR 22, CR 23, CR 24, CR 25, CR 26, CR 27, CR 28, CR 29, CR 30

CR 0 (XP 0)

CR 1/16 (XP 10)

CR 1/8 (XP 25)

CR 1/4 (XP 50)

CR 1/2 (XP 100)

CR 1 (XP 200)

CR 2 (XP 450)

CR 3 (XP 700)

CR 4 (XP 1,100)

CR 5 (XP 1,800)

CR 6 (XP 2,300)

CR 7 (XP 2,900)

CR 8 (XP 3,900)

CR 9 (XP 5,000)

CR 10 (XP 5,900)

CR 11 (XP 7,200)

CR 12 (XP 8,400)

CR 13 (XP 10,000)

CR 14 (XP 11,500)

CR 15 (XP 13,000)

CR 16 (XP 15,000)

CR 17 (XP 18,000)

CR 18 (XP 20,000)

CR 19 (XP 22,000)

CR 20 (XP 25,000)

CR 21 (XP 33,000)

CR 22 (XP 41,000)

CR 23 (XP 50,000)

CR 24 (XP 62,000)

CR 25 (XP 75,000)

CR 26 (XP 90,000)

CR 27 (XP 105,000)

CR 28 (XP 120,000)

CR 29 (XP 135,000)

CR 30 (XP 155,000)

NPCs by Lore by CR

Celtic

Fantasy

Greek

Hindu

Libya

Norse

ProNobis

Real

Roman

Inuit

Celtic

CR 0, CR 1/16, CR 1/8, CR 1/4, CR 1/2, CR 1, CR 2, CR 3, CR 4, CR 5, CR 6, CR 7, CR 8, CR 9, CR 10, CR 11, CR 12, CR 13, CR 14, CR 15, CR 16, CR 17, CR 18, CR 19, CR 20, CR 21, CR 22, CR 23, CR 24, CR 25, CR 26, CR 27, CR 28, CR 29, CR 30

CR 0 (XP 0)

CR 1/16 (XP 10)

CR 1/8 (XP 25)

CR 1/4 (XP 50)

CR 1/2 (XP 100)

CR 1 (XP 200)

CR 2 (XP 450)

CR 3 (XP 700)

CR 4 (XP 1,100)

CR 5 (XP 1,800)

CR 6 (XP 2,300)

CR 7 (XP 2,900)

CR 8 (XP 3,900)

CR 9 (XP 5,000)

CR 10 (XP 5,900)

CR 11 (XP 7,200)

CR 12 (XP 8,400)

CR 13 (XP 10,000)

CR 14 (XP 11,500)

CR 15 (XP 13,000)

CR 16 (XP 15,000)

CR 17 (XP 18,000)

CR 18 (XP 20,000)

CR 19 (XP 22,000)

CR 20 (XP 25,000)

CR 21 (XP 33,000)

CR 22 (XP 41,000)

CR 23 (XP 50,000)

CR 24 (XP 62,000)

CR 25 (XP 75,000)

CR 26 (XP 90,000)

CR 27 (XP 105,000)

CR 28 (XP 120,000)

CR 29 (XP 135,000)

CR 30 (XP 155,000)

Fantasy

CR 0, CR 1/16, CR 1/8, CR 1/4, CR 1/2, CR 1, CR 2, CR 3, CR 4, CR 5, CR 6, CR 7, CR 8, CR 9, CR 10, CR 11, CR 12, CR 13, CR 14, CR 15, CR 16, CR 17, CR 18, CR 19, CR 20, CR 21, CR 22, CR 23, CR 24, CR 25, CR 26, CR 27, CR 28, CR 29, CR 30

CR 0 (XP 0)

CR 1/16 (XP 10)

CR 1/8 (XP 25)

CR 1/4 (XP 50)

CR 1/2 (XP 100)

CR 1 (XP 200)

CR 2 (XP 450)

CR 3 (XP 700)

CR 4 (XP 1,100)

CR 5 (XP 1,800)

CR 6 (XP 2,300)

CR 7 (XP 2,900)

CR 8 (XP 3,900)

CR 9 (XP 5,000)

CR 10 (XP 5,900)

CR 11 (XP 7,200)

CR 12 (XP 8,400)

CR 13 (XP 10,000)

CR 14 (XP 11,500)

CR 15 (XP 13,000)

CR 16 (XP 15,000)

CR 17 (XP 18,000)

CR 18 (XP 20,000)

CR 19 (XP 22,000)

CR 20 (XP 25,000)

CR 21 (XP 33,000)

CR 22 (XP 41,000)

CR 23 (XP 50,000)

CR 24 (XP 62,000)

CR 25 (XP 75,000)

CR 26 (XP 90,000)

CR 27 (XP 105,000)

CR 28 (XP 120,000)

CR 29 (XP 135,000)

CR 30 (XP 155,000)

Greek

CR 0, CR 1/16, CR 1/8, CR 1/4, CR 1/2, CR 1, CR 2, CR 3, CR 4, CR 5, CR 6, CR 7, CR 8, CR 9, CR 10, CR 11, CR 12, CR 13, CR 14, CR 15, CR 16, CR 17, CR 18, CR 19, CR 20, CR 21, CR 22, CR 23, CR 24, CR 25, CR 26, CR 27, CR 28, CR 29, CR 30

CR 0 (XP 0)

CR 1/16 (XP 10)

CR 1/8 (XP 25)

CR 1/4 (XP 50)

CR 1/2 (XP 100)

CR 1 (XP 200)

CR 2 (XP 450)

CR 3 (XP 700)

CR 4 (XP 1,100)

CR 5 (XP 1,800)

CR 6 (XP 2,300)

CR 7 (XP 2,900)

CR 8 (XP 3,900)

CR 9 (XP 5,000)

CR 10 (XP 5,900)

CR 11 (XP 7,200)

CR 12 (XP 8,400)

CR 13 (XP 10,000)

CR 14 (XP 11,500)

CR 15 (XP 13,000)

CR 16 (XP 15,000)

CR 17 (XP 18,000)

CR 18 (XP 20,000)

CR 19 (XP 22,000)

CR 20 (XP 25,000)

CR 21 (XP 33,000)

CR 22 (XP 41,000)

CR 23 (XP 50,000)

CR 24 (XP 62,000)

CR 25 (XP 75,000)

CR 26 (XP 90,000)

CR 27 (XP 105,000)

CR 28 (XP 120,000)

CR 29 (XP 135,000)

CR 30 (XP 155,000)

Hindu

CR 0, CR 1/16, CR 1/8, CR 1/4, CR 1/2, CR 1, CR 2, CR 3, CR 4, CR 5, CR 6, CR 7, CR 8, CR 9, CR 10, CR 11, CR 12, CR 13, CR 14, CR 15, CR 16, CR 17, CR 18, CR 19, CR 20, CR 21, CR 22, CR 23, CR 24, CR 25, CR 26, CR 27, CR 28, CR 29, CR 30

CR 0 (XP 0)

CR 1/16 (XP 10)

CR 1/8 (XP 25)

CR 1/4 (XP 50)

CR 1/2 (XP 100)

CR 1 (XP 200)

CR 2 (XP 450)

CR 3 (XP 700)

CR 4 (XP 1,100)

CR 5 (XP 1,800)

CR 6 (XP 2,300)

CR 7 (XP 2,900)

CR 8 (XP 3,900)

CR 9 (XP 5,000)

CR 10 (XP 5,900)

CR 11 (XP 7,200)

CR 12 (XP 8,400)

CR 13 (XP 10,000)

CR 14 (XP 11,500)

CR 15 (XP 13,000)

CR 16 (XP 15,000)

CR 17 (XP 18,000)

CR 18 (XP 20,000)

CR 19 (XP 22,000)

CR 20 (XP 25,000)

CR 21 (XP 33,000)

CR 22 (XP 41,000)

CR 23 (XP 50,000)

CR 24 (XP 62,000)

CR 25 (XP 75,000)

CR 26 (XP 90,000)

CR 27 (XP 105,000)

CR 28 (XP 120,000)

CR 29 (XP 135,000)

CR 30 (XP 155,000)

Libya

CR 0, CR 1/16, CR 1/8, CR 1/4, CR 1/2, CR 1, CR 2, CR 3, CR 4, CR 5, CR 6, CR 7, CR 8, CR 9, CR 10, CR 11, CR 12, CR 13, CR 14, CR 15, CR 16, CR 17, CR 18, CR 19, CR 20, CR 21, CR 22, CR 23, CR 24, CR 25, CR 26, CR 27, CR 28, CR 29, CR 30

CR 0 (XP 0)

CR 1/16 (XP 10)

CR 1/8 (XP 25)

CR 1/4 (XP 50)

CR 1/2 (XP 100)

CR 1 (XP 200)

CR 2 (XP 450)

CR 3 (XP 700)

CR 4 (XP 1,100)

CR 5 (XP 1,800)

CR 6 (XP 2,300)

CR 7 (XP 2,900)

CR 8 (XP 3,900)

CR 9 (XP 5,000)

CR 10 (XP 5,900)

CR 11 (XP 7,200)

CR 12 (XP 8,400)

CR 13 (XP 10,000)

CR 14 (XP 11,500)

CR 15 (XP 13,000)

CR 16 (XP 15,000)

CR 17 (XP 18,000)

CR 18 (XP 20,000)

CR 19 (XP 22,000)

CR 20 (XP 25,000)

CR 21 (XP 33,000)

CR 22 (XP 41,000)

CR 23 (XP 50,000)

CR 24 (XP 62,000)

CR 25 (XP 75,000)

CR 26 (XP 90,000)

CR 27 (XP 105,000)

CR 28 (XP 120,000)

CR 29 (XP 135,000)

CR 30 (XP 155,000)

Norse

CR 0, CR 1/16, CR 1/8, CR 1/4, CR 1/2, CR 1, CR 2, CR 3, CR 4, CR 5, CR 6, CR 7, CR 8, CR 9, CR 10, CR 11, CR 12, CR 13, CR 14, CR 15, CR 16, CR 17, CR 18, CR 19, CR 20, CR 21, CR 22, CR 23, CR 24, CR 25, CR 26, CR 27, CR 28, CR 29, CR 30

CR 0 (XP 0)

CR 1/16 (XP 10)

CR 1/8 (XP 25)

CR 1/4 (XP 50)

CR 1/2 (XP 100)

CR 1 (XP 200)

CR 2 (XP 450)

CR 3 (XP 700)

CR 4 (XP 1,100)

CR 5 (XP 1,800)

CR 6 (XP 2,300)

CR 7 (XP 2,900)

CR 8 (XP 3,900)

CR 9 (XP 5,000)

CR 10 (XP 5,900)

CR 11 (XP 7,200)

CR 12 (XP 8,400)

CR 13 (XP 10,000)

CR 14 (XP 11,500)

CR 15 (XP 13,000)

CR 16 (XP 15,000)

CR 17 (XP 18,000)

CR 18 (XP 20,000)

CR 19 (XP 22,000)

CR 20 (XP 25,000)

CR 21 (XP 33,000)

CR 22 (XP 41,000)

CR 23 (XP 50,000)

CR 24 (XP 62,000)

CR 25 (XP 75,000)

CR 26 (XP 90,000)

CR 27 (XP 105,000)

CR 28 (XP 120,000)

CR 29 (XP 135,000)

CR 30 (XP 155,000)

ProNobis

CR 0, CR 1/16, CR 1/8, CR 1/4, CR 1/2, CR 1, CR 2, CR 3, CR 4, CR 5, CR 6, CR 7, CR 8, CR 9, CR 10, CR 11, CR 12, CR 13, CR 14, CR 15, CR 16, CR 17, CR 18, CR 19, CR 20, CR 21, CR 22, CR 23, CR 24, CR 25, CR 26, CR 27, CR 28, CR 29, CR 30

CR 0 (XP 0)

CR 1/16 (XP 10)

CR 1/8 (XP 25)

CR 1/4 (XP 50)

CR 1/2 (XP 100)

CR 1 (XP 200)

CR 2 (XP 450)

CR 3 (XP 700)

CR 4 (XP 1,100)

CR 5 (XP 1,800)

CR 6 (XP 2,300)

CR 7 (XP 2,900)

CR 8 (XP 3,900)

CR 9 (XP 5,000)

CR 10 (XP 5,900)

CR 11 (XP 7,200)

CR 12 (XP 8,400)

CR 13 (XP 10,000)

CR 14 (XP 11,500)

CR 15 (XP 13,000)

CR 16 (XP 15,000)

CR 17 (XP 18,000)

CR 18 (XP 20,000)

CR 19 (XP 22,000)

CR 20 (XP 25,000)

CR 21 (XP 33,000)

CR 22 (XP 41,000)

CR 23 (XP 50,000)

CR 24 (XP 62,000)

CR 25 (XP 75,000)

CR 26 (XP 90,000)

CR 27 (XP 105,000)

CR 28 (XP 120,000)

CR 29 (XP 135,000)

CR 30 (XP 155,000)

Real

CR 0, CR 1/16, CR 1/8, CR 1/4, CR 1/2, CR 1, CR 2, CR 3, CR 4, CR 5, CR 6, CR 7, CR 8, CR 9, CR 10, CR 11, CR 12, CR 13, CR 14, CR 15, CR 16, CR 17, CR 18, CR 19, CR 20, CR 21, CR 22, CR 23, CR 24, CR 25, CR 26, CR 27, CR 28, CR 29, CR 30

CR 0 (XP 0)

CR 1/16 (XP 10)

CR 1/8 (XP 25)

CR 1/4 (XP 50)

CR 1/2 (XP 100)

CR 1 (XP 200)

CR 2 (XP 450)

CR 3 (XP 700)

CR 4 (XP 1,100)

CR 5 (XP 1,800)

CR 6 (XP 2,300)

CR 7 (XP 2,900)

CR 8 (XP 3,900)

CR 9 (XP 5,000)

CR 10 (XP 5,900)

CR 11 (XP 7,200)

CR 12 (XP 8,400)

CR 13 (XP 10,000)

CR 14 (XP 11,500)

CR 15 (XP 13,000)

CR 16 (XP 15,000)

CR 17 (XP 18,000)

CR 18 (XP 20,000)

CR 19 (XP 22,000)

CR 20 (XP 25,000)

CR 21 (XP 33,000)

CR 22 (XP 41,000)

CR 23 (XP 50,000)

CR 24 (XP 62,000)

CR 25 (XP 75,000)

CR 26 (XP 90,000)

CR 27 (XP 105,000)

CR 28 (XP 120,000)

CR 29 (XP 135,000)

CR 30 (XP 155,000)

Roman

CR 0, CR 1/16, CR 1/8, CR 1/4, CR 1/2, CR 1, CR 2, CR 3, CR 4, CR 5, CR 6, CR 7, CR 8, CR 9, CR 10, CR 11, CR 12, CR 13, CR 14, CR 15, CR 16, CR 17, CR 18, CR 19, CR 20, CR 21, CR 22, CR 23, CR 24, CR 25, CR 26, CR 27, CR 28, CR 29, CR 30

CR 0 (XP 0)

CR 1/16 (XP 10)

CR 1/8 (XP 25)

CR 1/4 (XP 50)

CR 1/2 (XP 100)

CR 1 (XP 200)

CR 2 (XP 450)

CR 3 (XP 700)

CR 4 (XP 1,100)

CR 5 (XP 1,800)

CR 6 (XP 2,300)

CR 7 (XP 2,900)

CR 8 (XP 3,900)

CR 9 (XP 5,000)

CR 10 (XP 5,900)

CR 11 (XP 7,200)

CR 12 (XP 8,400)

CR 13 (XP 10,000)

CR 14 (XP 11,500)

CR 15 (XP 13,000)

CR 16 (XP 15,000)

CR 17 (XP 18,000)

CR 18 (XP 20,000)

CR 19 (XP 22,000)

CR 20 (XP 25,000)

CR 21 (XP 33,000)

CR 22 (XP 41,000)

CR 23 (XP 50,000)

CR 24 (XP 62,000)

CR 25 (XP 75,000)

CR 26 (XP 90,000)

CR 27 (XP 105,000)

CR 28 (XP 120,000)

CR 29 (XP 135,000)

CR 30 (XP 155,000)

Inuit

CR 0, CR 1/16, CR 1/8, CR 1/4, CR 1/2, CR 1, CR 2, CR 3, CR 4, CR 5, CR 6, CR 7, CR 8, CR 9, CR 10, CR 11, CR 12, CR 13, CR 14, CR 15, CR 16, CR 17, CR 18, CR 19, CR 20, CR 21, CR 22, CR 23, CR 24, CR 25, CR 26, CR 27, CR 28, CR 29, CR 30

CR 0 (XP 0)

CR 1/16 (XP 10)

CR 1/8 (XP 25)

CR 1/4 (XP 50)

CR 1/2 (XP 100)

CR 1 (XP 200)

CR 2 (XP 450)

CR 3 (XP 700)

CR 4 (XP 1,100)

CR 5 (XP 1,800)

CR 6 (XP 2,300)

CR 7 (XP 2,900)

CR 8 (XP 3,900)

CR 9 (XP 5,000)

CR 10 (XP 5,900)

CR 11 (XP 7,200)

CR 12 (XP 8,400)

CR 13 (XP 10,000)

CR 14 (XP 11,500)

CR 15 (XP 13,000)

CR 16 (XP 15,000)

CR 17 (XP 18,000)

CR 18 (XP 20,000)

CR 19 (XP 22,000)

CR 20 (XP 25,000)

CR 21 (XP 33,000)

CR 22 (XP 41,000)

CR 23 (XP 50,000)

CR 24 (XP 62,000)

CR 25 (XP 75,000)

CR 26 (XP 90,000)

CR 27 (XP 105,000)

CR 28 (XP 120,000)

CR 29 (XP 135,000)

CR 30 (XP 155,000)

NPCs by Resistance by CR

Acid

Bludgeoning

Cold

Fire

Lightning

Necrotic

Piercing

Poison

Psychic

Radiant

Slashing

Thunder

Acid

CR 0, CR 1/16, CR 1/8, CR 1/4, CR 1/2, CR 1, CR 2, CR 3, CR 4, CR 5, CR 6, CR 7, CR 8, CR 9, CR 10, CR 11, CR 12, CR 13, CR 14, CR 15, CR 16, CR 17, CR 18, CR 19, CR 20, CR 21, CR 22, CR 23, CR 24, CR 25, CR 26, CR 27, CR 28, CR 29, CR 30

CR 0 (XP 0)

CR 1/16 (XP 10)

CR 1/8 (XP 25)

CR 1/4 (XP 50)

CR 1/2 (XP 100)

CR 1 (XP 200)

CR 2 (XP 450)

CR 3 (XP 700)

CR 4 (XP 1,100)

CR 5 (XP 1,800)

CR 6 (XP 2,300)

CR 7 (XP 2,900)

CR 8 (XP 3,900)

CR 9 (XP 5,000)

CR 10 (XP 5,900)

CR 11 (XP 7,200)

CR 12 (XP 8,400)

CR 13 (XP 10,000)

CR 14 (XP 11,500)

CR 15 (XP 13,000)

CR 16 (XP 15,000)

CR 17 (XP 18,000)

CR 18 (XP 20,000)

CR 19 (XP 22,000)

CR 20 (XP 25,000)

CR 21 (XP 33,000)

CR 22 (XP 41,000)

CR 23 (XP 50,000)

CR 24 (XP 62,000)

CR 25 (XP 75,000)

CR 26 (XP 90,000)

CR 27 (XP 105,000)

CR 28 (XP 120,000)

CR 29 (XP 135,000)

CR 30 (XP 155,000)

Bludgeoning

CR 0, CR 1/16, CR 1/8, CR 1/4, CR 1/2, CR 1, CR 2, CR 3, CR 4, CR 5, CR 6, CR 7, CR 8, CR 9, CR 10, CR 11, CR 12, CR 13, CR 14, CR 15, CR 16, CR 17, CR 18, CR 19, CR 20, CR 21, CR 22, CR 23, CR 24, CR 25, CR 26, CR 27, CR 28, CR 29, CR 30

CR 0 (XP 0)

CR 1/16 (XP 10)

CR 1/8 (XP 25)

CR 1/4 (XP 50)

CR 1/2 (XP 100)

CR 1 (XP 200)

CR 2 (XP 450)

CR 3 (XP 700)

CR 4 (XP 1,100)

CR 5 (XP 1,800)

CR 6 (XP 2,300)

CR 7 (XP 2,900)

CR 8 (XP 3,900)

CR 9 (XP 5,000)

CR 10 (XP 5,900)

CR 11 (XP 7,200)

CR 12 (XP 8,400)

CR 13 (XP 10,000)

CR 14 (XP 11,500)

CR 15 (XP 13,000)

CR 16 (XP 15,000)

CR 17 (XP 18,000)

CR 18 (XP 20,000)

CR 19 (XP 22,000)

CR 20 (XP 25,000)

CR 21 (XP 33,000)

CR 22 (XP 41,000)

CR 23 (XP 50,000)

CR 24 (XP 62,000)

CR 25 (XP 75,000)

CR 26 (XP 90,000)

CR 27 (XP 105,000)

CR 28 (XP 120,000)

CR 29 (XP 135,000)

CR 30 (XP 155,000)

Cold

CR 0, CR 1/16, CR 1/8, CR 1/4, CR 1/2, CR 1, CR 2, CR 3, CR 4, CR 5, CR 6, CR 7, CR 8, CR 9, CR 10, CR 11, CR 12, CR 13, CR 14, CR 15, CR 16, CR 17, CR 18, CR 19, CR 20, CR 21, CR 22, CR 23, CR 24, CR 25, CR 26, CR 27, CR 28, CR 29, CR 30

CR 0 (XP 0)

CR 1/16 (XP 10)

CR 1/8 (XP 25)

CR 1/4 (XP 50)

CR 1/2 (XP 100)

CR 1 (XP 200)

CR 2 (XP 450)

CR 3 (XP 700)

CR 4 (XP 1,100)

CR 5 (XP 1,800)

CR 6 (XP 2,300)

CR 7 (XP 2,900)

CR 8 (XP 3,900)

CR 9 (XP 5,000)

CR 10 (XP 5,900)

CR 11 (XP 7,200)

CR 12 (XP 8,400)

CR 13 (XP 10,000)

CR 14 (XP 11,500)

CR 15 (XP 13,000)

CR 16 (XP 15,000)

CR 17 (XP 18,000)

CR 18 (XP 20,000)

CR 19 (XP 22,000)

CR 20 (XP 25,000)

CR 21 (XP 33,000)

CR 22 (XP 41,000)

CR 23 (XP 50,000)

CR 24 (XP 62,000)

CR 25 (XP 75,000)

CR 26 (XP 90,000)

CR 27 (XP 105,000)

CR 28 (XP 120,000)

CR 29 (XP 135,000)

CR 30 (XP 155,000)

Fire

CR 0, CR 1/16, CR 1/8, CR 1/4, CR 1/2, CR 1, CR 2, CR 3, CR 4, CR 5, CR 6, CR 7, CR 8, CR 9, CR 10, CR 11, CR 12, CR 13, CR 14, CR 15, CR 16, CR 17, CR 18, CR 19, CR 20, CR 21, CR 22, CR 23, CR 24, CR 25, CR 26, CR 27, CR 28, CR 29, CR 30

CR 0 (XP 0)

CR 1/16 (XP 10)

CR 1/8 (XP 25)

CR 1/4 (XP 50)

CR 1/2 (XP 100)

CR 1 (XP 200)

CR 2 (XP 450)

CR 3 (XP 700)

CR 4 (XP 1,100)

CR 5 (XP 1,800)

CR 6 (XP 2,300)

CR 7 (XP 2,900)

CR 8 (XP 3,900)

CR 9 (XP 5,000)

CR 10 (XP 5,900)

CR 11 (XP 7,200)

CR 12 (XP 8,400)

CR 13 (XP 10,000)

CR 14 (XP 11,500)

CR 15 (XP 13,000)

CR 16 (XP 15,000)

CR 17 (XP 18,000)

CR 18 (XP 20,000)

CR 19 (XP 22,000)

CR 20 (XP 25,000)

CR 21 (XP 33,000)

CR 22 (XP 41,000)

CR 23 (XP 50,000)

CR 24 (XP 62,000)

CR 25 (XP 75,000)

CR 26 (XP 90,000)

CR 27 (XP 105,000)

CR 28 (XP 120,000)

CR 29 (XP 135,000)

CR 30 (XP 155,000)

Lightning

CR 0, CR 1/16, CR 1/8, CR 1/4, CR 1/2, CR 1, CR 2, CR 3, CR 4, CR 5, CR 6, CR 7, CR 8, CR 9, CR 10, CR 11, CR 12, CR 13, CR 14, CR 15, CR 16, CR 17, CR 18, CR 19, CR 20, CR 21, CR 22, CR 23, CR 24, CR 25, CR 26, CR 27, CR 28, CR 29, CR 30

CR 0 (XP 0)

CR 1/16 (XP 10)

CR 1/8 (XP 25)

CR 1/4 (XP 50)

CR 1/2 (XP 100)

CR 1 (XP 200)

CR 2 (XP 450)

CR 3 (XP 700)

CR 4 (XP 1,100)

CR 5 (XP 1,800)

CR 6 (XP 2,300)

CR 7 (XP 2,900)

CR 8 (XP 3,900)

CR 9 (XP 5,000)

CR 10 (XP 5,900)

CR 11 (XP 7,200)

CR 12 (XP 8,400)

CR 13 (XP 10,000)

CR 14 (XP 11,500)

CR 15 (XP 13,000)

CR 16 (XP 15,000)

CR 17 (XP 18,000)

CR 18 (XP 20,000)

CR 19 (XP 22,000)

CR 20 (XP 25,000)

CR 21 (XP 33,000)

CR 22 (XP 41,000)

CR 23 (XP 50,000)

CR 24 (XP 62,000)

CR 25 (XP 75,000)

CR 26 (XP 90,000)

CR 27 (XP 105,000)

CR 28 (XP 120,000)

CR 29 (XP 135,000)

CR 30 (XP 155,000)

Necrotic

CR 0, CR 1/16, CR 1/8, CR 1/4, CR 1/2, CR 1, CR 2, CR 3, CR 4, CR 5, CR 6, CR 7, CR 8, CR 9, CR 10, CR 11, CR 12, CR 13, CR 14, CR 15, CR 16, CR 17, CR 18, CR 19, CR 20, CR 21, CR 22, CR 23, CR 24, CR 25, CR 26, CR 27, CR 28, CR 29, CR 30

CR 0 (XP 0)

CR 1/16 (XP 10)

CR 1/8 (XP 25)

CR 1/4 (XP 50)

CR 1/2 (XP 100)

CR 1 (XP 200)

CR 2 (XP 450)

CR 3 (XP 700)

CR 4 (XP 1,100)

CR 5 (XP 1,800)

CR 6 (XP 2,300)

CR 7 (XP 2,900)

CR 8 (XP 3,900)

CR 9 (XP 5,000)

CR 10 (XP 5,900)

CR 11 (XP 7,200)

CR 12 (XP 8,400)

CR 13 (XP 10,000)

CR 14 (XP 11,500)

CR 15 (XP 13,000)

CR 16 (XP 15,000)

CR 17 (XP 18,000)

CR 18 (XP 20,000)

CR 19 (XP 22,000)

CR 20 (XP 25,000)

CR 21 (XP 33,000)

CR 22 (XP 41,000)

CR 23 (XP 50,000)

CR 24 (XP 62,000)

CR 25 (XP 75,000)

CR 26 (XP 90,000)

CR 27 (XP 105,000)

CR 28 (XP 120,000)

CR 29 (XP 135,000)

CR 30 (XP 155,000)

Piercing

CR 0, CR 1/16, CR 1/8, CR 1/4, CR 1/2, CR 1, CR 2, CR 3, CR 4, CR 5, CR 6, CR 7, CR 8, CR 9, CR 10, CR 11, CR 12, CR 13, CR 14, CR 15, CR 16, CR 17, CR 18, CR 19, CR 20, CR 21, CR 22, CR 23, CR 24, CR 25, CR 26, CR 27, CR 28, CR 29, CR 30

CR 0 (XP 0)

CR 1/16 (XP 10)

CR 1/8 (XP 25)

CR 1/4 (XP 50)

CR 1/2 (XP 100)

CR 1 (XP 200)

CR 2 (XP 450)

CR 3 (XP 700)

CR 4 (XP 1,100)

CR 5 (XP 1,800)

CR 6 (XP 2,300)

CR 7 (XP 2,900)

CR 8 (XP 3,900)

CR 9 (XP 5,000)

CR 10 (XP 5,900)

CR 11 (XP 7,200)

CR 12 (XP 8,400)

CR 13 (XP 10,000)

CR 14 (XP 11,500)

CR 15 (XP 13,000)

CR 16 (XP 15,000)

CR 17 (XP 18,000)

CR 18 (XP 20,000)

CR 19 (XP 22,000)

CR 20 (XP 25,000)

CR 21 (XP 33,000)

CR 22 (XP 41,000)

CR 23 (XP 50,000)

CR 24 (XP 62,000)

CR 25 (XP 75,000)

CR 26 (XP 90,000)

CR 27 (XP 105,000)

CR 28 (XP 120,000)

CR 29 (XP 135,000)

CR 30 (XP 155,000)

Poison

CR 0, CR 1/16, CR 1/8, CR 1/4, CR 1/2, CR 1, CR 2, CR 3, CR 4, CR 5, CR 6, CR 7, CR 8, CR 9, CR 10, CR 11, CR 12, CR 13, CR 14, CR 15, CR 16, CR 17, CR 18, CR 19, CR 20, CR 21, CR 22, CR 23, CR 24, CR 25, CR 26, CR 27, CR 28, CR 29, CR 30

CR 0 (XP 0)

CR 1/16 (XP 10)

CR 1/8 (XP 25)

CR 1/4 (XP 50)

CR 1/2 (XP 100)

Lesser Nature Elemental

CR 1 (XP 200)

Minor Nature Elemental

CR 2 (XP 450)

CR 3 (XP 700)

Greater Nature Elemental

CR 4 (XP 1,100)

Supreme Nature Elemental

CR 5 (XP 1,800)

CR 6 (XP 2,300)

CR 7 (XP 2,900)

CR 8 (XP 3,900)

CR 9 (XP 5,000)

CR 10 (XP 5,900)

CR 11 (XP 7,200)

CR 12 (XP 8,400)

CR 13 (XP 10,000)

CR 14 (XP 11,500)

CR 15 (XP 13,000)

CR 16 (XP 15,000)

CR 17 (XP 18,000)

CR 18 (XP 20,000)

CR 19 (XP 22,000)

CR 20 (XP 25,000)

CR 21 (XP 33,000)

CR 22 (XP 41,000)

CR 23 (XP 50,000)

CR 24 (XP 62,000)

CR 25 (XP 75,000)

CR 26 (XP 90,000)

CR 27 (XP 105,000)

CR 28 (XP 120,000)

CR 29 (XP 135,000)

CR 30 (XP 155,000)

Psychic

CR 0, CR 1/16, CR 1/8, CR 1/4, CR 1/2, CR 1, CR 2, CR 3, CR 4, CR 5, CR 6, CR 7, CR 8, CR 9, CR 10, CR 11, CR 12, CR 13, CR 14, CR 15, CR 16, CR 17, CR 18, CR 19, CR 20, CR 21, CR 22, CR 23, CR 24, CR 25, CR 26, CR 27, CR 28, CR 29, CR 30

CR 0 (XP 0)

CR 1/16 (XP 10)

CR 1/8 (XP 25)

CR 1/4 (XP 50)

CR 1/2 (XP 100)

CR 1 (XP 200)

CR 2 (XP 450)

CR 3 (XP 700)

CR 4 (XP 1,100)

CR 5 (XP 1,800)

CR 6 (XP 2,300)

CR 7 (XP 2,900)

CR 8 (XP 3,900)

CR 9 (XP 5,000)

CR 10 (XP 5,900)

CR 11 (XP 7,200)

CR 12 (XP 8,400)

CR 13 (XP 10,000)

CR 14 (XP 11,500)

CR 15 (XP 13,000)

CR 16 (XP 15,000)

CR 17 (XP 18,000)

CR 18 (XP 20,000)

CR 19 (XP 22,000)

CR 20 (XP 25,000)

CR 21 (XP 33,000)

CR 22 (XP 41,000)

CR 23 (XP 50,000)

CR 24 (XP 62,000)

CR 25 (XP 75,000)

CR 26 (XP 90,000)

CR 27 (XP 105,000)

CR 28 (XP 120,000)

CR 29 (XP 135,000)

CR 30 (XP 155,000)

Radiant

CR 0, CR 1/16, CR 1/8, CR 1/4, CR 1/2, CR 1, CR 2, CR 3, CR 4, CR 5, CR 6, CR 7, CR 8, CR 9, CR 10, CR 11, CR 12, CR 13, CR 14, CR 15, CR 16, CR 17, CR 18, CR 19, CR 20, CR 21, CR 22, CR 23, CR 24, CR 25, CR 26, CR 27, CR 28, CR 29, CR 30

CR 0 (XP 0)

CR 1/16 (XP 10)

CR 1/8 (XP 25)

CR 1/4 (XP 50)

CR 1/2 (XP 100)

CR 1 (XP 200)

CR 2 (XP 450)

CR 3 (XP 700)

CR 4 (XP 1,100)

CR 5 (XP 1,800)

CR 6 (XP 2,300)

CR 7 (XP 2,900)

CR 8 (XP 3,900)

CR 9 (XP 5,000)

CR 10 (XP 5,900)

CR 11 (XP 7,200)

CR 12 (XP 8,400)

CR 13 (XP 10,000)

CR 14 (XP 11,500)

CR 15 (XP 13,000)

CR 16 (XP 15,000)

CR 17 (XP 18,000)

CR 18 (XP 20,000)

CR 19 (XP 22,000)

CR 20 (XP 25,000)

CR 21 (XP 33,000)

CR 22 (XP 41,000)

CR 23 (XP 50,000)

CR 24 (XP 62,000)

CR 25 (XP 75,000)

CR 26 (XP 90,000)

CR 27 (XP 105,000)

CR 28 (XP 120,000)

CR 29 (XP 135,000)

CR 30 (XP 155,000)

Slashing

CR 0, CR 1/16, CR 1/8, CR 1/4, CR 1/2, CR 1, CR 2, CR 3, CR 4, CR 5, CR 6, CR 7, CR 8, CR 9, CR 10, CR 11, CR 12, CR 13, CR 14, CR 15, CR 16, CR 17, CR 18, CR 19, CR 20, CR 21, CR 22, CR 23, CR 24, CR 25, CR 26, CR 27, CR 28, CR 29, CR 30

CR 0 (XP 0)

CR 1/16 (XP 10)

CR 1/8 (XP 25)

CR 1/4 (XP 50)

CR 1/2 (XP 100)

CR 1 (XP 200)

CR 2 (XP 450)

CR 3 (XP 700)

CR 4 (XP 1,100)

CR 5 (XP 1,800)

CR 6 (XP 2,300)

CR 7 (XP 2,900)

CR 8 (XP 3,900)

CR 9 (XP 5,000)

CR 10 (XP 5,900)

CR 11 (XP 7,200)

CR 12 (XP 8,400)

CR 13 (XP 10,000)

CR 14 (XP 11,500)

CR 15 (XP 13,000)

CR 16 (XP 15,000)

CR 17 (XP 18,000)

CR 18 (XP 20,000)

CR 19 (XP 22,000)

CR 20 (XP 25,000)

CR 21 (XP 33,000)

CR 22 (XP 41,000)

CR 23 (XP 50,000)

CR 24 (XP 62,000)

CR 25 (XP 75,000)

CR 26 (XP 90,000)

CR 27 (XP 105,000)

CR 28 (XP 120,000)

CR 29 (XP 135,000)

CR 30 (XP 155,000)

Thunder

CR 0, CR 1/16, CR 1/8, CR 1/4, CR 1/2, CR 1, CR 2, CR 3, CR 4, CR 5, CR 6, CR 7, CR 8, CR 9, CR 10, CR 11, CR 12, CR 13, CR 14, CR 15, CR 16, CR 17, CR 18, CR 19, CR 20, CR 21, CR 22, CR 23, CR 24, CR 25, CR 26, CR 27, CR 28, CR 29, CR 30

CR 0 (XP 0)

CR 1/16 (XP 10)

CR 1/8 (XP 25)

CR 1/4 (XP 50)

CR 1/2 (XP 100)

CR 1 (XP 200)

CR 2 (XP 450)

CR 3 (XP 700)

CR 4 (XP 1,100)

CR 5 (XP 1,800)

CR 6 (XP 2,300)

CR 7 (XP 2,900)

CR 8 (XP 3,900)

CR 9 (XP 5,000)

CR 10 (XP 5,900)

CR 11 (XP 7,200)

CR 12 (XP 8,400)

CR 13 (XP 10,000)

CR 14 (XP 11,500)

CR 15 (XP 13,000)

CR 16 (XP 15,000)

CR 17 (XP 18,000)

CR 18 (XP 20,000)

CR 19 (XP 22,000)

CR 20 (XP 25,000)

CR 21 (XP 33,000)

CR 22 (XP 41,000)

CR 23 (XP 50,000)

CR 24 (XP 62,000)

CR 25 (XP 75,000)

CR 26 (XP 90,000)

CR 27 (XP 105,000)

CR 28 (XP 120,000)

CR 29 (XP 135,000)

CR 30 (XP 155,000)

NPCs by Terrain by CR

Abandoned Ruin

Arctic

Cavern

Coastal

Desert

Forest

Grassland

Hill

Jungle

Mountain

Planes

Sewers

Sky

Swamp

Underwater

Urban

Volcanic

Abandoned Ruin

CR 0, CR 1/16, CR 1/8, CR 1/4, CR 1/2, CR 1, CR 2, CR 3, CR 4, CR 5, CR 6, CR 7, CR 8, CR 9, CR 10, CR 11, CR 12, CR 13, CR 14, CR 15, CR 16, CR 17, CR 18, CR 19, CR 20, CR 21, CR 22, CR 23, CR 24, CR 25, CR 26, CR 27, CR 28, CR 29, CR 30

CR 0 (XP 0)

CR 1/16 (XP 10)

CR 1/8 (XP 25)

CR 1/4 (XP 50)

CR 1/2 (XP 100)

CR 1 (XP 200)

CR 2 (XP 450)

CR 3 (XP 700)

CR 4 (XP 1,100)

CR 5 (XP 1,800)

CR 6 (XP 2,300)

CR 7 (XP 2,900)

CR 8 (XP 3,900)

CR 9 (XP 5,000)

CR 10 (XP 5,900)

CR 11 (XP 7,200)

CR 12 (XP 8,400)

CR 13 (XP 10,000)

CR 14 (XP 11,500)

CR 15 (XP 13,000)

CR 16 (XP 15,000)

CR 17 (XP 18,000)

CR 18 (XP 20,000)

CR 19 (XP 22,000)

CR 20 (XP 25,000)

CR 21 (XP 33,000)

CR 22 (XP 41,000)

CR 23 (XP 50,000)

CR 24 (XP 62,000)

CR 25 (XP 75,000)

CR 26 (XP 90,000)

CR 27 (XP 105,000)

CR 28 (XP 120,000)

CR 29 (XP 135,000)

CR 30 (XP 155,000)

Arctic

CR 0, CR 1/16, CR 1/8, CR 1/4, CR 1/2, CR 1, CR 2, CR 3, CR 4, CR 5, CR 6, CR 7, CR 8, CR 9, CR 10, CR 11, CR 12, CR 13, CR 14, CR 15, CR 16, CR 17, CR 18, CR 19, CR 20, CR 21, CR 22, CR 23, CR 24, CR 25, CR 26, CR 27, CR 28, CR 29, CR 30

CR 0 (XP 0)

CR 1/16 (XP 10)

Owl

CR 1/8 (XP 25)

Blood Hawk

CR 1/4 (XP 50)

Giant Owl

CR 1/2 (XP 100)

Ice Mephit

CR 1 (XP 200)

CR 2 (XP 450)

Cave Bear, Saber-toothed Tiger

CR 3 (XP 700)

CR 4 (XP 1,100)

CR 5 (XP 1,800)

CR 6 (XP 2,300)

Mammoth

CR 7 (XP 2,900)

CR 8 (XP 3,900)

CR 9 (XP 5,000)

CR 10 (XP 5,900)

CR 11 (XP 7,200)

CR 12 (XP 8,400)

CR 13 (XP 10,000)

CR 14 (XP 11,500)

CR 15 (XP 13,000)

CR 16 (XP 15,000)

CR 17 (XP 18,000)

CR 18 (XP 20,000)

CR 19 (XP 22,000)

CR 20 (XP 25,000)

CR 21 (XP 33,000)

CR 22 (XP 41,000)

CR 23 (XP 50,000)

CR 24 (XP 62,000)

CR 25 (XP 75,000)

CR 26 (XP 90,000)

CR 27 (XP 105,000)

CR 28 (XP 120,000)

CR 29 (XP 135,000)

CR 30 (XP 155,000)

Cavern

CR 0, CR 1/16, CR 1/8, CR 1/4, CR 1/2, CR 1, CR 2, CR 3, CR 4, CR 5, CR 6, CR 7, CR 8, CR 9, CR 10, CR 11, CR 12, CR 13, CR 14, CR 15, CR 16, CR 17, CR 18, CR 19, CR 20, CR 21, CR 22, CR 23, CR 24, CR 25, CR 26, CR 27, CR 28, CR 29, CR 30

CR 0 (XP 0)

CR 1/16 (XP 10)

Badger, Bat, Giant Fire Beetle, Lizard, Spider

CR 1/8 (XP 25)

Giant Rat, Poisonous Snake, Stirge

CR 1/4 (XP 50)

Giant Badger, Giant Bat, Giant Centipede, Giant Lizard, Giant Poisonous Snake

CR 1/2 (XP 100)

Black Bear, Dust Mephit, Magma Mephit, Magmin

CR 1 (XP 200)

Brown Bear, Giant Spider, Giant Toad

CR 2 (XP 450)

Azer, Cave Bear, Gargoyle

CR 3 (XP 700)

CR 4 (XP 1,100)

CR 5 (XP 1,800)

CR 6 (XP 2,300)

CR 7 (XP 2,900)

CR 8 (XP 3,900)

CR 9 (XP 5,000)

CR 10 (XP 5,900)

CR 11 (XP 7,200)

CR 12 (XP 8,400)

CR 13 (XP 10,000)

CR 14 (XP 11,500)

CR 15 (XP 13,000)

CR 16 (XP 15,000)

CR 17 (XP 18,000)

CR 18 (XP 20,000)

CR 19 (XP 22,000)

CR 20 (XP 25,000)

CR 21 (XP 33,000)

CR 22 (XP 41,000)

CR 23 (XP 50,000)

CR 24 (XP 62,000)

CR 25 (XP 75,000)

CR 26 (XP 90,000)

CR 27 (XP 105,000)

CR 28 (XP 120,000)

CR 29 (XP 135,000)

CR 30 (XP 155,000)

Coastal

CR 0, CR 1/16, CR 1/8, CR 1/4, CR 1/2, CR 1, CR 2, CR 3, CR 4, CR 5, CR 6, CR 7, CR 8, CR 9, CR 10, CR 11, CR 12, CR 13, CR 14, CR 15, CR 16, CR 17, CR 18, CR 19, CR 20, CR 21, CR 22, CR 23, CR 24, CR 25, CR 26, CR 27, CR 28, CR 29, CR 30

CR 0 (XP 0)

CR 1/16 (XP 10)

Crab, Eagle, Lizard

CR 1/8 (XP 25)

Blood Hawk, Giant Crab, Poisonous Snake, Stirge

CR 1/4 (XP 50)

Giant Lizard, Giant Poisonous Snake

CR 1/2 (XP 100)

Crocodile

CR 1 (XP 200)

Giant Eagle, Giant Toad

CR 2 (XP 450)

Sea Hag

CR 3 (XP 700)

CR 4 (XP 1,100)

CR 5 (XP 1,800)

Giant Crocodile

CR 6 (XP 2,300)

CR 7 (XP 2,900)

CR 8 (XP 3,900)

CR 9 (XP 5,000)

CR 10 (XP 5,900)

CR 11 (XP 7,200)

CR 12 (XP 8,400)

CR 13 (XP 10,000)

CR 14 (XP 11,500)

CR 15 (XP 13,000)

CR 16 (XP 15,000)

CR 17 (XP 18,000)

CR 18 (XP 20,000)

CR 19 (XP 22,000)

CR 20 (XP 25,000)

CR 21 (XP 33,000)

CR 22 (XP 41,000)

CR 23 (XP 50,000)

CR 24 (XP 62,000)

CR 25 (XP 75,000)

CR 26 (XP 90,000)

CR 27 (XP 105,000)

CR 28 (XP 120,000)

CR 29 (XP 135,000)

CR 30 (XP 155,000)

Desert

CR 0, CR 1/16, CR 1/8, CR 1/4, CR 1/2, CR 1, CR 2, CR 3, CR 4, CR 5, CR 6, CR 7, CR 8, CR 9, CR 10, CR 11, CR 12, CR 13, CR 14, CR 15, CR 16, CR 17, CR 18, CR 19, CR 20, CR 21, CR 22, CR 23, CR 24, CR 25, CR 26, CR 27, CR 28, CR 29, CR 30

CR 0 (XP 0)

CR 1/16 (XP 10)

Cat, Hyena, Jackal, Lizard, Scorpion, Vulture

CR 1/8 (XP 25)

Camel, Poisonous Snake, Stirge

CR 1/4 (XP 50)

Giant Lizard, Giant Poisonous Snake

CR 1/2 (XP 100)

Dust Mephit

CR 1 (XP 200)

Giant Hyena, Giant Spider, Giant Vulture

CR 2 (XP 450)

CR 3 (XP 700)

Giant Scorpion

CR 4 (XP 1,100)

CR 5 (XP 1,800)

CR 6 (XP 2,300)

CR 7 (XP 2,900)

CR 8 (XP 3,900)

CR 9 (XP 5,000)

CR 10 (XP 5,900)

CR 11 (XP 7,200)

CR 12 (XP 8,400)

CR 13 (XP 10,000)

CR 14 (XP 11,500)

CR 15 (XP 13,000)

CR 16 (XP 15,000)

CR 17 (XP 18,000)

CR 18 (XP 20,000)

CR 19 (XP 22,000)

CR 20 (XP 25,000)

CR 21 (XP 33,000)

CR 22 (XP 41,000)

CR 23 (XP 50,000)

CR 24 (XP 62,000)

CR 25 (XP 75,000)

CR 26 (XP 90,000)

CR 27 (XP 105,000)

CR 28 (XP 120,000)

CR 29 (XP 135,000)

CR 30 (XP 155,000)

Forest

CR 0, CR 1/16, CR 1/8, CR 1/4, CR 1/2, CR 1, CR 2, CR 3, CR 4, CR 5, CR 6, CR 7, CR 8, CR 9, CR 10, CR 11, CR 12, CR 13, CR 14, CR 15, CR 16, CR 17, CR 18, CR 19, CR 20, CR 21, CR 22, CR 23, CR 24, CR 25, CR 26, CR 27, CR 28, CR 29, CR 30

CR 0 (XP 0)

CR 1/16 (XP 10)

Baboon, Badger, Cat, Deer, Hyena, Lizard, Owl, Rat, Weasel

CR 1/8 (XP 25)

Blood Hawk, Diseased Giant Rat, Flying Snake, Giant Rat, Giant Weasel, Mastiff, Poisonous Snake, Stirge

CR 1/4 (XP 50)

Blink Dog, Boar, Elk, Giant Badger, Giant Bat, Giant Centipede, Giant Lizard, Giant Owl, Giant Poisonous Snake, Giant Wolf Spider, Panther, Sprite, Wolf

CR 1/2 (XP 100)

Ape, Black Bear, Giant Wasp, Lesser Nature Elemental, Satyr

CR 1 (XP 200)

Brown Bear, Dire Wolf, Dryad, Giant Hyena, Giant Spider, Minor Nature Elemental, Tiger

CR 2 (XP 450)

Cave Bear, Giant Boar, Giant Constrictor Snake, Giant Elk, Saber-toothed Tiger

CR 3 (XP 700)

Greater Nature Elemental

CR 4 (XP 1,100)

Elephant, Supreme Nature Elemental

CR 5 (XP 1,800)

CR 6 (XP 2,300)

CR 7 (XP 2,900)

Giant Ape

CR 8 (XP 3,900)

CR 9 (XP 5,000)

CR 10 (XP 5,900)

CR 11 (XP 7,200)

CR 12 (XP 8,400)

CR 13 (XP 10,000)

CR 14 (XP 11,500)

CR 15 (XP 13,000)

CR 16 (XP 15,000)

CR 17 (XP 18,000)

CR 18 (XP 20,000)

CR 19 (XP 22,000)

CR 20 (XP 25,000)

CR 21 (XP 33,000)

CR 22 (XP 41,000)

CR 23 (XP 50,000)

CR 24 (XP 62,000)

CR 25 (XP 75,000)

CR 26 (XP 90,000)

CR 27 (XP 105,000)

CR 28 (XP 120,000)

CR 29 (XP 135,000)

CR 30 (XP 155,000)

Grassland

CR 0, CR 1/16, CR 1/8, CR 1/4, CR 1/2, CR 1, CR 2, CR 3, CR 4, CR 5, CR 6, CR 7, CR 8, CR 9, CR 10, CR 11, CR 12, CR 13, CR 14, CR 15, CR 16, CR 17, CR 18, CR 19, CR 20, CR 21, CR 22, CR 23, CR 24, CR 25, CR 26, CR 27, CR 28, CR 29, CR 30

CR 0 (XP 0)

CR 1/16 (XP 10)

Baboon, Badger, Deer, Eagle, Hawk, Hyena, Jackal, Lizard, Owl, Rat, Raven, Vulture, Weasel

CR 1/8 (XP 25)

Blood Hawk, Diseased Giant Rat, Giant Rat, Giant Weasel, Mule, Pony

CR 1/4 (XP 50)

Axe Beak, Boar, Draft Horse, Elk, Giant Badger, Giant Lizard, Giant Owl, Panther, Riding Horse, Wolf

CR 1/2 (XP 100)

Black Bear, Giant Wasp, Satyr

CR 1 (XP 200)

Brown Bear, Dire Wolf, Giant Eagle, Giant Hyena, Giant Vulture, Lion, Tiger

CR 2 (XP 450)

Giant Boar, Giant Elk, Rhinoceros, Saber-toothed Tiger

CR 3 (XP 700)

CR 4 (XP 1,100)

Elephant

CR 5 (XP 1,800)

CR 6 (XP 2,300)

Mammoth

CR 7 (XP 2,900)

CR 8 (XP 3,900)

Tyrannosaurus Rex

CR 9 (XP 5,000)

CR 10 (XP 5,900)

CR 11 (XP 7,200)

CR 12 (XP 8,400)

CR 13 (XP 10,000)

CR 14 (XP 11,500)

CR 15 (XP 13,000)

CR 16 (XP 15,000)

CR 17 (XP 18,000)

CR 18 (XP 20,000)

CR 19 (XP 22,000)

CR 20 (XP 25,000)

CR 21 (XP 33,000)

CR 22 (XP 41,000)

CR 23 (XP 50,000)

CR 24 (XP 62,000)

CR 25 (XP 75,000)

CR 26 (XP 90,000)

CR 27 (XP 105,000)

CR 28 (XP 120,000)

CR 29 (XP 135,000)

CR 30 (XP 155,000)

Hill

CR 0, CR 1/16, CR 1/8, CR 1/4, CR 1/2, CR 1, CR 2, CR 3, CR 4, CR 5, CR 6, CR 7, CR 8, CR 9, CR 10, CR 11, CR 12, CR 13, CR 14, CR 15, CR 16, CR 17, CR 18, CR 19, CR 20, CR 21, CR 22, CR 23, CR 24, CR 25, CR 26, CR 27, CR 28, CR 29, CR 30

CR 0 (XP 0)

CR 1/16 (XP 10)

Baboon, Badger, Eagle, Goat, Hawk, Hyena, Lizard, Owl, Rat, Raven, Vulture, Weasel

CR 1/8 (XP 25)

Blood Hawk, Giant Rat, Giant Weasel, Mastiff, Mule, Stirge

CR 1/4 (XP 50)

Boar, Elk, Giant Badger, Giant Lizard, Giant Owl, Giant Wolf Spider, Panther, Wolf

CR 1/2 (XP 100)

Black Bear, Dust Mephit, Giant Goat, Giant Wasp

CR 1 (XP 200)

Brown Bear, Dire Wolf, Giant Eagle, Giant Hyena, Giant Spider, Giant Vulture, Lion, Tiger

CR 2 (XP 450)

Giant Boar, Giant Elk, Saber-toothed Tiger

CR 3 (XP 700)

CR 4 (XP 1,100)

CR 5 (XP 1,800)

CR 6 (XP 2,300)

CR 7 (XP 2,900)

CR 8 (XP 3,900)

CR 9 (XP 5,000)

CR 10 (XP 5,900)

CR 11 (XP 7,200)

CR 12 (XP 8,400)

CR 13 (XP 10,000)

CR 14 (XP 11,500)

CR 15 (XP 13,000)

CR 16 (XP 15,000)

CR 17 (XP 18,000)

CR 18 (XP 20,000)

CR 19 (XP 22,000)

CR 20 (XP 25,000)

CR 21 (XP 33,000)

CR 22 (XP 41,000)

CR 23 (XP 50,000)

CR 24 (XP 62,000)

CR 25 (XP 75,000)

CR 26 (XP 90,000)

CR 27 (XP 105,000)

CR 28 (XP 120,000)

CR 29 (XP 135,000)

CR 30 (XP 155,000)

Jungle

CR 0, CR 1/16, CR 1/8, CR 1/4, CR 1/2, CR 1, CR 2, CR 3, CR 4, CR 5, CR 6, CR 7, CR 8, CR 9, CR 10, CR 11, CR 12, CR 13, CR 14, CR 15, CR 16, CR 17, CR 18, CR 19, CR 20, CR 21, CR 22, CR 23, CR 24, CR 25, CR 26, CR 27, CR 28, CR 29, CR 30

CR 0 (XP 0)

CR 1/16 (XP 10)

CR 1/8 (XP 25)

CR 1/4 (XP 50)

Blink Dog

CR 1/2 (XP 100)

Lesser Nature Elemental

CR 1 (XP 200)

Minor Nature Elemental

CR 2 (XP 450)

Giant Constrictor Snake

CR 3 (XP 700)

Greater Nature Elemental

CR 4 (XP 1,100)

Supreme Nature Elemental

CR 5 (XP 1,800)

CR 6 (XP 2,300)

CR 7 (XP 2,900)

CR 8 (XP 3,900)

CR 9 (XP 5,000)

CR 10 (XP 5,900)

CR 11 (XP 7,200)

CR 12 (XP 8,400)

CR 13 (XP 10,000)

CR 14 (XP 11,500)

CR 15 (XP 13,000)

CR 16 (XP 15,000)

CR 17 (XP 18,000)

CR 18 (XP 20,000)

CR 19 (XP 22,000)

CR 20 (XP 25,000)

CR 21 (XP 33,000)

CR 22 (XP 41,000)

CR 23 (XP 50,000)

CR 24 (XP 62,000)

CR 25 (XP 75,000)

CR 26 (XP 90,000)

CR 27 (XP 105,000)

CR 28 (XP 120,000)

CR 29 (XP 135,000)

CR 30 (XP 155,000)

Mountain

CR 0, CR 1/16, CR 1/8, CR 1/4, CR 1/2, CR 1, CR 2, CR 3, CR 4, CR 5, CR 6, CR 7, CR 8, CR 9, CR 10, CR 11, CR 12, CR 13, CR 14, CR 15, CR 16, CR 17, CR 18, CR 19, CR 20, CR 21, CR 22, CR 23, CR 24, CR 25, CR 26, CR 27, CR 28, CR 29, CR 30

CR 0 (XP 0)

CR 1/16 (XP 10)

Bat, Eagle, Goat

CR 1/8 (XP 25)

Blood Hawk, Stirge

CR 1/4 (XP 50)

Giant Bat

CR 1/2 (XP 100)

Black Bear, Dust Mephit, Giant Goat, Satyr

CR 1 (XP 200)

Brown Bear, Giant Eagle, Giant Spider

CR 2 (XP 450)

Azer, Gargoyle, Saber-toothed Tiger

CR 3 (XP 700)

CR 4 (XP 1,100)

CR 5 (XP 1,800)

CR 6 (XP 2,300)

CR 7 (XP 2,900)

CR 8 (XP 3,900)

CR 9 (XP 5,000)

CR 10 (XP 5,900)

CR 11 (XP 7,200)

CR 12 (XP 8,400)

CR 13 (XP 10,000)

CR 14 (XP 11,500)

CR 15 (XP 13,000)

CR 16 (XP 15,000)

CR 17 (XP 18,000)

CR 18 (XP 20,000)

CR 19 (XP 22,000)

CR 20 (XP 25,000)

CR 21 (XP 33,000)

CR 22 (XP 41,000)

CR 23 (XP 50,000)

CR 24 (XP 62,000)

CR 25 (XP 75,000)

CR 26 (XP 90,000)

CR 27 (XP 105,000)

CR 28 (XP 120,000)

CR 29 (XP 135,000)

CR 30 (XP 155,000)

Planes

CR 0, CR 1/16, CR 1/8, CR 1/4, CR 1/2, CR 1, CR 2, CR 3, CR 4, CR 5, CR 6, CR 7, CR 8, CR 9, CR 10, CR 11, CR 12, CR 13, CR 14, CR 15, CR 16, CR 17, CR 18, CR 19, CR 20, CR 21, CR 22, CR 23, CR 24, CR 25, CR 26, CR 27, CR 28, CR 29, CR 30

CR 0 (XP 0)

CR 1/16 (XP 10)

CR 1/8 (XP 25)

CR 1/4 (XP 50)

Steam Mephit

CR 1/2 (XP 100)

Dust Mephit, Magmin

CR 1 (XP 200)

CR 2 (XP 450)

Azer

CR 3 (XP 700)

CR 4 (XP 1,100)

CR 5 (XP 1,800)

CR 6 (XP 2,300)

CR 7 (XP 2,900)

CR 8 (XP 3,900)

Tyrannosaurus Rex

CR 9 (XP 5,000)

CR 10 (XP 5,900)

CR 11 (XP 7,200)

CR 12 (XP 8,400)

CR 13 (XP 10,000)

CR 14 (XP 11,500)

CR 15 (XP 13,000)

CR 16 (XP 15,000)

CR 17 (XP 18,000)

CR 18 (XP 20,000)

CR 19 (XP 22,000)

CR 20 (XP 25,000)

CR 21 (XP 33,000)

CR 22 (XP 41,000)

CR 23 (XP 50,000)

CR 24 (XP 62,000)

CR 25 (XP 75,000)

CR 26 (XP 90,000)

CR 27 (XP 105,000)

CR 28 (XP 120,000)

CR 29 (XP 135,000)

CR 30 (XP 155,000)

Sewers

CR 0, CR 1/16, CR 1/8, CR 1/4, CR 1/2, CR 1, CR 2, CR 3, CR 4, CR 5, CR 6, CR 7, CR 8, CR 9, CR 10, CR 11, CR 12, CR 13, CR 14, CR 15, CR 16, CR 17, CR 18, CR 19, CR 20, CR 21, CR 22, CR 23, CR 24, CR 25, CR 26, CR 27, CR 28, CR 29, CR 30

CR 0 (XP 0)

CR 1/16 (XP 10)

CR 1/8 (XP 25)

CR 1/4 (XP 50)

CR 1/2 (XP 100)

CR 1 (XP 200)

CR 2 (XP 450)

Azer, Gargoyle

CR 3 (XP 700)

CR 4 (XP 1,100)

CR 5 (XP 1,800)

CR 6 (XP 2,300)

CR 7 (XP 2,900)

CR 8 (XP 3,900)

CR 9 (XP 5,000)

CR 10 (XP 5,900)

CR 11 (XP 7,200)

CR 12 (XP 8,400)

CR 13 (XP 10,000)

CR 14 (XP 11,500)

CR 15 (XP 13,000)

CR 16 (XP 15,000)

CR 17 (XP 18,000)

CR 18 (XP 20,000)

CR 19 (XP 22,000)

CR 20 (XP 25,000)

CR 21 (XP 33,000)

CR 22 (XP 41,000)

CR 23 (XP 50,000)

CR 24 (XP 62,000)

CR 25 (XP 75,000)

CR 26 (XP 90,000)

CR 27 (XP 105,000)

CR 28 (XP 120,000)

CR 29 (XP 135,000)

CR 30 (XP 155,000)

Sky

CR 0, CR 1/16, CR 1/8, CR 1/4, CR 1/2, CR 1, CR 2, CR 3, CR 4, CR 5, CR 6, CR 7, CR 8, CR 9, CR 10, CR 11, CR 12, CR 13, CR 14, CR 15, CR 16, CR 17, CR 18, CR 19, CR 20, CR 21, CR 22, CR 23, CR 24, CR 25, CR 26, CR 27, CR 28, CR 29, CR 30

CR 0 (XP 0)

CR 1/16 (XP 10)

Bat, Eagle, Hawk, Owl, Raven, Vulture

CR 1/8 (XP 25)

Blood Hawk, Flying Snake, Stirge

CR 1/4 (XP 50)

Giant Bat, Giant Owl, Sprite, Steam Mephit

CR 1/2 (XP 100)

Dust Mephit, Giant Wasp, Ice Mephit, Magma Mephit

CR 1 (XP 200)

Giant Eagle, Giant Vulture

CR 2 (XP 450)

Gargoyle

CR 3 (XP 700)

CR 4 (XP 1,100)

CR 5 (XP 1,800)

CR 6 (XP 2,300)

CR 7 (XP 2,900)

CR 8 (XP 3,900)

CR 9 (XP 5,000)

CR 10 (XP 5,900)

CR 11 (XP 7,200)

CR 12 (XP 8,400)

CR 13 (XP 10,000)

CR 14 (XP 11,500)

CR 15 (XP 13,000)

CR 16 (XP 15,000)

CR 17 (XP 18,000)

CR 18 (XP 20,000)

CR 19 (XP 22,000)

CR 20 (XP 25,000)

CR 21 (XP 33,000)

CR 22 (XP 41,000)

CR 23 (XP 50,000)

CR 24 (XP 62,000)

CR 25 (XP 75,000)

CR 26 (XP 90,000)

CR 27 (XP 105,000)

CR 28 (XP 120,000)

CR 29 (XP 135,000)

CR 30 (XP 155,000)

Swamp

CR 0, CR 1/16, CR 1/8, CR 1/4, CR 1/2, CR 1, CR 2, CR 3, CR 4, CR 5, CR 6, CR 7, CR 8, CR 9, CR 10, CR 11, CR 12, CR 13, CR 14, CR 15, CR 16, CR 17, CR 18, CR 19, CR 20, CR 21, CR 22, CR 23, CR 24, CR 25, CR 26, CR 27, CR 28, CR 29, CR 30

CR 0 (XP 0)

Frog

CR 1/16 (XP 10)

Lizard, Rat, Raven, Spider

CR 1/8 (XP 25)

Diseased Giant Rat, Flying Snake, Giant Rat, Poisonous Snake, Stirge

CR 1/4 (XP 50)

Giant Frog, Giant Poisonous Snake, Giant Wolf Spider

CR 1/2 (XP 100)

Crocodile, Lesser Nature Elemental

CR 1 (XP 200)

Giant Spider, Giant Toad, Minor Nature Elemental

CR 2 (XP 450)

Giant Constrictor Snake

CR 3 (XP 700)

Greater Nature Elemental

CR 4 (XP 1,100)

Supreme Nature Elemental

CR 5 (XP 1,800)

Giant Crocodile, Triceratops

CR 6 (XP 2,300)

CR 7 (XP 2,900)

CR 8 (XP 3,900)

CR 9 (XP 5,000)

CR 10 (XP 5,900)

CR 11 (XP 7,200)

CR 12 (XP 8,400)

CR 13 (XP 10,000)

CR 14 (XP 11,500)

CR 15 (XP 13,000)

CR 16 (XP 15,000)

CR 17 (XP 18,000)

CR 18 (XP 20,000)

CR 19 (XP 22,000)

CR 20 (XP 25,000)

CR 21 (XP 33,000)

CR 22 (XP 41,000)

CR 23 (XP 50,000)

CR 24 (XP 62,000)

CR 25 (XP 75,000)

CR 26 (XP 90,000)

CR 27 (XP 105,000)

CR 28 (XP 120,000)

CR 29 (XP 135,000)

CR 30 (XP 155,000)

Underwater

CR 0, CR 1/16, CR 1/8, CR 1/4, CR 1/2, CR 1, CR 2, CR 3, CR 4, CR 5, CR 6, CR 7, CR 8, CR 9, CR 10, CR 11, CR 12, CR 13, CR 14, CR 15, CR 16, CR 17, CR 18, CR 19, CR 20, CR 21, CR 22, CR 23, CR 24, CR 25, CR 26, CR 27, CR 28, CR 29, CR 30

CR 0 (XP 0)

Sea Horse

CR 1/16 (XP 10)

Crab, Octopus, Quipper

CR 1/8 (XP 25)

Giant Crab

CR 1/4 (XP 50)

Steam Mephit

CR 1/2 (XP 100)

Giant Sea Horse, Reef Shark

CR 1 (XP 200)

Giant Octopus

CR 2 (XP 450)

Hunter Shark, Plesiosaurus, Sea Hag

CR 3 (XP 700)

Killer Whale

CR 4 (XP 1,100)

CR 5 (XP 1,800)

Giant Shark

CR 6 (XP 2,300)

CR 7 (XP 2,900)

CR 8 (XP 3,900)

CR 9 (XP 5,000)

CR 10 (XP 5,900)

CR 11 (XP 7,200)

CR 12 (XP 8,400)

CR 13 (XP 10,000)

CR 14 (XP 11,500)

CR 15 (XP 13,000)

CR 16 (XP 15,000)

CR 17 (XP 18,000)

CR 18 (XP 20,000)

CR 19 (XP 22,000)

CR 20 (XP 25,000)

CR 21 (XP 33,000)

CR 22 (XP 41,000)

CR 23 (XP 50,000)

CR 24 (XP 62,000)

CR 25 (XP 75,000)

CR 26 (XP 90,000)

CR 27 (XP 105,000)

CR 28 (XP 120,000)

CR 29 (XP 135,000)

CR 30 (XP 155,000)

Urban

CR 0, CR 1/16, CR 1/8, CR 1/4, CR 1/2, CR 1, CR 2, CR 3, CR 4, CR 5, CR 6, CR 7, CR 8, CR 9, CR 10, CR 11, CR 12, CR 13, CR 14, CR 15, CR 16, CR 17, CR 18, CR 19, CR 20, CR 21, CR 22, CR 23, CR 24, CR 25, CR 26, CR 27, CR 28, CR 29, CR 30

CR 0 (XP 0)

CR 1/16 (XP 10)

Cat, Rat, Raven

CR 1/8 (XP 25)

Diseased Giant Rat, Giant Rat, Mastiff

CR 1/4 (XP 50)

Draft Horse, Riding Horse

CR 1/2 (XP 100)

Warhorse

CR 1 (XP 200)

CR 2 (XP 450)

CR 3 (XP 700)

CR 4 (XP 1,100)

CR 5 (XP 1,800)

CR 6 (XP 2,300)

CR 7 (XP 2,900)

CR 8 (XP 3,900)

CR 9 (XP 5,000)

CR 10 (XP 5,900)

CR 11 (XP 7,200)

CR 12 (XP 8,400)

CR 13 (XP 10,000)

CR 14 (XP 11,500)

CR 15 (XP 13,000)

CR 16 (XP 15,000)

CR 17 (XP 18,000)

CR 18 (XP 20,000)

CR 19 (XP 22,000)

CR 20 (XP 25,000)

CR 21 (XP 33,000)

CR 22 (XP 41,000)

CR 23 (XP 50,000)

CR 24 (XP 62,000)

CR 25 (XP 75,000)

CR 26 (XP 90,000)

CR 27 (XP 105,000)

CR 28 (XP 120,000)

CR 29 (XP 135,000)

CR 30 (XP 155,000)

Volcanic

CR 0, CR 1/16, CR 1/8, CR 1/4, CR 1/2, CR 1, CR 2, CR 3, CR 4, CR 5, CR 6, CR 7, CR 8, CR 9, CR 10, CR 11, CR 12, CR 13, CR 14, CR 15, CR 16, CR 17, CR 18, CR 19, CR 20, CR 21, CR 22, CR 23, CR 24, CR 25, CR 26, CR 27, CR 28, CR 29, CR 30

CR 0 (XP 0)

CR 1/16 (XP 10)

CR 1/8 (XP 25)

CR 1/4 (XP 50)

Sprite, Steam Mephit

CR 1/2 (XP 100)

Magma Mephit, Magmin

CR 1 (XP 200)

CR 2 (XP 450)

Azer

CR 3 (XP 700)

CR 4 (XP 1,100)

CR 5 (XP 1,800)

CR 6 (XP 2,300)

CR 7 (XP 2,900)

CR 8 (XP 3,900)

CR 9 (XP 5,000)

CR 10 (XP 5,900)

CR 11 (XP 7,200)

CR 12 (XP 8,400)

CR 13 (XP 10,000)

CR 14 (XP 11,500)

CR 15 (XP 13,000)

CR 16 (XP 15,000)

CR 17 (XP 18,000)

CR 18 (XP 20,000)

CR 19 (XP 22,000)

CR 20 (XP 25,000)

CR 21 (XP 33,000)

CR 22 (XP 41,000)

CR 23 (XP 50,000)

CR 24 (XP 62,000)

CR 25 (XP 75,000)

CR 26 (XP 90,000)

CR 27 (XP 105,000)

CR 28 (XP 120,000)

CR 29 (XP 135,000)

CR 30 (XP 155,000)

NPCs by Type by CR

Aberration

Beast

Celestial

Construct

Dragon

Elemental

Fey

Fiend

Giant

Humanoid

Monstrosity

Ooze

Plant

Undead

Aberration

CR 0, CR 1/16, CR 1/8, CR 1/4, CR 1/2, CR 1, CR 2, CR 3, CR 4, CR 5, CR 6, CR 7, CR 8, CR 9, CR 10, CR 11, CR 12, CR 13, CR 14, CR 15, CR 16, CR 17, CR 18, CR 19, CR 20, CR 21, CR 22, CR 23, CR 24, CR 25, CR 26, CR 27, CR 28, CR 29, CR 30

CR 0 (XP 0)

CR 1/16 (XP 10)

CR 1/8 (XP 25)

CR 1/4 (XP 50)

CR 1/2 (XP 100)

CR 1 (XP 200)

CR 2 (XP 450)

CR 3 (XP 700)

CR 4 (XP 1,100)

CR 5 (XP 1,800)

CR 6 (XP 2,300)

CR 7 (XP 2,900)

CR 8 (XP 3,900)

CR 9 (XP 5,000)

CR 10 (XP 5,900)

CR 11 (XP 7,200)

CR 12 (XP 8,400)

CR 13 (XP 10,000)

CR 14 (XP 11,500)

CR 15 (XP 13,000)

CR 16 (XP 15,000)

CR 17 (XP 18,000)

CR 18 (XP 20,000)

CR 19 (XP 22,000)

CR 20 (XP 25,000)

CR 21 (XP 33,000)

CR 22 (XP 41,000)

CR 23 (XP 50,000)

CR 24 (XP 62,000)

CR 25 (XP 75,000)

CR 26 (XP 90,000)

CR 27 (XP 105,000)

CR 28 (XP 120,000)

CR 29 (XP 135,000)

CR 30 (XP 155,000)

Beast

CR 0, CR 1/16, CR 1/8, CR 1/4, CR 1/2, CR 1, CR 2, CR 3, CR 4, CR 5, CR 6, CR 7, CR 8, CR 9, CR 10, CR 11, CR 12, CR 13, CR 14, CR 15, CR 16, CR 17, CR 18, CR 19, CR 20, CR 21, CR 22, CR 23, CR 24, CR 25, CR 26, CR 27, CR 28, CR 29, CR 30

CR 0 (XP 0)

Frog, Sea Horse

CR 1/16 (XP 10)

Baboon, Badger, Bat, Cat, Crab, Deer, Eagle, Giant Fire Beetle, Goat, Hawk, Hyena, Jackal, Lizard, Octopus, Owl, Quipper, Rat, Raven, Scorpion, Spider, Vulture, Weasel

CR 1/8 (XP 25)

Blood Hawk, Camel, Diseased Giant Rat, Flying Snake, Giant Crab, Giant Rat, Giant Weasel, Mastiff, Mule, Poisonous Snake, Pony, Stirge

CR 1/4 (XP 50)

Axe Beak, Boar, Draft Horse, Elk, Giant Badger, Giant Bat, Giant Centipede, Giant Frog, Giant Lizard, Giant Owl, Giant Poisonous Snake, Giant Wolf Spider, Panther, Riding Horse, Wolf

CR 1/2 (XP 100)

Ape, Black Bear, Crocodile, Giant Goat, Giant Sea Horse, Giant Wasp, Reef Shark, Warhorse

CR 1 (XP 200)

Brown Bear, Dire Wolf, Giant Eagle, Giant Hyena, Giant Octopus, Giant Spider, Giant Toad, Giant Vulture, Lion, Tiger

CR 2 (XP 450)

Cave Bear, Giant Boar, Giant Constrictor Snake, Giant Elk, Hunter Shark, Plesiosaurus, Polar Bear, Rhinoceros, Saber-toothed Tiger

CR 3 (XP 700)

Giant Scorpion, Killer Whale

CR 4 (XP 1,100)

Elephant

CR 5 (XP 1,800)

Giant Crocodile, Giant Shark, Triceratops

CR 6 (XP 2,300)

Mammoth

CR 7 (XP 2,900)

Giant Ape

CR 8 (XP 3,900)

Tyrannosaurus Rex

CR 9 (XP 5,000)

CR 10 (XP 5,900)

CR 11 (XP 7,200)

CR 12 (XP 8,400)

CR 13 (XP 10,000)

CR 14 (XP 11,500)

CR 15 (XP 13,000)

CR 16 (XP 15,000)

CR 17 (XP 18,000)

CR 18 (XP 20,000)

CR 19 (XP 22,000)

CR 20 (XP 25,000)

CR 21 (XP 33,000)

CR 22 (XP 41,000)

CR 23 (XP 50,000)

CR 24 (XP 62,000)

CR 25 (XP 75,000)

CR 26 (XP 90,000)

CR 27 (XP 105,000)

CR 28 (XP 120,000)

CR 29 (XP 135,000)

CR 30 (XP 155,000)

Celestial

CR 0, CR 1/16, CR 1/8, CR 1/4, CR 1/2, CR 1, CR 2, CR 3, CR 4, CR 5, CR 6, CR 7, CR 8, CR 9, CR 10, CR 11, CR 12, CR 13, CR 14, CR 15, CR 16, CR 17, CR 18, CR 19, CR 20, CR 21, CR 22, CR 23, CR 24, CR 25, CR 26, CR 27, CR 28, CR 29, CR 30

CR 0 (XP 0)

CR 1/16 (XP 10)

CR 1/8 (XP 25)

CR 1/4 (XP 50)

CR 1/2 (XP 100)

CR 1 (XP 200)

CR 2 (XP 450)

CR 3 (XP 700)

CR 4 (XP 1,100)

CR 5 (XP 1,800)

CR 6 (XP 2,300)

CR 7 (XP 2,900)

CR 8 (XP 3,900)

CR 9 (XP 5,000)

CR 10 (XP 5,900)

CR 11 (XP 7,200)

CR 12 (XP 8,400)

CR 13 (XP 10,000)

CR 14 (XP 11,500)

CR 15 (XP 13,000)

CR 16 (XP 15,000)

CR 17 (XP 18,000)

CR 18 (XP 20,000)

CR 19 (XP 22,000)

CR 20 (XP 25,000)

CR 21 (XP 33,000)

CR 22 (XP 41,000)

CR 23 (XP 50,000)

CR 24 (XP 62,000)

CR 25 (XP 75,000)

CR 26 (XP 90,000)

CR 27 (XP 105,000)

CR 28 (XP 120,000)

CR 29 (XP 135,000)

CR 30 (XP 155,000)

Construct

CR 0, CR 1/16, CR 1/8, CR 1/4, CR 1/2, CR 1, CR 2, CR 3, CR 4, CR 5, CR 6, CR 7, CR 8, CR 9, CR 10, CR 11, CR 12, CR 13, CR 14, CR 15, CR 16, CR 17, CR 18, CR 19, CR 20, CR 21, CR 22, CR 23, CR 24, CR 25, CR 26, CR 27, CR 28, CR 29, CR 30

CR 0 (XP 0)

CR 1/16 (XP 10)

CR 1/8 (XP 25)

CR 1/4 (XP 50)

CR 1/2 (XP 100)

CR 1 (XP 200)

CR 2 (XP 450)

CR 3 (XP 700)

CR 4 (XP 1,100)

CR 5 (XP 1,800)

CR 6 (XP 2,300)

CR 7 (XP 2,900)

CR 8 (XP 3,900)

CR 9 (XP 5,000)

CR 10 (XP 5,900)

CR 11 (XP 7,200)

CR 12 (XP 8,400)

CR 13 (XP 10,000)

CR 14 (XP 11,500)

CR 15 (XP 13,000)

CR 16 (XP 15,000)

CR 17 (XP 18,000)

CR 18 (XP 20,000)

CR 19 (XP 22,000)

CR 20 (XP 25,000)

CR 21 (XP 33,000)

CR 22 (XP 41,000)

CR 23 (XP 50,000)

CR 24 (XP 62,000)

CR 25 (XP 75,000)

CR 26 (XP 90,000)

CR 27 (XP 105,000)

CR 28 (XP 120,000)

CR 29 (XP 135,000)

CR 30 (XP 155,000)

Dragon

CR 0, CR 1/16, CR 1/8, CR 1/4, CR 1/2, CR 1, CR 2, CR 3, CR 4, CR 5, CR 6, CR 7, CR 8, CR 9, CR 10, CR 11, CR 12, CR 13, CR 14, CR 15, CR 16, CR 17, CR 18, CR 19, CR 20, CR 21, CR 22, CR 23, CR 24, CR 25, CR 26, CR 27, CR 28, CR 29, CR 30

CR 0 (XP 0)

CR 1/16 (XP 10)

CR 1/8 (XP 25)

CR 1/4 (XP 50)

CR 1/2 (XP 100)

CR 1 (XP 200)

CR 2 (XP 450)

CR 3 (XP 700)

CR 4 (XP 1,100)

CR 5 (XP 1,800)

CR 6 (XP 2,300)

CR 7 (XP 2,900)

CR 8 (XP 3,900)

CR 9 (XP 5,000)

CR 10 (XP 5,900)

CR 11 (XP 7,200)

CR 12 (XP 8,400)

CR 13 (XP 10,000)

CR 14 (XP 11,500)

CR 15 (XP 13,000)

CR 16 (XP 15,000)

CR 17 (XP 18,000)

CR 18 (XP 20,000)

CR 19 (XP 22,000)

CR 20 (XP 25,000)

CR 21 (XP 33,000)

CR 22 (XP 41,000)

CR 23 (XP 50,000)

CR 24 (XP 62,000)

CR 25 (XP 75,000)

CR 26 (XP 90,000)

CR 27 (XP 105,000)

CR 28 (XP 120,000)

CR 29 (XP 135,000)

CR 30 (XP 155,000)

Elemental

CR 0, CR 1/16, CR 1/8, CR 1/4, CR 1/2, CR 1, CR 2, CR 3, CR 4, CR 5, CR 6, CR 7, CR 8, CR 9, CR 10, CR 11, CR 12, CR 13, CR 14, CR 15, CR 16, CR 17, CR 18, CR 19, CR 20, CR 21, CR 22, CR 23, CR 24, CR 25, CR 26, CR 27, CR 28, CR 29, CR 30

CR 0 (XP 0)

CR 1/16 (XP 10)

CR 1/8 (XP 25)

CR 1/4 (XP 50)

Steam Mephit

CR 1/2 (XP 100)

Dust Mephit, Ice Mephit, Lesser Nature Elemental, Magma Mephit, Magmin

CR 1 (XP 200)

Minor Nature Elemental

CR 2 (XP 450)

Azer, Gargoyle

CR 3 (XP 700)

Greater Nature Elemental

CR 4 (XP 1,100)

Supreme Nature Elemental

CR 5 (XP 1,800)

CR 6 (XP 2,300)

CR 7 (XP 2,900)

CR 8 (XP 3,900)

CR 9 (XP 5,000)

CR 10 (XP 5,900)

CR 11 (XP 7,200)

CR 12 (XP 8,400)

CR 13 (XP 10,000)

CR 14 (XP 11,500)

CR 15 (XP 13,000)

CR 16 (XP 15,000)

CR 17 (XP 18,000)

CR 18 (XP 20,000)

CR 19 (XP 22,000)

CR 20 (XP 25,000)

CR 21 (XP 33,000)

CR 22 (XP 41,000)

CR 23 (XP 50,000)

CR 24 (XP 62,000)

CR 25 (XP 75,000)

CR 26 (XP 90,000)

CR 27 (XP 105,000)

CR 28 (XP 120,000)

CR 29 (XP 135,000)

CR 30 (XP 155,000)

Fey

CR 0, CR 1/16, CR 1/8, CR 1/4, CR 1/2, CR 1, CR 2, CR 3, CR 4, CR 5, CR 6, CR 7, CR 8, CR 9, CR 10, CR 11, CR 12, CR 13, CR 14, CR 15, CR 16, CR 17, CR 18, CR 19, CR 20, CR 21, CR 22, CR 23, CR 24, CR 25, CR 26, CR 27, CR 28, CR 29, CR 30

CR 0 (XP 0)

CR 1/16 (XP 10)

CR 1/8 (XP 25)

CR 1/4 (XP 50)

Blink Dog, Sprite

CR 1/2 (XP 100)

Satyr

CR 1 (XP 200)

Dryad

CR 2 (XP 450)

Sea Hag

CR 3 (XP 700)

CR 4 (XP 1,100)

CR 5 (XP 1,800)

CR 6 (XP 2,300)

CR 7 (XP 2,900)

CR 8 (XP 3,900)

CR 9 (XP 5,000)

CR 10 (XP 5,900)

CR 11 (XP 7,200)

CR 12 (XP 8,400)

CR 13 (XP 10,000)

CR 14 (XP 11,500)

CR 15 (XP 13,000)

CR 16 (XP 15,000)

CR 17 (XP 18,000)

CR 18 (XP 20,000)

CR 19 (XP 22,000)

CR 20 (XP 25,000)

CR 21 (XP 33,000)

CR 22 (XP 41,000)

CR 23 (XP 50,000)

CR 24 (XP 62,000)

CR 25 (XP 75,000)

CR 26 (XP 90,000)

CR 27 (XP 105,000)

CR 28 (XP 120,000)

CR 29 (XP 135,000)

CR 30 (XP 155,000)

Fiend

CR 0, CR 1/16, CR 1/8, CR 1/4, CR 1/2, CR 1, CR 2, CR 3, CR 4, CR 5, CR 6, CR 7, CR 8, CR 9, CR 10, CR 11, CR 12, CR 13, CR 14, CR 15, CR 16, CR 17, CR 18, CR 19, CR 20, CR 21, CR 22, CR 23, CR 24, CR 25, CR 26, CR 27, CR 28, CR 29, CR 30

CR 0 (XP 0)

CR 1/16 (XP 10)

CR 1/8 (XP 25)

CR 1/4 (XP 50)

CR 1/2 (XP 100)

CR 1 (XP 200)

CR 2 (XP 450)

CR 3 (XP 700)

CR 4 (XP 1,100)

CR 5 (XP 1,800)

CR 6 (XP 2,300)

CR 7 (XP 2,900)

CR 8 (XP 3,900)

CR 9 (XP 5,000)

CR 10 (XP 5,900)

CR 11 (XP 7,200)

CR 12 (XP 8,400)

CR 13 (XP 10,000)

CR 14 (XP 11,500)

CR 15 (XP 13,000)

CR 16 (XP 15,000)

CR 17 (XP 18,000)

CR 18 (XP 20,000)

CR 19 (XP 22,000)

CR 20 (XP 25,000)

CR 21 (XP 33,000)

CR 22 (XP 41,000)

CR 23 (XP 50,000)

CR 24 (XP 62,000)

CR 25 (XP 75,000)

CR 26 (XP 90,000)

CR 27 (XP 105,000)

CR 28 (XP 120,000)

CR 29 (XP 135,000)

CR 30 (XP 155,000)

Giant

CR 0, CR 1/16, CR 1/8, CR 1/4, CR 1/2, CR 1, CR 2, CR 3, CR 4, CR 5, CR 6, CR 7, CR 8, CR 9, CR 10, CR 11, CR 12, CR 13, CR 14, CR 15, CR 16, CR 17, CR 18, CR 19, CR 20, CR 21, CR 22, CR 23, CR 24, CR 25, CR 26, CR 27, CR 28, CR 29, CR 30

CR 0 (XP 0)

CR 1/16 (XP 10)

CR 1/8 (XP 25)

CR 1/4 (XP 50)

CR 1/2 (XP 100)

CR 1 (XP 200)

CR 2 (XP 450)

CR 3 (XP 700)

CR 4 (XP 1,100)

CR 5 (XP 1,800)

CR 6 (XP 2,300)

CR 7 (XP 2,900)

CR 8 (XP 3,900)

CR 9 (XP 5,000)

CR 10 (XP 5,900)

CR 11 (XP 7,200)

CR 12 (XP 8,400)

CR 13 (XP 10,000)

CR 14 (XP 11,500)

CR 15 (XP 13,000)

CR 16 (XP 15,000)

CR 17 (XP 18,000)

CR 18 (XP 20,000)

CR 19 (XP 22,000)

CR 20 (XP 25,000)

CR 21 (XP 33,000)

CR 22 (XP 41,000)

CR 23 (XP 50,000)

CR 24 (XP 62,000)

CR 25 (XP 75,000)

CR 26 (XP 90,000)

CR 27 (XP 105,000)

CR 28 (XP 120,000)

CR 29 (XP 135,000)

CR 30 (XP 155,000)

Humanoid

CR 0, CR 1/16, CR 1/8, CR 1/4, CR 1/2, CR 1, CR 2, CR 3, CR 4, CR 5, CR 6, CR 7, CR 8, CR 9, CR 10, CR 11, CR 12, CR 13, CR 14, CR 15, CR 16, CR 17, CR 18, CR 19, CR 20, CR 21, CR 22, CR 23, CR 24, CR 25, CR 26, CR 27, CR 28, CR 29, CR 30

CR 0 (XP 0)

CR 1/16 (XP 10)

CR 1/8 (XP 25)

CR 1/4 (XP 50)

CR 1/2 (XP 100)

CR 1 (XP 200)

CR 2 (XP 450)

CR 3 (XP 700)

CR 4 (XP 1,100)

CR 5 (XP 1,800)

CR 6 (XP 2,300)

CR 7 (XP 2,900)

CR 8 (XP 3,900)

CR 9 (XP 5,000)

CR 10 (XP 5,900)

CR 11 (XP 7,200)

CR 12 (XP 8,400)

CR 13 (XP 10,000)

CR 14 (XP 11,500)

CR 15 (XP 13,000)

CR 16 (XP 15,000)

CR 17 (XP 18,000)

CR 18 (XP 20,000)

CR 19 (XP 22,000)

CR 20 (XP 25,000)

CR 21 (XP 33,000)

CR 22 (XP 41,000)

CR 23 (XP 50,000)

CR 24 (XP 62,000)

CR 25 (XP 75,000)

CR 26 (XP 90,000)

CR 27 (XP 105,000)

CR 28 (XP 120,000)

CR 29 (XP 135,000)

CR 30 (XP 155,000)

Monstrosity

CR 0, CR 1/16, CR 1/8, CR 1/4, CR 1/2, CR 1, CR 2, CR 3, CR 4, CR 5, CR 6, CR 7, CR 8, CR 9, CR 10, CR 11, CR 12, CR 13, CR 14, CR 15, CR 16, CR 17, CR 18, CR 19, CR 20, CR 21, CR 22, CR 23, CR 24, CR 25, CR 26, CR 27, CR 28, CR 29, CR 30

CR 0 (XP 0)

CR 1/16 (XP 10)

CR 1/8 (XP 25)

CR 1/4 (XP 50)

CR 1/2 (XP 100)

CR 1 (XP 200)

CR 2 (XP 450)

CR 3 (XP 700)

CR 4 (XP 1,100)

CR 5 (XP 1,800)

CR 6 (XP 2,300)

CR 7 (XP 2,900)

CR 8 (XP 3,900)

CR 9 (XP 5,000)

CR 10 (XP 5,900)

CR 11 (XP 7,200)

CR 12 (XP 8,400)

CR 13 (XP 10,000)

CR 14 (XP 11,500)

CR 15 (XP 13,000)

CR 16 (XP 15,000)

CR 17 (XP 18,000)

CR 18 (XP 20,000)

CR 19 (XP 22,000)

CR 20 (XP 25,000)

CR 21 (XP 33,000)

CR 22 (XP 41,000)

CR 23 (XP 50,000)

CR 24 (XP 62,000)

CR 25 (XP 75,000)

CR 26 (XP 90,000)

CR 27 (XP 105,000)

CR 28 (XP 120,000)

CR 29 (XP 135,000)

CR 30 (XP 155,000)

Ooze

CR 0, CR 1/16, CR 1/8, CR 1/4, CR 1/2, CR 1, CR 2, CR 3, CR 4, CR 5, CR 6, CR 7, CR 8, CR 9, CR 10, CR 11, CR 12, CR 13, CR 14, CR 15, CR 16, CR 17, CR 18, CR 19, CR 20, CR 21, CR 22, CR 23, CR 24, CR 25, CR 26, CR 27, CR 28, CR 29, CR 30

CR 0 (XP 0)

CR 1/16 (XP 10)

CR 1/8 (XP 25)

CR 1/4 (XP 50)

CR 1/2 (XP 100)

CR 1 (XP 200)

CR 2 (XP 450)

CR 3 (XP 700)

CR 4 (XP 1,100)

CR 5 (XP 1,800)

CR 6 (XP 2,300)

CR 7 (XP 2,900)

CR 8 (XP 3,900)

CR 9 (XP 5,000)

CR 10 (XP 5,900)

CR 11 (XP 7,200)

CR 12 (XP 8,400)

CR 13 (XP 10,000)

CR 14 (XP 11,500)

CR 15 (XP 13,000)

CR 16 (XP 15,000)

CR 17 (XP 18,000)

CR 18 (XP 20,000)

CR 19 (XP 22,000)

CR 20 (XP 25,000)

CR 21 (XP 33,000)

CR 22 (XP 41,000)

CR 23 (XP 50,000)

CR 24 (XP 62,000)

CR 25 (XP 75,000)

CR 26 (XP 90,000)

CR 27 (XP 105,000)

CR 28 (XP 120,000)

CR 29 (XP 135,000)

CR 30 (XP 155,000)

Plant

CR 0, CR 1/16, CR 1/8, CR 1/4, CR 1/2, CR 1, CR 2, CR 3, CR 4, CR 5, CR 6, CR 7, CR 8, CR 9, CR 10, CR 11, CR 12, CR 13, CR 14, CR 15, CR 16, CR 17, CR 18, CR 19, CR 20, CR 21, CR 22, CR 23, CR 24, CR 25, CR 26, CR 27, CR 28, CR 29, CR 30

CR 0 (XP 0)

CR 1/16 (XP 10)

CR 1/8 (XP 25)

CR 1/4 (XP 50)

CR 1/2 (XP 100)

CR 1 (XP 200)

CR 2 (XP 450)

CR 3 (XP 700)

CR 4 (XP 1,100)

CR 5 (XP 1,800)

CR 6 (XP 2,300)

CR 7 (XP 2,900)

CR 8 (XP 3,900)

CR 9 (XP 5,000)

CR 10 (XP 5,900)

CR 11 (XP 7,200)

CR 12 (XP 8,400)

CR 13 (XP 10,000)

CR 14 (XP 11,500)

CR 15 (XP 13,000)

CR 16 (XP 15,000)

CR 17 (XP 18,000)

CR 18 (XP 20,000)

CR 19 (XP 22,000)

CR 20 (XP 25,000)

CR 21 (XP 33,000)

CR 22 (XP 41,000)

CR 23 (XP 50,000)

CR 24 (XP 62,000)

CR 25 (XP 75,000)

CR 26 (XP 90,000)

CR 27 (XP 105,000)

CR 28 (XP 120,000)

CR 29 (XP 135,000)

CR 30 (XP 155,000)

Undead

CR 0, CR 1/16, CR 1/8, CR 1/4, CR 1/2, CR 1, CR 2, CR 3, CR 4, CR 5, CR 6, CR 7, CR 8, CR 9, CR 10, CR 11, CR 12, CR 13, CR 14, CR 15, CR 16, CR 17, CR 18, CR 19, CR 20, CR 21, CR 22, CR 23, CR 24, CR 25, CR 26, CR 27, CR 28, CR 29, CR 30

CR 0 (XP 0)

CR 1/16 (XP 10)

CR 1/8 (XP 25)

CR 1/4 (XP 50)

CR 1/2 (XP 100)

CR 1 (XP 200)

CR 2 (XP 450)

CR 3 (XP 700)

CR 4 (XP 1,100)

CR 5 (XP 1,800)

CR 6 (XP 2,300)

CR 7 (XP 2,900)

CR 8 (XP 3,900)

CR 9 (XP 5,000)

CR 10 (XP 5,900)

CR 11 (XP 7,200)

CR 12 (XP 8,400)

CR 13 (XP 10,000)

CR 14 (XP 11,500)

CR 15 (XP 13,000)

CR 16 (XP 15,000)

CR 17 (XP 18,000)

CR 18 (XP 20,000)

CR 19 (XP 22,000)

CR 20 (XP 25,000)

CR 21 (XP 33,000)

CR 22 (XP 41,000)

CR 23 (XP 50,000)

CR 24 (XP 62,000)

CR 25 (XP 75,000)

CR 26 (XP 90,000)

CR 27 (XP 105,000)

CR 28 (XP 120,000)

CR 29 (XP 135,000)

CR 30 (XP 155,000)

NPCs by Vulnerability by CR

Acid

Bludgeoning

Cold

Fire

Force

Lightning

Necrotic

Piercing

Poison

Psychic

Radiant

Slashing

Thunder

Acid

CR 0, CR 1/16, CR 1/8, CR 1/4, CR 1/2, CR 1, CR 2, CR 3, CR 4, CR 5, CR 6, CR 7, CR 8, CR 9, CR 10, CR 11, CR 12, CR 13, CR 14, CR 15, CR 16, CR 17, CR 18, CR 19, CR 20, CR 21, CR 22, CR 23, CR 24, CR 25, CR 26, CR 27, CR 28, CR 29, CR 30

CR 0 (XP 0)

CR 1/16 (XP 10)

CR 1/8 (XP 25)

CR 1/4 (XP 50)

CR 1/2 (XP 100)

CR 1 (XP 200)

CR 2 (XP 450)

CR 3 (XP 700)

CR 4 (XP 1,100)

CR 5 (XP 1,800)

CR 6 (XP 2,300)

CR 7 (XP 2,900)

CR 8 (XP 3,900)

CR 9 (XP 5,000)

CR 10 (XP 5,900)

CR 11 (XP 7,200)

CR 12 (XP 8,400)

CR 13 (XP 10,000)

CR 14 (XP 11,500)

CR 15 (XP 13,000)

CR 16 (XP 15,000)

CR 17 (XP 18,000)

CR 18 (XP 20,000)

CR 19 (XP 22,000)

CR 20 (XP 25,000)

CR 21 (XP 33,000)

CR 22 (XP 41,000)

CR 23 (XP 50,000)

CR 24 (XP 62,000)

CR 25 (XP 75,000)

CR 26 (XP 90,000)

CR 27 (XP 105,000)

CR 28 (XP 120,000)

CR 29 (XP 135,000)

CR 30 (XP 155,000)

Bludgeoning

CR 0, CR 1/16, CR 1/8, CR 1/4, CR 1/2, CR 1, CR 2, CR 3, CR 4, CR 5, CR 6, CR 7, CR 8, CR 9, CR 10, CR 11, CR 12, CR 13, CR 14, CR 15, CR 16, CR 17, CR 18, CR 19, CR 20, CR 21, CR 22, CR 23, CR 24, CR 25, CR 26, CR 27, CR 28, CR 29, CR 30

CR 0 (XP 0)

CR 1/16 (XP 10)

CR 1/8 (XP 25)

CR 1/4 (XP 50)

CR 1/2 (XP 100)

Ice Mephit

CR 1 (XP 200)

CR 2 (XP 450)

CR 3 (XP 700)

CR 4 (XP 1,100)

CR 5 (XP 1,800)

CR 6 (XP 2,300)

CR 7 (XP 2,900)

CR 8 (XP 3,900)

CR 9 (XP 5,000)

CR 10 (XP 5,900)

CR 11 (XP 7,200)

CR 12 (XP 8,400)

CR 13 (XP 10,000)

CR 14 (XP 11,500)

CR 15 (XP 13,000)

CR 16 (XP 15,000)

CR 17 (XP 18,000)

CR 18 (XP 20,000)

CR 19 (XP 22,000)

CR 20 (XP 25,000)

CR 21 (XP 33,000)

CR 22 (XP 41,000)

CR 23 (XP 50,000)

CR 24 (XP 62,000)

CR 25 (XP 75,000)

CR 26 (XP 90,000)

CR 27 (XP 105,000)

CR 28 (XP 120,000)

CR 29 (XP 135,000)

CR 30 (XP 155,000)

Cold

CR 0, CR 1/16, CR 1/8, CR 1/4, CR 1/2, CR 1, CR 2, CR 3, CR 4, CR 5, CR 6, CR 7, CR 8, CR 9, CR 10, CR 11, CR 12, CR 13, CR 14, CR 15, CR 16, CR 17, CR 18, CR 19, CR 20, CR 21, CR 22, CR 23, CR 24, CR 25, CR 26, CR 27, CR 28, CR 29, CR 30

CR 0 (XP 0)

CR 1/16 (XP 10)

CR 1/8 (XP 25)

CR 1/4 (XP 50)

CR 1/2 (XP 100)

Magma Mephit

CR 1 (XP 200)

CR 2 (XP 450)

CR 3 (XP 700)

CR 4 (XP 1,100)

CR 5 (XP 1,800)

CR 6 (XP 2,300)

CR 7 (XP 2,900)

CR 8 (XP 3,900)

CR 9 (XP 5,000)

CR 10 (XP 5,900)

CR 11 (XP 7,200)

CR 12 (XP 8,400)

CR 13 (XP 10,000)

CR 14 (XP 11,500)

CR 15 (XP 13,000)

CR 16 (XP 15,000)

CR 17 (XP 18,000)

CR 18 (XP 20,000)

CR 19 (XP 22,000)

CR 20 (XP 25,000)

CR 21 (XP 33,000)

CR 22 (XP 41,000)

CR 23 (XP 50,000)

CR 24 (XP 62,000)

CR 25 (XP 75,000)

CR 26 (XP 90,000)

CR 27 (XP 105,000)

CR 28 (XP 120,000)

CR 29 (XP 135,000)

CR 30 (XP 155,000)

Fire

CR 0, CR 1/16, CR 1/8, CR 1/4, CR 1/2, CR 1, CR 2, CR 3, CR 4, CR 5, CR 6, CR 7, CR 8, CR 9, CR 10, CR 11, CR 12, CR 13, CR 14, CR 15, CR 16, CR 17, CR 18, CR 19, CR 20, CR 21, CR 22, CR 23, CR 24, CR 25, CR 26, CR 27, CR 28, CR 29, CR 30

CR 0 (XP 0)

CR 1/16 (XP 10)

CR 1/8 (XP 25)

CR 1/4 (XP 50)

CR 1/2 (XP 100)

Dust Mephit, Ice Mephit

CR 1 (XP 200)

CR 2 (XP 450)

CR 3 (XP 700)

CR 4 (XP 1,100)

CR 5 (XP 1,800)

CR 6 (XP 2,300)

CR 7 (XP 2,900)

CR 8 (XP 3,900)

CR 9 (XP 5,000)

CR 10 (XP 5,900)

CR 11 (XP 7,200)

CR 12 (XP 8,400)

CR 13 (XP 10,000)

CR 14 (XP 11,500)

CR 15 (XP 13,000)

CR 16 (XP 15,000)

CR 17 (XP 18,000)

CR 18 (XP 20,000)

CR 19 (XP 22,000)

CR 20 (XP 25,000)

CR 21 (XP 33,000)

CR 22 (XP 41,000)

CR 23 (XP 50,000)

CR 24 (XP 62,000)

CR 25 (XP 75,000)

CR 26 (XP 90,000)

CR 27 (XP 105,000)

CR 28 (XP 120,000)

CR 29 (XP 135,000)

CR 30 (XP 155,000)

Force

CR 0, CR 1/16, CR 1/8, CR 1/4, CR 1/2, CR 1, CR 2, CR 3, CR 4, CR 5, CR 6, CR 7, CR 8, CR 9, CR 10, CR 11, CR 12, CR 13, CR 14, CR 15, CR 16, CR 17, CR 18, CR 19, CR 20, CR 21, CR 22, CR 23, CR 24, CR 25, CR 26, CR 27, CR 28, CR 29, CR 30

CR 0 (XP 0)

CR 1/16 (XP 10)

CR 1/8 (XP 25)

CR 1/4 (XP 50)

CR 1/2 (XP 100)

CR 1 (XP 200)

CR 2 (XP 450)

CR 3 (XP 700)

CR 4 (XP 1,100)

CR 5 (XP 1,800)

CR 6 (XP 2,300)

CR 7 (XP 2,900)

CR 8 (XP 3,900)

CR 9 (XP 5,000)

CR 10 (XP 5,900)

CR 11 (XP 7,200)

CR 12 (XP 8,400)

CR 13 (XP 10,000)

CR 14 (XP 11,500)

CR 15 (XP 13,000)

CR 16 (XP 15,000)

CR 17 (XP 18,000)

CR 18 (XP 20,000)

CR 19 (XP 22,000)

CR 20 (XP 25,000)

CR 21 (XP 33,000)

CR 22 (XP 41,000)

CR 23 (XP 50,000)

CR 24 (XP 62,000)

CR 25 (XP 75,000)

CR 26 (XP 90,000)

CR 27 (XP 105,000)

CR 28 (XP 120,000)

CR 29 (XP 135,000)

CR 30 (XP 155,000)

Lightning

CR 0, CR 1/16, CR 1/8, CR 1/4, CR 1/2, CR 1, CR 2, CR 3, CR 4, CR 5, CR 6, CR 7, CR 8, CR 9, CR 10, CR 11, CR 12, CR 13, CR 14, CR 15, CR 16, CR 17, CR 18, CR 19, CR 20, CR 21, CR 22, CR 23, CR 24, CR 25, CR 26, CR 27, CR 28, CR 29, CR 30

CR 0 (XP 0)

CR 1/16 (XP 10)

CR 1/8 (XP 25)

CR 1/4 (XP 50)

CR 1/2 (XP 100)

CR 1 (XP 200)

CR 2 (XP 450)

CR 3 (XP 700)

CR 4 (XP 1,100)

CR 5 (XP 1,800)

CR 6 (XP 2,300)

CR 7 (XP 2,900)

CR 8 (XP 3,900)

CR 9 (XP 5,000)

CR 10 (XP 5,900)

CR 11 (XP 7,200)

CR 12 (XP 8,400)

CR 13 (XP 10,000)

CR 14 (XP 11,500)

CR 15 (XP 13,000)

CR 16 (XP 15,000)

CR 17 (XP 18,000)

CR 18 (XP 20,000)

CR 19 (XP 22,000)

CR 20 (XP 25,000)

CR 21 (XP 33,000)

CR 22 (XP 41,000)

CR 23 (XP 50,000)

CR 24 (XP 62,000)

CR 25 (XP 75,000)

CR 26 (XP 90,000)

CR 27 (XP 105,000)

CR 28 (XP 120,000)

CR 29 (XP 135,000)

CR 30 (XP 155,000)

Necrotic

CR 0, CR 1/16, CR 1/8, CR 1/4, CR 1/2, CR 1, CR 2, CR 3, CR 4, CR 5, CR 6, CR 7, CR 8, CR 9, CR 10, CR 11, CR 12, CR 13, CR 14, CR 15, CR 16, CR 17, CR 18, CR 19, CR 20, CR 21, CR 22, CR 23, CR 24, CR 25, CR 26, CR 27, CR 28, CR 29, CR 30

CR 0 (XP 0)

CR 1/16 (XP 10)

CR 1/8 (XP 25)

CR 1/4 (XP 50)

CR 1/2 (XP 100)

CR 1 (XP 200)

CR 2 (XP 450)

CR 3 (XP 700)

CR 4 (XP 1,100)

CR 5 (XP 1,800)

CR 6 (XP 2,300)

CR 7 (XP 2,900)

CR 8 (XP 3,900)

CR 9 (XP 5,000)

CR 10 (XP 5,900)

CR 11 (XP 7,200)

CR 12 (XP 8,400)

CR 13 (XP 10,000)

CR 14 (XP 11,500)

CR 15 (XP 13,000)

CR 16 (XP 15,000)

CR 17 (XP 18,000)

CR 18 (XP 20,000)

CR 19 (XP 22,000)

CR 20 (XP 25,000)

CR 21 (XP 33,000)

CR 22 (XP 41,000)

CR 23 (XP 50,000)

CR 24 (XP 62,000)

CR 25 (XP 75,000)

CR 26 (XP 90,000)

CR 27 (XP 105,000)

CR 28 (XP 120,000)

CR 29 (XP 135,000)

CR 30 (XP 155,000)

Piercing

CR 0, CR 1/16, CR 1/8, CR 1/4, CR 1/2, CR 1, CR 2, CR 3, CR 4, CR 5, CR 6, CR 7, CR 8, CR 9, CR 10, CR 11, CR 12, CR 13, CR 14, CR 15, CR 16, CR 17, CR 18, CR 19, CR 20, CR 21, CR 22, CR 23, CR 24, CR 25, CR 26, CR 27, CR 28, CR 29, CR 30

CR 0 (XP 0)

CR 1/16 (XP 10)

CR 1/8 (XP 25)

CR 1/4 (XP 50)

CR 1/2 (XP 100)

CR 1 (XP 200)

CR 2 (XP 450)

CR 3 (XP 700)

CR 4 (XP 1,100)

CR 5 (XP 1,800)

CR 6 (XP 2,300)

CR 7 (XP 2,900)

CR 8 (XP 3,900)

CR 9 (XP 5,000)

CR 10 (XP 5,900)

CR 11 (XP 7,200)

CR 12 (XP 8,400)

CR 13 (XP 10,000)

CR 14 (XP 11,500)

CR 15 (XP 13,000)

CR 16 (XP 15,000)

CR 17 (XP 18,000)

CR 18 (XP 20,000)

CR 19 (XP 22,000)

CR 20 (XP 25,000)

CR 21 (XP 33,000)

CR 22 (XP 41,000)

CR 23 (XP 50,000)

CR 24 (XP 62,000)

CR 25 (XP 75,000)

CR 26 (XP 90,000)

CR 27 (XP 105,000)

CR 28 (XP 120,000)

CR 29 (XP 135,000)

CR 30 (XP 155,000)

Poison

CR 0, CR 1/16, CR 1/8, CR 1/4, CR 1/2, CR 1, CR 2, CR 3, CR 4, CR 5, CR 6, CR 7, CR 8, CR 9, CR 10, CR 11, CR 12, CR 13, CR 14, CR 15, CR 16, CR 17, CR 18, CR 19, CR 20, CR 21, CR 22, CR 23, CR 24, CR 25, CR 26, CR 27, CR 28, CR 29, CR 30

CR 0 (XP 0)

CR 1/16 (XP 10)

CR 1/8 (XP 25)

CR 1/4 (XP 50)

CR 1/2 (XP 100)

CR 1 (XP 200)

CR 2 (XP 450)

CR 3 (XP 700)

CR 4 (XP 1,100)

CR 5 (XP 1,800)

CR 6 (XP 2,300)

CR 7 (XP 2,900)

CR 8 (XP 3,900)

CR 9 (XP 5,000)

CR 10 (XP 5,900)

CR 11 (XP 7,200)

CR 12 (XP 8,400)

CR 13 (XP 10,000)

CR 14 (XP 11,500)

CR 15 (XP 13,000)

CR 16 (XP 15,000)

CR 17 (XP 18,000)

CR 18 (XP 20,000)

CR 19 (XP 22,000)

CR 20 (XP 25,000)

CR 21 (XP 33,000)

CR 22 (XP 41,000)

CR 23 (XP 50,000)

CR 24 (XP 62,000)

CR 25 (XP 75,000)

CR 26 (XP 90,000)

CR 27 (XP 105,000)

CR 28 (XP 120,000)

CR 29 (XP 135,000)

CR 30 (XP 155,000)

Psychic

CR 0, CR 1/16, CR 1/8, CR 1/4, CR 1/2, CR 1, CR 2, CR 3, CR 4, CR 5, CR 6, CR 7, CR 8, CR 9, CR 10, CR 11, CR 12, CR 13, CR 14, CR 15, CR 16, CR 17, CR 18, CR 19, CR 20, CR 21, CR 22, CR 23, CR 24, CR 25, CR 26, CR 27, CR 28, CR 29, CR 30

CR 0 (XP 0)

CR 1/16 (XP 10)

CR 1/8 (XP 25)

CR 1/4 (XP 50)

CR 1/2 (XP 100)

CR 1 (XP 200)

CR 2 (XP 450)

CR 3 (XP 700)

CR 4 (XP 1,100)

CR 5 (XP 1,800)

CR 6 (XP 2,300)

CR 7 (XP 2,900)

CR 8 (XP 3,900)

CR 9 (XP 5,000)

CR 10 (XP 5,900)

CR 11 (XP 7,200)

CR 12 (XP 8,400)

CR 13 (XP 10,000)

CR 14 (XP 11,500)

CR 15 (XP 13,000)

CR 16 (XP 15,000)

CR 17 (XP 18,000)

CR 18 (XP 20,000)

CR 19 (XP 22,000)

CR 20 (XP 25,000)

CR 21 (XP 33,000)

CR 22 (XP 41,000)

CR 23 (XP 50,000)

CR 24 (XP 62,000)

CR 25 (XP 75,000)

CR 26 (XP 90,000)

CR 27 (XP 105,000)

CR 28 (XP 120,000)

CR 29 (XP 135,000)

CR 30 (XP 155,000)

Radiant

CR 0, CR 1/16, CR 1/8, CR 1/4, CR 1/2, CR 1, CR 2, CR 3, CR 4, CR 5, CR 6, CR 7, CR 8, CR 9, CR 10, CR 11, CR 12, CR 13, CR 14, CR 15, CR 16, CR 17, CR 18, CR 19, CR 20, CR 21, CR 22, CR 23, CR 24, CR 25, CR 26, CR 27, CR 28, CR 29, CR 30

CR 0 (XP 0)

CR 1/16 (XP 10)

CR 1/8 (XP 25)

CR 1/4 (XP 50)

CR 1/2 (XP 100)

CR 1 (XP 200)

CR 2 (XP 450)

CR 3 (XP 700)

CR 4 (XP 1,100)

CR 5 (XP 1,800)

CR 6 (XP 2,300)

CR 7 (XP 2,900)

CR 8 (XP 3,900)

CR 9 (XP 5,000)

CR 10 (XP 5,900)

CR 11 (XP 7,200)

CR 12 (XP 8,400)

CR 13 (XP 10,000)

CR 14 (XP 11,500)

CR 15 (XP 13,000)

CR 16 (XP 15,000)

CR 17 (XP 18,000)

CR 18 (XP 20,000)

CR 19 (XP 22,000)

CR 20 (XP 25,000)

CR 21 (XP 33,000)

CR 22 (XP 41,000)

CR 23 (XP 50,000)

CR 24 (XP 62,000)

CR 25 (XP 75,000)

CR 26 (XP 90,000)

CR 27 (XP 105,000)

CR 28 (XP 120,000)

CR 29 (XP 135,000)

CR 30 (XP 155,000)

Slashing

CR 0, CR 1/16, CR 1/8, CR 1/4, CR 1/2, CR 1, CR 2, CR 3, CR 4, CR 5, CR 6, CR 7, CR 8, CR 9, CR 10, CR 11, CR 12, CR 13, CR 14, CR 15, CR 16, CR 17, CR 18, CR 19, CR 20, CR 21, CR 22, CR 23, CR 24, CR 25, CR 26, CR 27, CR 28, CR 29, CR 30

CR 0 (XP 0)

CR 1/16 (XP 10)

CR 1/8 (XP 25)

CR 1/4 (XP 50)

CR 1/2 (XP 100)

CR 1 (XP 200)

CR 2 (XP 450)

CR 3 (XP 700)

CR 4 (XP 1,100)

CR 5 (XP 1,800)

CR 6 (XP 2,300)

CR 7 (XP 2,900)

CR 8 (XP 3,900)

CR 9 (XP 5,000)

CR 10 (XP 5,900)

CR 11 (XP 7,200)

CR 12 (XP 8,400)

CR 13 (XP 10,000)

CR 14 (XP 11,500)

CR 15 (XP 13,000)

CR 16 (XP 15,000)

CR 17 (XP 18,000)

CR 18 (XP 20,000)

CR 19 (XP 22,000)

CR 20 (XP 25,000)

CR 21 (XP 33,000)

CR 22 (XP 41,000)

CR 23 (XP 50,000)

CR 24 (XP 62,000)

CR 25 (XP 75,000)

CR 26 (XP 90,000)

CR 27 (XP 105,000)

CR 28 (XP 120,000)

CR 29 (XP 135,000)

CR 30 (XP 155,000)

Thunder

CR 0, CR 1/16, CR 1/8, CR 1/4, CR 1/2, CR 1, CR 2, CR 3, CR 4, CR 5, CR 6, CR 7, CR 8, CR 9, CR 10, CR 11, CR 12, CR 13, CR 14, CR 15, CR 16, CR 17, CR 18, CR 19, CR 20, CR 21, CR 22, CR 23, CR 24, CR 25, CR 26, CR 27, CR 28, CR 29, CR 30

CR 0 (XP 0)

CR 1/16 (XP 10)

CR 1/8 (XP 25)

CR 1/4 (XP 50)

CR 1/2 (XP 100)

CR 1 (XP 200)

CR 2 (XP 450)

CR 3 (XP 700)

CR 4 (XP 1,100)

CR 5 (XP 1,800)

CR 6 (XP 2,300)

CR 7 (XP 2,900)

CR 8 (XP 3,900)

CR 9 (XP 5,000)

CR 10 (XP 5,900)

CR 11 (XP 7,200)

CR 12 (XP 8,400)

CR 13 (XP 10,000)

CR 14 (XP 11,500)

CR 15 (XP 13,000)

CR 16 (XP 15,000)

CR 17 (XP 18,000)

CR 18 (XP 20,000)

CR 19 (XP 22,000)

CR 20 (XP 25,000)

CR 21 (XP 33,000)

CR 22 (XP 41,000)

CR 23 (XP 50,000)

CR 24 (XP 62,000)

CR 25 (XP 75,000)

CR 26 (XP 90,000)

CR 27 (XP 105,000)

CR 28 (XP 120,000)

CR 29 (XP 135,000)

CR 30 (XP 155,000)

Ape*

Medium beast, unaligned

Armor Class 12

Hit Points 19 (3d8 + 6)

Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 6 (-2) 12 (+1) 7 (-2)

Skills

Athletics 6 Perception 2

Senses

CR 0.5 (100)

Traits
Actions

Multiattack.

The ape makes two fist attacks.

Fist.

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Rock.

Ranged Weapon Attack: +5 to hit, range 25/50 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Reactions
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Options.

Lair Actions
Lore
Commonly found in: Forest,

From Real Mythology

Axe Beak*

Large beast, unaligned

Armor Class 11

Hit Points 19 (3d10 + 3)

Speed 50 ft.

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 12 (+1) 2 (-4) 10 (0) 5 (-3)

Senses

CR 0.25 (50)

Traits
Actions

Beak.

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.

Reactions
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Lore
Commonly found in: Grassland,

From Real Mythology

An axe beak is a tall flightless bird with strong legs and a heavy, wedge-shaped beak. It has a nasty disposition and tends to attack any unfamiliar creature that wanders too close.

Azer*

Medium elemental, lawful neutral

Armor Class 17 (natural armor, shield)

Hit Points 39 (6d8 + 12)

Speed 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 15 (+2) 12 (+1) 13 (+1) 10 (0)

Damage Immunities fire, poison

Condition Immunities Poisoned

Senses

Languages Ignan

CR 2 (450)

Traits

Heated Body.

A creature that touches the azer or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage.

Heated Weapons.

When the azer hits with a metal melee weapon, it deals an extra 3 (1d6) fire damage (included in the attack).

Illumination.

The azer sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

Actions

Heated Warhammer.

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludgeoning damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.

Reactions
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Options.

Lair Actions
Lore
Commonly found in: Cavern, Mountain, Planes, Sewers, Volcanic,

Baboon*

Small beast, unaligned

Armor Class 12

Hit Points 3 (1d6)

Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 11 (0) 4 (-3) 12 (+1) 6 (-2)

Senses

CR 0.0625 (10)

Traits

Pack Tactics.

The baboon has advantage on an attack roll against a creature if at least one of the baboon's allies is within 5 feet of the creature and the ally isn't Incapacitated.

Actions

Bite.

Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1) piercing damage.

Reactions
Legendary Actions

Options.

Lair Actions
Lore
Commonly found in: Forest, Grassland, Hill,

From Real Mythology

Badger*

Tiny beast, unaligned

Armor Class 10

Hit Points 3 (1d4 + 1)

Speed 20 ft., burrow 5 ft.

STR DEX CON INT WIS CHA
4 (-3) 11 (0) 12 (+1) 2 (-4) 12 (+1) 5 (-3)

Senses Darkvision 30 ft.

CR 0.0625 (10)

Traits

Keen Smell.

The badger has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Bite.

Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Reactions
Legendary Actions

Options.

Lair Actions
Lore
Commonly found in: Cavern, Forest, Grassland, Hill,

From Real Mythology

Bat**

Tiny beast, unaligned

Armor Class 12

Hit Points 1 (1d4 - 1)

Speed 5 ft., fly 30 ft.

STR DEX CON INT WIS CHA
2 (-4) 15 (+2) 8 (-1) 2 (-4) 12 (+1) 4 (-3)

Senses Blindsight 60 ft.

CR 0.0625 (10)

Traits

Echolocation.

The bat can't use its Blindsight while Deafened.

Keen Hearing.

The bat has advantage on Wisdom (Perception) checks that rely on hearing.

Actions

Bite.

Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.

Reactions
Legendary Actions

Options.

Lair Actions
Lore
Commonly found in: Cavern, Mountain, Sky,

From Real Mythology

Black Bear**

Medium beast, unaligned

Armor Class 11 (natural armor)

Hit Points 19 (3d8 + 6)

Speed 40 ft., climb 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 10 (0) 14 (+2) 2 (-4) 12 (+1) 7 (-2)

Skills

Perception 2

Senses

CR 0.5 (100)

Traits

Keen Smell.

The bear has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Multiattack.

The bear makes two attacks: one with its bite and one with its claws.

Bite.

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Claws.

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.

Reactions
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Options.

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Lore
Commonly found in: Cavern, Forest, Grassland, Hill, Mountain,

From Real Mythology

Blink Dog*

Medium fey, usually lawful good

Armor Class 13

Hit Points 22 (4d8 + 4)

Speed 40 ft.

STR DEX CON INT WIS CHA
12 (+1) 17 (+3) 12 (+1) 10 (0) 13 (+1) 11 (0)

Skills

Perception 2 Stealth 6

Senses

Languages understands Sylvan, but can't speak

CR 0.25 (50)

Traits

Keen Hearing And Smell.

The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Bite.

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.

Teleport (Recharge 4-6).

The dog magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before or after teleporting, the dog can make one bite attack.

Reactions
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Lair Actions
Lore
Commonly found in: Forest, Jungle,

From Fantasy Mythology

A blink dog takes its name from its ability to blink in and out of existence, a talent it uses to aid its attacks and to avoid harm.

Blood Hawk*

Small beast, unaligned

Armor Class 12

Hit Points 7 (2d6)

Speed 10 ft., fly 60 ft.

STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 10 (0) 3 (-4) 14 (+2) 5 (-3)

Skills

Perception 4

Senses

CR 0.125 (25)

Traits

Keen Sight.

The hawk has advantage on Wisdom (Perception) checks that rely on sight.

Pack Tactics.

The hawk has advantage on an attack roll against a creature if at least one of the hawk's allies is within 5 feet of the creature and the ally isn't Incapacitated.

Actions

Beak.

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Reactions
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Options.

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Lore
Commonly found in: Arctic, Coastal, Forest, Grassland, Hill, Mountain, Sky,

From Real Mythology

Taking its name from its crimson feathers and aggressive nature, the blood hawk fearlessly attacks almost any animal, stabbing it with its dagger-like beak. Blood hawks flock together in large numbers, attacking as a pack to take down prey.

Boar*

Medium beast, unaligned

Armor Class 11 (natural armor)

Hit Points 11 (2d8 + 2)

Speed 40 ft.

STR DEX CON INT WIS CHA
13 (+1) 11 (0) 12 (+1) 2 (-4) 9 (-1) 5 (-3)

Senses

CR 0.25 (50)

Traits

Charge.

If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 3 (1d6) slashing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked Prone.

Relentless (Recharges after a Short or Long Rest).

If the boar takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. (regains 1 hit point)

Actions

Tusk.

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.

Reactions
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Lore
Commonly found in: Forest, Grassland, Hill,

From Real Mythology

Brown Bear**

Large beast, unaligned

Armor Class 11 (natural armor)

Hit Points 34 (4d10 + 12)

Speed 40 ft., climb 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 10 (0) 16 (+3) 2 (-4) 13 (+1) 7 (-2)

Skills

Perception 2

Senses

CR 1 (200)

Traits

Keen Smell.

The bear has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Multiattack.

The bear makes two attacks: one with its bite and one with its claws.

Bite.

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Claws.

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Reactions
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Options.

Lair Actions
Lore
Commonly found in: Cavern, Forest, Grassland, Hill, Mountain,

From Real Mythology

Camel*

Large beast, unaligned

Armor Class 9

Hit Points 15 (2d10 + 4)

Speed 50 ft.

STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 14 (+2) 2 (-4) 8 (-1) 5 (-3)

Senses

CR 0.125 (25)

Traits
Actions

Bite.

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.

Reactions
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Options.

Lair Actions
Lore
Commonly found in: Desert,

From Real Mythology

Cat**

Tiny beast, unaligned

Armor Class 12

Hit Points 2 (1d4)

Speed 40 ft., climb 30 ft.

STR DEX CON INT WIS CHA
3 (-4) 15 (+2) 10 (0) 3 (-4) 12 (+1) 7 (-2)

Skills

Perception 2 Stealth 4

Senses

CR 0.0625 (10)

Traits

Keen Smell.

The cat has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Claws.

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 slashing damage.

Reactions
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Options.

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Lore
Commonly found in: Desert, Forest, Urban,

From Real Mythology

Cave Bear*

Large beast, unaligned

Armor Class 12 (natural armor)

Hit Points 42 (5d10 + 15)

Speed 40 ft., swim 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 10 (0) 16 (+3) 2 (-4) 13 (+1) 7 (-2)

Skills

Perception 2

Senses

CR 2 (450)

Traits

Keen Smell.

The bear has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Multiattack.

The bear makes two attacks: one with its bite and one with its claws.

Bite.

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage.

Claws.

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Reactions
Legendary Actions

Options.

Lair Actions
Lore
Commonly found in: Arctic, Cavern, Forest,

From Real Mythology

Crab**

Tiny beast, unaligned

Armor Class 11 (natural armor)

Hit Points 2 (1d4)

Speed 20 ft., swim 20 ft.

STR DEX CON INT WIS CHA
2 (-4) 11 (0) 10 (0) 1 (-5) 8 (-1) 2 (-4)

Skills

Stealth 0

Senses Blindsight 30 ft.

CR 0.0625 (10)

Traits

Amphibious.

The crab can breathe air and water.

Actions

Claw.

Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.

Reactions
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Lore
Commonly found in: Coastal, Underwater,

From Real Mythology

Crocodile*

Large beast, unaligned

Armor Class 12 (natural armor)

Hit Points 19 (3d10 + 3)

Speed 20 ft., swim 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 10 (0) 13 (+1) 2 (-4) 10 (0) 5 (-3)

Skills

Stealth 0

Senses

CR 0.5 (100)

Traits

Hold Breath.

The crocodile can hold its breath for 15 minutes.

Actions

Bite.

Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target is Grappled (escape DC 12). Until this grapple ends, the target is Restrained, and the crocodile can't bite another target.

Reactions
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Options.

Lair Actions
Lore
Commonly found in: Coastal, Swamp,

From Real Mythology

Deer*

Medium beast, unaligned

Armor Class 13

Hit Points 4 (1d8)

Speed 50 ft.

STR DEX CON INT WIS CHA
11 (0) 16 (+3) 11 (0) 2 (-4) 14 (+2) 5 (-3)

Senses

CR 0.0625 (10)

Traits
Actions

Bite.

Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.

Reactions
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Options.

Lair Actions
Lore
Commonly found in: Forest, Grassland,

From Real Mythology

Dire Wolf*

Large beast, unaligned

Armor Class 14 (natural armor)

Hit Points 37 (5d10 + 10)

Speed 50 ft.

STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 15 (+2) 3 (-4) 12 (+1) 7 (-2)

Skills

Perception 2 Stealth 4

Senses

CR 1 (200)

Traits

Keen Hearing And Smell.

The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics.

The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't Incapacitated.

Actions

Bite.

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked Prone.

Reactions
Legendary Actions

Options.

Lair Actions
Lore
Commonly found in: Forest, Grassland, Hill,

From Real Mythology

Sounds

Syrinscape: Lycanthrope Stalker

Diseased Giant Rat*

Small beast, unaligned

Armor Class 12

Hit Points 7 (2d6)

Speed 30 ft.

STR DEX CON INT WIS CHA
7 (-2) 15 (+2) 11 (0) 2 (-4) 10 (0) 4 (-3)

Senses Darkvision 60 ft.

CR 0.125 (25)

Traits

Keen Smell.

The rat has advantage on Wisdom (Perception) checks that rely on smell.

Pack Tactics.

The rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 feet of the creature and the ally isn't Incapacitated.

Actions

Bite.

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 10 Constitution saving throw or contract a disease. Until the disease is cured, the target can't regain hit points except by magical means, and the target's hit point maximum decreases by 3 (1d6) every 24 hours. If the target's hit point maximum drops to 0 as a result of this disease, the target dies.

Reactions
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Lore
Commonly found in: Forest, Grassland, Swamp, Urban,

From Real Mythology

Sounds

Syrinscape: Giant Rat Battle

Draft Horse*

Large beast, unaligned

Armor Class 10

Hit Points 19 (3d10 + 3)

Speed 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 10 (0) 12 (+1) 2 (-4) 11 (0) 7 (-2)

Senses

CR 0.25 (50)

Traits
Actions

Hooves.

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.

Reactions
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Options.

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Lore
Commonly found in: Grassland, Urban,

From Real Mythology

Dryad*

Medium fey, neutral

Armor Class 11 (16 with barkskin)

Hit Points 22 (5d8)

Speed 30 ft.

STR DEX CON INT WIS CHA
10 (0) 12 (+1) 11 (0) 14 (+2) 15 (+2) 18 (+4)

Skills

Perception 4 Stealth 2

Senses Darkvision 60 ft.

Languages Elvish, Sylvan

CR 1 (200)

Items

General: Club Count: 1

Club.Melee Weapon Attack: +2 to hit, one target. Hit: (1d4 +0 )bludgeoning.

Innate Spellcasting. The Dryad's spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells requiring no material components:

At Will: Druidcraft

5/day each:

4/day each:

3/day each: Entangle, Goodberry

2/day each:

1/day each: shillelagh, Barkskin, Pass Without Trace

Traits

Magic Resistance.

The dryad has advantage on saving throws against spells and other magical effects.

Speak with Beasts and Plants.

The dryad can communicate with beasts and plants as if they shared a language.

Tree Stride.

Once on her turn, the dryad can use 10 feet of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.

Actions

Shillelaghed Club.

Melee Weapon Attack: +6 to hit with Shillelagh, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage with Shillelagh.

Fey Charm.

The dryad targets one humanoid or beast that she can see within 30 feet of her. If the target can see the dryad, it must succeed on a DC 14 Wisdom saving throw or be magically Charmed. The Charmed creature regards the dryad as a trusted friend to be heeded and protected. Although the target isn't under the dryad's control, it takes the dryad's requests or actions in the most favorable way it can. Each time the dryad or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the dryad dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to the dryad's Fey Charm for the next 24 hours. The dryad can have no more than one humanoid and up to three beasts Charmed at a time.

Reactions
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Lore
Commonly found in: Forest,

Dust Mephit*

Small elemental, neutral evil

Armor Class 12

Hit Points 17 (5d6)

Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA
5 (-3) 14 (+2) 10 (0) 9 (-1) 11 (0) 10 (0)

Skills

Perception 0 Stealth 4

Damage Vulnerabilities fire

Damage Immunities poison

Condition Immunities Poisoned

Senses Darkvision 60 ft.

Languages Auran, Terran

CR 0.5 (100)

Innate Spellcasting. The Dust Mephit's spellcasting ability is Charisma (spell save DC 10, +2 to hit with spell attacks). It can innately cast the following spells requiring no material components:

At Will:

5/day each:

4/day each:

3/day each:

2/day each:

1/day each:

Traits

Death Burst.

When the mephit dies, it explodes in a burst of dust. Each creature within 5 feet of it must then succeed on a DC 10 Constitution saving throw or be Blinded for 1 minute. A Blinded creature can repeat the saving throw on each of its turns, ending the effect on itself on a success.

Actions

Claws.

Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) slashing damage.

Blinding Breath (Recharge 6).

The mephit exhales a 15-foot cone of blinding dust. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be Blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Reactions
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Options.

Lair Actions
Lore
Commonly found in: Cavern, Desert, Hill, Mountain, Planes, Sky,

Eagle*

Small beast, unaligned

Armor Class 12

Hit Points 3 (1d6)

Speed 10 ft., fly 60 ft.

STR DEX CON INT WIS CHA
6 (-2) 15 (+2) 10 (0) 2 (-4) 14 (+2) 7 (-2)

Skills

Perception 4

Senses

CR 0.0625 (10)

Traits

Keen Sight.

The eagle has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Talons.

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.

Reactions
Legendary Actions

Options.

Lair Actions
Lore
Commonly found in: Coastal, Grassland, Hill, Mountain, Sky,

From Real Mythology

Elephant*

Huge beast, unaligned

Armor Class 12 (natural armor)

Hit Points 76 (8d12 + 24)

Speed 40 ft.

STR DEX CON INT WIS CHA
22 (+6) 9 (-1) 17 (+3) 3 (-4) 11 (0) 6 (-2)

Senses

CR 4 (1100)

Traits

Trampling Charge.

If the elephant moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked Prone. If the target is Prone, the elephant can make one stomp attack against it as a bonus action.

Actions

Gore.

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage.

Stomp.

Melee Weapon Attack: +8 to hit, reach 5 ft., one Prone creature. Hit: 22 (3d10 + 6) bludgeoning damage.

Reactions
Legendary Actions

Options.

Lair Actions
Lore
Commonly found in: Forest, Grassland,

From Real Mythology

Elk*

Large beast, unaligned

Armor Class 10

Hit Points 13 (2d10 + 2)

Speed 50 ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (0) 12 (+1) 2 (-4) 10 (0) 6 (-2)

Senses

CR 0.25 (50)

Traits

Charge.

If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked Prone.

Actions

Hooves.

Melee Weapon Attack: +5 to hit, reach 5 ft., one Prone creature. Hit: 8 (2d4 + 3) bludgeoning damage.

Ram.

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Reactions
Legendary Actions

Options.

Lair Actions
Lore
Commonly found in: Forest, Grassland, Hill,

From Real Mythology

Flying Snake*

Tiny beast, unaligned

Armor Class 14

Hit Points 5 (2d4)

Speed 30 ft., fly 60 ft., swim 30 ft.

STR DEX CON INT WIS CHA
4 (-3) 18 (+4) 11 (0) 2 (-4) 12 (+1) 5 (-3)

Senses Blindsight 10 ft.

CR 0.125 (25)

Traits

Flyby.

The snake doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Actions

Bite.

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 piercing damage plus 7 (3d4) poison damage.

Reactions
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Lore
Commonly found in: Forest, Sky, Swamp,

A flying snake is a brightly colored, winged serpent found in remote jungles. Tribes people and cultists sometimes domesticate flying snakes to serve as messengers that deliver scrolls wrapped in their coils.

Frog*

Tiny beast, unaligned

Armor Class 11

Hit Points 1 (1d4 - 1)

Speed 20 ft., swim 20 ft.

STR DEX CON INT WIS CHA
1 (-5) 13 (+1) 8 (-1) 1 (-5) 8 (-1) 3 (-4)

Skills

Perception -2 Stealth 2

Senses Darkvision 30 ft.

CR 0 (0)

Traits

Amphibious.

The frog can breathe air and water.

Standing Leap.

The frog's long jump is up to 10 feet and its high jump is up to 5 feet, with or without a running start.

Reactions
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Lore
Commonly found in: Swamp,

From Real Mythology

Sounds

Syrinscape: Swamp

Description

A frog has no effective attacks. It feeds on small insects and typically dwells near water, in trees, or underground. The frog's statistics can also be used to represent a toad.

Gargoyle*

Medium elemental, chaotic evil

Armor Class 15 (natural armor)

Hit Points 52 (7d8 + 21)

Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
15 (+2) 11 (0) 16 (+3) 6 (-2) 11 (0) 7 (-2)

Damage Immunities poison

Condition Immunities Exhaustion, Petrified, Poisoned

Senses Darkvision 60 ft.

Languages Terran

CR 2 (450)

Traits

False Appearance.

While the gargoyle remains motionless, it is indistinguishable from an inanimate statue.

Actions

Multiattack.

The gargoyle makes two attacks: one with its bite and one with its claws.

Bite.

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Claws.

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Reactions
Legendary Actions

Options.

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Lore
Commonly found in: Cavern, Mountain, Sewers, Sky,

Giant Ape*

Huge beast, unaligned

Armor Class 12

Hit Points 157 (15d12 + 60)

Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
23 (+6) 14 (+2) 18 (+4) 7 (-2) 12 (+1) 7 (-2)

Skills

Athletics 12 Perception 2

Senses

CR 7 (2900)

Traits
Actions

Multiattack.

The ape makes two fist attacks.

Fist.

Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage.

Rock.

Ranged Weapon Attack: +9 to hit, range 50/100 ft., one target. Hit: 30 (7d6 + 6) bludgeoning damage.

Reactions
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Lore
Commonly found in: Forest,

From Real Mythology

Giant Badger*

Medium beast, unaligned

Armor Class 10

Hit Points 13 (2d8 + 4)

Speed 30 ft., burrow 10 ft.

STR DEX CON INT WIS CHA
13 (+1) 10 (0) 15 (+2) 2 (-4) 12 (+1) 5 (-3)

Senses Darkvision 30 ft.

CR 0.25 (50)

Traits

Keen Smell.

The badger has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Multiattack.

The badger makes two attacks: one with its bite and one with its claws.

Bite.

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.

Claws.

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage.

Reactions
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Lore
Commonly found in: Cavern, Forest, Grassland, Hill,

Giant Bat*

Large beast, unaligned

Armor Class 13

Hit Points 22 (4d10)

Speed 10 ft., fly 60 ft.

STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 11 (0) 2 (-4) 12 (+1) 6 (-2)

Senses Blindsight 60 ft.

CR 0.25 (50)

Traits

Echolocation.

The bat can't use its Blindsight while Deafened.

Keen Hearing.

The bat has advantage on Wisdom (Perception) checks that rely on hearing.

Actions

Bite.

Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage.

Reactions
Legendary Actions

Options.

Lair Actions
Lore
Commonly found in: Cavern, Forest, Mountain, Sky,

Giant Boar*

Large beast, unaligned

Armor Class 12 (natural armor)

Hit Points 42 (5d10 + 15)

Speed 40 ft.

STR DEX CON INT WIS CHA
17 (+3) 10 (0) 16 (+3) 2 (-4) 7 (-2) 5 (-3)

Senses

CR 2 (450)

Traits

Charge.

If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked Prone.

Relentless (Recharges after a Short or Long Rest).

If the boar takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. (regains 1 hit point)

Actions

Tusk.

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Reactions
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Lore
Commonly found in: Forest, Grassland, Hill,

Giant Centipede*

Small beast, unaligned

Armor Class 13 (natural armor)

Hit Points 4 (1d6 + 1)

Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
5 (-3) 14 (+2) 12 (+1) 1 (-5) 7 (-2) 3 (-4)

Senses Blindsight 30 ft.

CR 0.25 (50)

Traits
Actions

Bite.

Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or take 10 (3d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but Poisoned for 1 hour, even after regaining hit points, and is Paralyzed while Poisoned in this way.

Reactions
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Options.

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Lore
Commonly found in: Cavern, Forest,

Giant Constrictor Snake*

Huge beast, unaligned

Armor Class 12

Hit Points 60 (8d12 + 8)

Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 12 (+1) 1 (-5) 10 (0) 3 (-4)

Skills

Perception 0

Senses Blindsight 10 ft.

CR 2 (450)

Traits
Actions

Bite.

Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.

Constrict.

Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is Grappled (escape DC 16). Until this grapple ends, the creature is Restrained, and the snake can't constrict another target.

Reactions
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Lore
Commonly found in: Forest, Jungle, Swamp,

Giant Crab*

Medium beast, unaligned

Armor Class 15 (natural armor)

Hit Points 13 (3d8)

Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 11 (0) 1 (-5) 9 (-1) 3 (-4)

Skills

Stealth 4

Senses Blindsight 30 ft.

CR 0.125 (25)

Traits

Amphibious.

The crab can breathe air and water.

Actions

Claw.

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage, and the target is Grappled (escape DC 11). The crab has two claws, each of which can grapple only one target.

Reactions
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Lore
Commonly found in: Coastal, Underwater,

Giant Crocodile*

Huge beast, unaligned

Armor Class 14 (natural armor)

Hit Points 85 (9d12 + 27)

Speed 30 ft., swim 50 ft.

STR DEX CON INT WIS CHA
21 (+5) 9 (-1) 17 (+3) 2 (-4) 10 (0) 7 (-2)

Skills

Stealth -2

Senses

CR 5 (1800)

Traits

Hold Breath.

The crocodile can hold its breath for 30 minutes.

Actions

Multiattack.

The crocodile makes two attacks: one with its bite and one with its tail.

Bite.

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage, and the target is Grappled (escape DC 16). Until this grapple ends, the target is Restrained, and the crocodile can't bite another target.

Tail.

Melee Weapon Attack: +8 to hit, reach 10 ft., one target not Grappled by the crocodile. Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked Prone.

Reactions
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Lore
Commonly found in: Coastal, Swamp,

Giant Eagle*

Large beast, neutral good

Armor Class 13

Hit Points 26 (4d10 + 4)

Speed 10 ft., fly 80 ft.

STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 13 (+1) 8 (-1) 14 (+2) 10 (0)

Skills

Perception 4

Senses

Languages understands Auran, Common, Giant, but can't speak

CR 1 (200)

Traits

Keen Sight.

The eagle has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack.

The eagle makes two attacks: one with its beak and one with its talons.

Beak.

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Talons.

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Reactions
Legendary Actions

Options.

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Lore
Commonly found in: Coastal, Grassland, Hill, Mountain, Sky,

A giant eagle is a noble creature that speaks its own language and understands speech in the Common tongue. A mated pair of giant eagles typically has up to four eggs or young in their nest (treat the young as normal eagles).

Giant Elk*

Huge beast, unaligned

Armor Class 14 (natural armor)

Hit Points 42 (5d12 + 10)

Speed 60 ft.

STR DEX CON INT WIS CHA
19 (+4) 16 (+3) 14 (+2) 7 (-2) 14 (+2) 10 (0)

Skills

Perception 4

Senses

Languages understands Common, Elvish, Giant, Sylvan, but can't speak

CR 2 (450)

Traits

Charge.

If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked Prone.

Actions

Hooves.

Melee Weapon Attack: +6 to hit, reach 5 ft., one Prone creature. Hit: 22 (4d8 + 4) bludgeoning damage.

Ram.

Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Reactions
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Lore
Commonly found in: Forest, Grassland, Hill,

The majestic giant elk is rare to the point that its appearance is often taken as a foreshadowing of an important event, such as the birth of a king. Legends tell of gods that take the form of giant elk when visiting the Material Plane. Many cultures therefore believe that to hunt these creatures is to invite divine wrath.

Giant Fire Beetle*

Small beast, unaligned

Armor Class 13 (natural armor)

Hit Points 4 (1d6 + 1)

Speed 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 10 (0) 12 (+1) 1 (-5) 7 (-2) 3 (-4)

Senses Blindsight 30 ft.

CR 0.0625 (10)

Traits

Illumination.

The beetle sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

Actions

Bite.

Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) slashing damage.

Reactions
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Options.

Lair Actions
Lore
Commonly found in: Cavern,

A giant fire beetle is a nocturnal creature that takes its name from a pair of glowing glands that give off light. Miners and adventurers prize these creatures, for a giant fire beetle's glands continue to shed light for 1d6 days after the beetle dies. Giant fire beetles are most commonly found underground and in dark forests.

Giant Frog*

Medium beast, unaligned

Armor Class 11

Hit Points 18 (4d8)

Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 13 (+1) 11 (0) 2 (-4) 10 (0) 3 (-4)

Skills

Perception 0 Stealth 2

Senses Darkvision 30 ft.

CR 0.25 (50)

Traits

Amphibious.

The frog can breathe air and water.

Standing Leap.

The frog's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

Actions

Bite.

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage, and the target is Grappled (escape DC 11). Until this grapple ends, the target is Restrained, and the frog can't bite another target.

Swallow.

The frog makes one bite attack against a Small or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is Blinded and Restrained, it has total cover against attacks and other effects outside the frog, and it takes 5 (2d4) acid damage at the start of each of the frog's turns. The frog can have only one target swallowed at a time. If the frog dies, a swallowed creature is no longer Restrained by it and can escape from the corpse using 5 feet of movement, exiting Prone.

Reactions
Legendary Actions

Options.

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Lore
Commonly found in: Swamp,
Sounds

Syrinscape: Swamp

Giant Goat*

Large beast, unaligned

Armor Class 11 (natural armor)

Hit Points 19 (3d10 + 3)

Speed 40 ft.

STR DEX CON INT WIS CHA
17 (+3) 11 (0) 12 (+1) 3 (-4) 12 (+1) 6 (-2)

Senses

CR 0.5 (100)

Traits

Charge.

If the goat moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked Prone.

Sure-footed.

The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it Prone.

Actions

Ram.

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.

Reactions
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Options.

Lair Actions
Lore
Commonly found in: Hill, Mountain,

Giant Hyena*

Large beast, unaligned

Armor Class 12

Hit Points 45 (6d10 + 12)

Speed 50 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 2 (-4) 12 (+1) 7 (-2)

Skills

Perception 2

Senses

CR 1 (200)

Traits

Rampage.

When the hyena reduces a creature to 0 hit points with a melee attack on its turn, the hyena can take a bonus action to move up to half its speed and make a bite attack.

Actions

Bite.

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.

Reactions
Legendary Actions

Options.

Lair Actions
Lore
Commonly found in: Desert, Forest, Grassland, Hill,

Giant Lizard*

Large beast, unaligned

Armor Class 12 (natural armor)

Hit Points 19 (3d10 + 3)

Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 13 (+1) 2 (-4) 10 (0) 5 (-3)

Senses Darkvision 30 ft.

CR 0.25 (50)

Traits
Actions

Bite.

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Reactions
Legendary Actions

Options.

Lair Actions
Lore
Commonly found in: Cavern, Coastal, Desert, Forest, Grassland, Hill,

A giant lizard can be ridden or used as a draft animal. Lizardfolk also keep them as pets, and subterranean giant lizards are used as mounts and pack animals by drow, duergar, and others.

Giant Octopus*

Large beast, unaligned

Armor Class 11

Hit Points 52 (8d10 + 8)

Speed 10 ft., swim 60 ft.

STR DEX CON INT WIS CHA
17 (+3) 13 (+1) 13 (+1) 4 (-3) 10 (0) 4 (-3)

Skills

Perception 0 Stealth 2

Senses Darkvision 60 ft.

CR 1 (200)

Traits

Hold Breath.

While out of water, the octopus can hold its breath for 1 hour.

Underwater Camouflage.

The octopus has advantage on Dexterity (Stealth) checks made while underwater.

Water Breathing.

The octopus can breathe only underwater.

Actions

Tentacles.

Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a creature, it is Grappled (escape DC 16). Until this grapple ends, the target is Restrained, and the octopus can't use its tentacles on another target.

Ink Cloud (Recharges after a Short or Long Rest).

A 20-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is Heavily Obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.

Reactions
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Options.

Lair Actions
Lore
Commonly found in: Underwater,

Giant Owl*

Large beast, neutral

Armor Class 12

Hit Points 19 (3d10 + 3)

Speed 5 ft., fly 60 ft.

STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 12 (+1) 8 (-1) 13 (+1) 10 (0)

Skills

Perception 2 Stealth 4

Senses Darkvision 120 ft.

Languages understands Common, Elvish, Giant, Sylvan, but can't speak

CR 0.25 (50)

Traits

Flyby.

The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Keen Hearing And Sight.

The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Actions

Talons.

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) slashing damage.

Reactions
Legendary Actions

Options.

Lair Actions
Lore
Commonly found in: Arctic, Forest, Grassland, Hill, Sky,

Giant owls often befriend fey and other sylvan creatures and are guardians of their woodland realms.

Giant Poisonous Snake*

Medium beast, unaligned

Armor Class 14

Hit Points 11 (2d8 + 2)

Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
10 (0) 18 (+4) 13 (+1) 2 (-4) 10 (0) 3 (-4)

Skills

Perception 0

Senses Blindsight 10 ft.

CR 0.25 (50)

Traits
Actions

Bite.

Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

Reactions
Legendary Actions

Options.

Lair Actions
Lore
Commonly found in: Cavern, Coastal, Desert, Forest, Swamp,

Giant Rat*

Small beast, unaligned

Armor Class 12

Hit Points 7 (2d6)

Speed 30 ft.

STR DEX CON INT WIS CHA
7 (-2) 15 (+2) 11 (0) 2 (-4) 10 (0) 4 (-3)

Senses Darkvision 60 ft.

CR 0.125 (25)

Traits

Keen Smell.

The rat has advantage on Wisdom (Perception) checks that rely on smell.

Pack Tactics.

The rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 feet of the creature and the ally isn't Incapacitated.

Actions

Bite.

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Reactions
Legendary Actions

Options.

Lair Actions
Lore
Commonly found in: Cavern, Forest, Grassland, Hill, Swamp, Urban,
Sounds

Syrinscape: Giant Rat Battle

Giant Scorpion*

Large beast, unaligned

Armor Class 15 (natural armor)

Hit Points 52 (7d10 + 14)

Speed 40 ft.

STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 15 (+2) 1 (-5) 9 (-1) 3 (-4)

Senses Blindsight 60 ft.

CR 3 (700)

Traits
Actions

Multiattack.

The scorpion makes three attacks: two with its claws and one with its sting.

Claw.

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is Grappled (escape DC 12). The scorpion has two claws, each of which can grapple only one target.

Sting.

Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.

Reactions
Legendary Actions

Options.

Lair Actions
Lore
Commonly found in: Desert,

Giant Sea Horse*

Large beast, unaligned

Armor Class 13 (natural armor)

Hit Points 16 (3d10)

Speed 0 ft., swim 40 ft.

STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 11 (0) 2 (-4) 12 (+1) 5 (-3)

Senses

CR 0.5 (100)

Traits

Charge.

If the sea horse moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. It the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked Prone.

Water Breathing.

The sea horse can breathe only underwater.

Actions

Ram.

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.

Reactions
Legendary Actions

Options.

Lair Actions
Lore
Commonly found in: Underwater,

Like their smaller kin, giant sea horses are shy, colorful fish with elongated bodies and curled tails. Aquatic elves train them as mounts.

Giant Shark*

Huge beast, unaligned

Armor Class 13 (natural armor)

Hit Points 126 (11d12 + 55)

Speed 0 ft., swim 50 ft.

STR DEX CON INT WIS CHA
23 (+6) 11 (0) 21 (+5) 1 (-5) 10 (0) 5 (-3)

Skills

Perception 0

Senses Blindsight 60 ft.

CR 5 (1800)

Traits

Blood Frenzy.

The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Water Breathing.

The shark can breathe only underwater.

Actions

Bite.

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage.

Reactions
Legendary Actions

Options.

Lair Actions
Lore
Commonly found in: Underwater,

A giant shark is 30 feet long and normally found in deep oceans. Utterly fearless, it preys on anything that crosses its path, including whales and ships.

Giant Spider*

Large beast, unaligned

Armor Class 14 (natural armor)

Hit Points 26 (4d10 + 4)

Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 12 (+1) 2 (-4) 11 (0) 4 (-3)

Skills

Stealth 6

Senses Blindsight 10 ft., Darkvision 60 ft.

CR 1 (200)

Traits

Spider Climb.

The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Sense.

While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

Web Walker.

The spider ignores movement restrictions caused by webbing.

Actions

Bite.

Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but Poisoned for 1 hour, even after regaining hit points, and is Paralyzed while Poisoned in this way.

Web (Recharge 5-6).

Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is Restrained by webbing. As an action, the Restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

Reactions
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Lair Actions
Lore
Commonly found in: Cavern, Desert, Forest, Hill, Mountain, Swamp,

To snare its prey, a giant spider spins elaborate webs or shoots sticky strands of webbing from its abdomen. Giant spiders are most commonly found underground, making their lairs on ceilings or in dark, web-filled crevices. Such lairs are often festooned with web cocoons holding past victims.

Giant Toad*

Large beast, unaligned

Armor Class 11

Hit Points 39 (6d10 + 6)

Speed 20 ft., swim 40 ft.

STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 13 (+1) 2 (-4) 10 (0) 3 (-4)

Senses Darkvision 30 ft.

CR 1 (200)

Traits

Amphibious.

The toad can breathe air and water.

Standing Leap.

The toad's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

Actions

Bite.

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10) poison damage, and the target is Grappled and Restrained (escape DC 13). Until this grapple ends, the target is Restrained, and the toad can't bite another target.

Swallow.

The toad makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is Blinded and Restrained, it has total cover against attacks and other effects outside the toad, and it takes 10 (3d6) acid damage at the start of each of the toad's turns. The toad can have only one target swallowed at a time. If the toad dies, a swallowed creature is no longer Restrained by it and can escape from the corpse using 5 feet of movement, exiting Prone.

Reactions
Legendary Actions

Options.

Lair Actions
Lore
Commonly found in: Cavern, Coastal, Swamp,
Sounds

Syrinscape: Swamp

Giant Vulture*

Large beast, neutral evil

Armor Class 10

Hit Points 22 (3d10 + 6)

Speed 10 ft., fly 60 ft.

STR DEX CON INT WIS CHA
15 (+2) 10 (0) 15 (+2) 6 (-2) 12 (+1) 7 (-2)

Skills

Perception 2

Senses

Languages understands Common, but can't speak

CR 1 (200)

Traits

Keen Sight And Smell.

The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell.

Pack Tactics.

The vulture has advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 feet of the creature and the ally isn't Incapacitated.

Actions

Multiattack.

The vulture makes two attacks: one with its beak and one with its talons.

Beak.

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage.

Talons.

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.

Reactions
Legendary Actions

Options.

Lair Actions
Lore
Commonly found in: Desert, Grassland, Hill, Sky,

A giant vulture has advanced intelligence and a malevolent bent. Unlike its smaller kin, it will attack a wounded creature to hasten its end. Giant vultures have been known to haunt a thirsty, starving creature for days to enjoy its suffering.

Giant Wasp**

Medium beast, unaligned

Armor Class 12

Hit Points 13 (3d8)

Speed 10 ft., fly 50 ft.

STR DEX CON INT WIS CHA
10 (0) 14 (+2) 14 (+2) 1 (-5) 10 (0) 3 (-4)

Senses

CR 0.5 (100)

Traits
Actions

Sting.

Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but Poisoned for 1 hour, even after regaining hit points, and is Paralyzed while Poisoned in this way.

Reactions
Legendary Actions

Options.

Lair Actions
Lore
Commonly found in: Forest, Grassland, Hill, Sky,

Giant Weasel*

Medium beast, unaligned

Armor Class 13

Hit Points 9 (2d8)

Speed 40 ft.

STR DEX CON INT WIS CHA
11 (0) 16 (+3) 10 (0) 4 (-3) 12 (+1) 5 (-3)

Skills

Perception 2 Stealth 6

Senses Darkvision 60 ft.

CR 0.125 (25)

Traits

Keen Hearing And Smell.

The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Bite.

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Reactions
Legendary Actions

Options.

Lair Actions
Lore
Commonly found in: Forest, Grassland, Hill,

Giant Wolf Spider*

Medium beast, unaligned

Armor Class 13

Hit Points 11 (2d8 + 2)

Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 13 (+1) 3 (-4) 12 (+1) 4 (-3)

Skills

Perception 2 Stealth 6

Senses Blindsight 10 ft., Darkvision 60 ft.

CR 0.25 (50)

Traits

Spider Climb.

The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Sense.

While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

Web Walker.

The spider ignores movement restrictions caused by webbing.

Actions

Bite.

Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but Poisoned for 1 hour, even after regaining hit points, and is Paralyzed while Poisoned in this way.

Reactions
Legendary Actions

Options.

Lair Actions
Lore
Commonly found in: Forest, Hill, Swamp,

Smaller than a giant spider, a giant wolf spider hunts prey across open ground or hides in a burrow or crevice, or in a hidden cavity beneath debris.

Goat*

Medium beast, unaligned

Armor Class 10

Hit Points 4 (1d8)

Speed 40 ft.

STR DEX CON INT WIS CHA
12 (+1) 10 (0) 11 (0) 2 (-4) 10 (0) 5 (-3)

Senses

CR 0.0625 (10)

Traits

Charge.

If the goat moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 2 (1d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 10 Strength saving throw or be knocked Prone.

Sure-footed.

The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it Prone.

Actions

Ram.

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.

Reactions
Legendary Actions

Options.

Lair Actions
Lore
Commonly found in: Hill, Mountain,

From Real Mythology

Greater Nature Elemental***

Medium elemental, neutral

Armor Class 12

Hit Points 64 (9d8 + 23)

Speed 50 ft.

STR DEX CON INT WIS CHA
11 (0) 16 (+3) 16 (+3) 7 (-2) 7 (-2) 3 (-4)

Damage Resistances poison

Condition Immunities Exhaustion, Paralyzed, Petrified, Poisoned, Unconscious

Senses Tremorsense 30 ft.

CR 3 (700)

Traits
Actions

Multiattack.

The elemental makes two skewer attacks.

Skewer.

Melee Weapon Attack: +5 to hit, one target. Hit: 10 (2d6 + 3) piercing damage.

Reactions
Legendary Actions

Options.

Lair Actions
Lore
Commonly found in: Forest, Jungle, Swamp,

From ProNobis Mythology

Hawk*

Tiny beast, unaligned

Armor Class 13

Hit Points 1 (1d4 - 1)

Speed 10 ft., fly 60 ft.

STR DEX CON INT WIS CHA
5 (-3) 16 (+3) 8 (-1) 2 (-4) 14 (+2) 6 (-2)

Skills

Perception 4

Senses

CR 0.0625 (10)

Traits

Keen Sight.

The hawk has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Talons.

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 slashing damage.

Reactions
Legendary Actions

Options.

Lair Actions
Lore
Commonly found in: Grassland, Hill, Sky,

From Real Mythology

Hunter Shark*

Large beast, unaligned

Armor Class 12 (natural armor)

Hit Points 45 (6d10 + 12)

Speed 0 ft., swim 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 15 (+2) 1 (-5) 10 (0) 4 (-3)

Skills

Perception 0

Senses Blindsight 30 ft.

CR 2 (450)

Traits

Blood Frenzy.

The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Water Breathing.

The shark can breathe only underwater.

Actions

Bite.

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.

Reactions
Legendary Actions

Options.

Lair Actions
Lore
Commonly found in: Underwater,

From Real Mythology

Smaller than a giant shark but larger and fiercer than a reef shark, a hunter shark haunts deep waters. It usually hunts alone, but multiple hunter sharks might feed in the same area. A fully grown hunter shark is 15 to 20 feet long.

Hyena*

Medium beast, unaligned

Armor Class 11

Hit Points 5 (1d8 + 1)

Speed 50 ft.

STR DEX CON INT WIS CHA
11 (0) 13 (+1) 12 (+1) 2 (-4) 12 (+1) 5 (-3)

Skills

Perception 2

Senses

CR 0.0625 (10)

Traits

Pack Tactics.

The hyena has advantage on an attack roll against a creature if at least one of the hyena's allies is within 5 feet of the creature and the ally isn't Incapacitated.

Actions

Bite.

Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage.

Reactions
Legendary Actions

Options.

Lair Actions
Lore
Commonly found in: Desert, Forest, Grassland, Hill,

From Real Mythology

Ice Mephit*

Small elemental, neutral evil

Armor Class 11

Hit Points 21 (6d6)

Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA
7 (-2) 13 (+1) 10 (0) 9 (-1) 11 (0) 12 (+1)

Skills

Perception 0 Stealth 2

Damage Vulnerabilities fire, bludgeoning

Damage Immunities cold, poison

Condition Immunities Poisoned

Senses Darkvision 60 ft.

Languages Aquan, Auran

CR 0.5 (100)

Innate Spellcasting. The Ice Mephit's spellcasting ability is Charisma (spell save DC 8, +3 to hit with spell attacks). It can innately cast the following spells requiring no material components:

At Will:

5/day each:

4/day each:

3/day each:

2/day each:

1/day each: Fog Cloud

Traits

Death Burst.

When the mephit dies, it explodes in a burst of jagged ice. Each creature within 5 feet of it must make a DC 10 Dexterity saving throw, taking 4 (1d8) slashing damage on a failed save, or half as much damage on a successful one.

False Appearance.

While the mephit remains motionless, it is indistinguishable from an ordinary shard of ice.

Actions

Claws.

Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) cold damage.

Frost Breath (Recharge 6).

The mephit exhales a 15-foot cone of cold air. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 5 (2d4) cold damage on a failed save, or half as much damage on a successful one.

Reactions
Legendary Actions

Options.

Lair Actions
Lore
Commonly found in: Arctic, Sky,

Jackal*

Small beast, unaligned

Armor Class 12

Hit Points 3 (1d6)

Speed 40 ft.

STR DEX CON INT WIS CHA
8 (-1) 15 (+2) 11 (0) 3 (-4) 12 (+1) 6 (-2)

Skills

Perception 2

Senses

CR 0.0625 (10)

Traits

Keen Hearing And Smell.

The jackal has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics.

The jackal has advantage on an attack roll against a creature if at least one of the jackal's allies is within 5 feet of the creature and the ally isn't Incapacitated.

Actions

Bite.

Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1) piercing damage.

Reactions
Legendary Actions

Options.

Lair Actions
Lore
Commonly found in: Desert, Grassland,

From Real Mythology

Killer Whale*

Huge beast, unaligned

Armor Class 12 (natural armor)

Hit Points 90 (12d12 + 12)

Speed 0 ft., swim 60 ft.

STR DEX CON INT WIS CHA
19 (+4) 10 (0) 13 (+1) 3 (-4) 12 (+1) 7 (-2)

Skills

Perception 2

Senses Blindsight 120 ft.

CR 3 (700)

Traits

Echolocation.

The whale can't use its Blindsight while Deafened.

Hold Breath.

The whale can hold its breath for 30 minutes.

Keen Hearing.

The whale has advantage on Wisdom (Perception) checks that rely on hearing.

Actions

Bite.

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 21 (5d6 + 4) piercing damage.

Reactions
Legendary Actions

Options.

Lair Actions
Lore
Commonly found in: Underwater,

From Real Mythology

Lesser Nature Elemental***

Small elemental, neutral

Armor Class 11

Hit Points 33 (7d6 + 8)

Speed 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 12 (+1) 14 (+2) 7 (-2) 5 (-3) 3 (-4)

Damage Resistances poison

Condition Immunities Exhaustion, Paralyzed, Petrified, Poisoned, Unconscious

Senses Tremorsense 30 ft.

CR 0.5 (100)

Traits
Actions

Multiattack.

The elemental makes two skewer attacks.

Skewer.

Melee Weapon Attack: +3 to hit, one target. Hit: 5 (1d6 + 1) piercing damage.

Reactions
Legendary Actions

Options.

Lair Actions
Lore
Commonly found in: Forest, Jungle, Swamp,

From ProNobis Mythology

Lion*

Large beast, unaligned

Armor Class 12

Hit Points 26 (4d10 + 4)

Speed 50 ft.

STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 13 (+1) 3 (-4) 12 (+1) 8 (-1)

Skills

Perception 2 Stealth 4

Senses

CR 1 (200)

Traits

Keen Smell.

The lion has advantage on Wisdom (Perception) checks that rely on smell.

Pack Tactics.

The lion has advantage on an attack roll against a creature if at least one of the lion's allies is within 5 feet of the creature and the ally isn't Incapacitated.

Pounce.

If the lion moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked Prone. If the target is Prone, the lion can make one bite attack against it as a bonus action.

Running Leap.

With a 10-foot running start, the lion can long jump up to 25 feet.

Actions

Bite.

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Claw.

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Reactions
Legendary Actions

Options.

Lair Actions
Lore
Commonly found in: Grassland, Hill,

From Real Mythology

Sounds

Syrinscape: Tiger Battle

Lizard**

Tiny beast, unaligned

Armor Class 10

Hit Points 2 (1d4)

Speed 20 ft., climb 20 ft.

STR DEX CON INT WIS CHA
2 (-4) 11 (0) 10 (0) 1 (-5) 8 (-1) 3 (-4)

Senses Darkvision 30 ft.

CR 0.0625 (10)

Traits
Actions

Bite.

Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Reactions
Legendary Actions

Options.

Lair Actions
Lore
Commonly found in: Cavern, Coastal, Desert, Forest, Grassland, Hill, Swamp,

From Real Mythology

Magma Mephit*

Small elemental, neutral evil

Armor Class 11

Hit Points 22 (5d6 + 5)

Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 12 (+1) 12 (+1) 7 (-2) 10 (0) 10 (0)

Skills

Stealth 2

Damage Vulnerabilities cold

Damage Immunities fire, poison

Condition Immunities Poisoned

Senses Darkvision 60 ft.

Languages Ignan, Terran

CR 0.5 (100)

Innate Spellcasting. The Magma Mephit's spellcasting ability is Charisma (spell save DC 10, +2 to hit with spell attacks). It can innately cast the following spells requiring no material components:

At Will:

5/day each:

4/day each:

3/day each:

2/day each:

1/day each: Heat Metal

Traits

Death Burst.

When the mephit dies, it explodes in a burst of lava. Each creature within 5 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.

False Appearance.

While the mephit remains motionless, it is indistinguishable from an ordinary mound of magma.

Actions

Claws.

Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) fire damage.

Fire Breath (Recharge 6).

The mephit exhales a 15-foot cone of fire. Each creature in that area must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.

Reactions
Legendary Actions

Options.

Lair Actions
Lore
Commonly found in: Cavern, Sky, Volcanic,

Magmin*

Small elemental, chaotic neutral

Armor Class 14 (natural armor)

Hit Points 9 (2d6 + 2)

Speed 30 ft.

STR DEX CON INT WIS CHA
7 (-2) 15 (+2) 12 (+1) 8 (-1) 11 (0) 10 (0)

Damage Immunities fire

Senses Darkvision 60 ft.

Languages Ignan

CR 0.5 (100)

Traits

Death Burst.

When the magmin dies, it explodes in a burst of fire and magma. Each creature within 10 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. Flammable objects that aren't being worn or carried in that area are ignited.

Ignited Illumination.

As a bonus action, the magmin can set itself ablaze or extinguish its flames. While ablaze, the magmin sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

Actions

Touch.

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 3 (1d6) fire damage at the end of each of its turns.

Reactions
Legendary Actions

Options.

Lair Actions
Lore
Commonly found in: Cavern, Planes, Volcanic,

Mammoth*

Huge beast, unaligned

Armor Class 13 (natural armor)

Hit Points 126 (11d12 + 55)

Speed 40 ft.

STR DEX CON INT WIS CHA
24 (+7) 9 (-1) 21 (+5) 3 (-4) 11 (0) 6 (-2)

Senses

CR 6 (2300)

Traits

Trampling Charge.

If the mammoth moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked Prone. If the target is Prone, the mammoth can make one stomp attack against it as a bonus action.

Actions

Gore.

Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) piercing damage.

Stomp.

Melee Weapon Attack: +10 to hit, reach 5 ft., one Prone creature. Hit: 29 (4d10 + 7) bludgeoning damage.

Reactions
Legendary Actions

Options.

Lair Actions
Lore
Commonly found in: Arctic, Grassland,

From Real Mythology

A mammoth is an elephantine creature with thick fur and long tusks. Stockier and fiercer than normal elephants, mammoths inhabit a wide range of climes, from subarctic to subtropical.

Mastiff*

Medium beast, unaligned

Armor Class 12

Hit Points 5 (1d8 + 1)

Speed 40 ft.

STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 12 (+1) 3 (-4) 12 (+1) 7 (-2)

Skills

Perception 2

Senses

CR 0.125 (25)

Traits

Keen Hearing And Smell.

The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Bite.

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked Prone.

Reactions
Legendary Actions

Options.

Lair Actions
Lore
Commonly found in: Forest, Hill, Urban,

From Real Mythology

Mastiffs are impressive hounds prized by humanoids for their loyalty and keen senses. Mastiffs can be trained as guard dogs, hunting dogs, and war dogs. Halflings and other Small humanoids ride them as mounts.

Minor Nature Elemental***

Medium elemental, neutral

Armor Class 11

Hit Points 42 (6d8 + 15)

Speed 40 ft.

STR DEX CON INT WIS CHA
10 (0) 14 (+2) 14 (+2) 7 (-2) 5 (-3) 3 (-4)

Damage Resistances poison

Condition Immunities Exhaustion, Paralyzed, Petrified, Poisoned, Unconscious

Senses Tremorsense 30 ft.

CR 1 (200)

Traits
Actions

Multiattack.

The elemental makes two skewer attacks.

Skewer.

Melee Weapon Attack: +4 to hit, one target. Hit: 7 (1d8 + 2) piercing damage.

Reactions
Legendary Actions

Options.

Lair Actions
Lore
Commonly found in: Forest, Jungle, Swamp,

From ProNobis Mythology

Mule*

Medium beast, unaligned

Armor Class 10

Hit Points 11 (2d8 + 2)

Speed 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 10 (0) 13 (+1) 2 (-4) 10 (0) 5 (-3)

Senses

CR 0.125 (25)

Traits

Beast Of Burden.

The mule is considered to be a Large animal for the purpose of determining its carrying capacity.

Sure-footed.

The mule has advantage on Strength and Dexterity saving throws made against effects that would knock it Prone.

Actions

Hooves.

Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

Reactions
Legendary Actions

Options.

Lair Actions
Lore
Commonly found in: Grassland, Hill,

From Real Mythology

Octopus*

Small beast, unaligned

Armor Class 12

Hit Points 3 (1d6)

Speed 5 ft., swim 30 ft.

STR DEX CON INT WIS CHA
4 (-3) 15 (+2) 11 (0) 3 (-4) 10 (0) 4 (-3)

Skills

Perception 0 Stealth 4

Senses Darkvision 30 ft.

CR 0.0625 (10)

Traits

Hold Breath.

While out of water, the octopus can hold its breath for 30 minutes.

Underwater Camouflage.

The octopus has advantage on Dexterity (Stealth) checks made while underwater.

Water Breathing.

The octopus can breathe only underwater.

Actions

Tentacles.

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage, and the target is Grappled (escape DC 10). Until this grapple ends, the octopus can't use its tentacles on another target.

Ink Cloud (Recharges after a Short or Long Rest).

A 5-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is Heavily Obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.

Reactions
Legendary Actions

Options.

Lair Actions
Lore
Commonly found in: Underwater,

From Real Mythology

Owl*

Tiny beast, unaligned

Armor Class 11

Hit Points 1 (1d4 - 1)

Speed 5 ft., fly 60 ft.

STR DEX CON INT WIS CHA
3 (-4) 13 (+1) 8 (-1) 2 (-4) 12 (+1) 7 (-2)

Skills

Perception 2 Stealth 2

Senses Darkvision 120 ft.

CR 0.0625 (10)

Traits

Flyby.

The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Keen Hearing And Sight.

The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Actions

Talons.

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 slashing damage.

Reactions
Legendary Actions

Options.

Lair Actions
Lore
Commonly found in: Arctic, Forest, Grassland, Hill, Sky,

From Real Mythology

Panther*

Medium beast, unaligned

Armor Class 12

Hit Points 13 (3d8)

Speed 50 ft., climb 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 10 (0) 3 (-4) 14 (+2) 7 (-2)

Skills

Perception 4 Stealth 4

Senses

CR 0.25 (50)

Traits

Keen Smell.

The panther has advantage on Wisdom (Perception) checks that rely on smell.

Pounce.

If the panther moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked Prone. If the target is Prone, the panther can make one bite attack against it as a bonus action.

Actions

Bite.

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Claw.

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.

Reactions
Legendary Actions

Options.

Lair Actions
Lore
Commonly found in: Forest, Grassland, Hill,

From Real Mythology

Sounds

Syrinscape: Tiger Battle

Plesiosaurus*

Large beast, unaligned

Armor Class 13 (natural armor)

Hit Points 68 (8d10 + 24)

Speed 20 ft., swim 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 2 (-4) 12 (+1) 5 (-3)

Skills

Perception 2 Stealth 4

Senses

CR 2 (450)

Traits

Hold Breath.

The plesiosaurus can hold its breath for 1 hour.

Actions

Bite.

Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) piercing damage.

Reactions
Legendary Actions

Options.

Lair Actions
Lore
Commonly found in: Underwater,

Poisonous Snake*

Tiny beast, unaligned

Armor Class 13

Hit Points 2 (1d4)

Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
2 (-4) 16 (+3) 11 (0) 1 (-5) 10 (0) 3 (-4)

Senses Blindsight 10 ft.

CR 0.125 (25)

Traits
Actions

Bite.

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a DC 10 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one.

Reactions
Legendary Actions

Options.

Lair Actions
Lore
Commonly found in: Cavern, Coastal, Desert, Forest, Swamp,

From Real Mythology

Polar Bear*

Large beast, unaligned

Armor Class 12 (natural armor)

Hit Points 42 (5d10 + 15)

Speed 40 ft., swim 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 10 (0) 16 (+3) 2 (-4) 13 (+1) 7 (-2)

Skills

Perception 2

Senses

CR 2 (450)

Traits

Keen Smell.

The bear has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Multiattack.

The bear makes two attacks: one with its bite and one with its claws.

Bite.

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage.

Claws.

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Reactions
Legendary Actions

Options.

Lair Actions
Lore
Commonly found in:

Pony*

Medium beast, unaligned

Armor Class 10

Hit Points 11 (2d8 + 2)

Speed 40 ft.

STR DEX CON INT WIS CHA
15 (+2) 10 (0) 13 (+1) 2 (-4) 11 (0) 7 (-2)

Senses

CR 0.125 (25)

Traits
Actions

Hooves.

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage.

Reactions
Legendary Actions

Options.

Lair Actions
Lore
Commonly found in: Grassland,

From Real Mythology

Quipper*

Tiny beast, unaligned

Armor Class 13

Hit Points 1 (1d4 - 1)

Speed 0 ft., swim 40 ft.

STR DEX CON INT WIS CHA
2 (-4) 16 (+3) 9 (-1) 1 (-5) 7 (-2) 2 (-4)

Senses Darkvision 60 ft.

CR 0.0625 (10)

Traits

Blood Frenzy.

The quipper has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Water Breathing.

The quipper can breathe only underwater.

Actions

Bite.

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Reactions
Legendary Actions

Options.

Lair Actions
Lore
Commonly found in: Underwater,

A quipper is a carnivorous fish with sharp teeth. Quippers can adapt to any aquatic environment, including cold subterranean lakes. They frequently gather in swarms; the statistics for a swarm of quippers appear later in this appendix.

Rat**

Tiny beast, unaligned

Armor Class 10

Hit Points 1 (1d4 - 1)

Speed 20 ft.

STR DEX CON INT WIS CHA
2 (-4) 11 (0) 9 (-1) 2 (-4) 10 (0) 4 (-3)

Senses Darkvision 30 ft.

CR 0.0625 (10)

Traits

Keen Smell.

The rat has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Bite.

Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Reactions
Legendary Actions

Options.

Lair Actions
Lore
Commonly found in: Forest, Grassland, Hill, Swamp, Urban,

From Real Mythology

Sounds

Syrinscape: Giant Rat Battle

Raven*

Tiny beast, unaligned

Armor Class 12

Hit Points 1 (1d4 - 1)

Speed 10 ft., fly 50 ft.

STR DEX CON INT WIS CHA
2 (-4) 14 (+2) 8 (-1) 2 (-4) 12 (+1) 6 (-2)

Skills

Perception 2

Senses

CR 0.0625 (10)

Traits

Mimicry.

The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chattering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.

Actions

Beak.

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Reactions
Legendary Actions

Options.

Lair Actions
Lore
Commonly found in: Grassland, Hill, Sky, Swamp, Urban,

From Real Mythology

Reef Shark*

Medium beast, unaligned

Armor Class 12 (natural armor)

Hit Points 22 (4d8 + 4)

Speed 0 ft., swim 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 13 (+1) 13 (+1) 1 (-5) 10 (0) 4 (-3)

Skills

Perception 0

Senses Blindsight 30 ft.

CR 0.5 (100)

Traits

Pack Tactics.

The shark has advantage on an attack roll against a creature if at least one of the shark's allies is within 5 feet of the creature and the ally isn't Incapacitated.

Water Breathing.

The shark can breathe only underwater.

Actions

Bite.

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Reactions
Legendary Actions

Options.

Lair Actions
Lore
Commonly found in: Underwater,

From Real Mythology

Smaller than giant sharks and hunter sharks, reef sharks inhabit shallow waters and coral reefs, gathering in small packs to hunt. A full-grown specimen measures 6 to 10 feet long.

Rhinoceros*

Large beast, unaligned

Armor Class 11 (natural armor)

Hit Points 45 (6d10 + 12)

Speed 40 ft.

STR DEX CON INT WIS CHA
21 (+5) 8 (-1) 15 (+2) 2 (-4) 12 (+1) 6 (-2)

Senses

CR 2 (450)

Traits

Charge.

If the rhinoceros moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked Prone.

Actions

Gore.

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Reactions
Legendary Actions

Options.

Lair Actions
Lore
Commonly found in: Grassland,

From Real Mythology

Riding Horse*

Large beast, unaligned

Armor Class 10

Hit Points 13 (2d10 + 2)

Speed 60 ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (0) 12 (+1) 2 (-4) 11 (0) 7 (-2)

Senses

CR 0.25 (50)

Traits
Actions

Hooves.

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.

Reactions
Legendary Actions

Options.

Lair Actions
Lore
Commonly found in: Grassland, Urban,

From Real Mythology

Saber-toothed Tiger*

Large beast, unaligned

Armor Class 12

Hit Points 52 (7d10 + 14)

Speed 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 15 (+2) 3 (-4) 12 (+1) 8 (-1)

Skills

Perception 2 Stealth 4

Senses

CR 2 (450)

Traits

Keen Smell.

The tiger has advantage on Wisdom (Perception) checks that rely on smell.

Pounce.

If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked Prone. If the target is Prone, the tiger can make one bite attack against it as a bonus action.

Actions

Bite.

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage.

Claw.

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Reactions
Legendary Actions

Options.

Lair Actions
Lore
Commonly found in: Arctic, Forest, Grassland, Hill, Mountain,

From Real Mythology

Sounds

Syrinscape: Tiger Battle

Satyr*

Medium fey, chaotic neutral

Armor Class 14 (leather armor)

Hit Points 31 (7d8)

Speed 40 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 11 (0) 12 (+1) 10 (0) 14 (+2)

Skills

Perception 0 Performance 4 Stealth 6

Senses

Languages Common, Elvish, Sylvan

CR 0.5 (100)

Items

General: Arrow Count: 8, Leather Armor Count: 1, Shortbow Count: 1, Shortsword Count: 1

Arrow.Hit:

Shortbow.Ranged Weapon Attack: +3 to hit, range 80/320 feet ft., one target. Hit: (1d6 +1 )piercing.

Shortsword.Melee Weapon Attack: +5 to hit, one target. Hit: (1d6 +3 )piercing.

Traits

Magic Resistance.

The satyr has advantage on saving throws against spells and other magical effects.

Actions

Ram.

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) bludgeoning damage.

Reactions
Legendary Actions

Options.

Lair Actions
Lore
Commonly found in: Forest, Grassland, Mountain,

Scorpion*

Tiny beast, unaligned

Armor Class 11 (natural armor)

Hit Points 1 (1d4 - 1)

Speed 10 ft.

STR DEX CON INT WIS CHA
2 (-4) 11 (0) 8 (-1) 1 (-5) 8 (-1) 2 (-4)

Senses Blindsight 10 ft.

CR 0.0625 (10)

Traits
Actions

Sting.

Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must make a DC 9 Constitution saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one.

Reactions
Legendary Actions

Options.

Lair Actions
Lore
Commonly found in: Desert,

From Real Mythology

Sea Hag*

Medium fey, chaotic evil

Armor Class 14 (natural armor)

Hit Points 52 (7d8 + 21)

Speed 30 ft., swim 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 16 (+3) 12 (+1) 12 (+1) 13 (+1)

Senses Darkvision 60 ft.

Languages Aquan, Common, Giant

CR 2 (450)

Traits

Amphibious.

The hag can breathe air and water.

Horrific Appearance.

Any humanoid that starts its turn within 30 feet of the hag and can see the hag's true form must make a DC 11 Wisdom saving throw. On a failed save, the creature is Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the hag is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the hag's Horrific Appearance for the next 24 hours. Unless the target is surprised or the revelation of the hag's true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the hag.

Actions

Claws.

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Death Glare.

The hag targets one Frightened creature she can see within 30 feet of her. If the target can see the hag, it must succeed on a DC 11 Wisdom saving throw against this magic or drop to 0 hit points.

Illusory Appearance.

The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like an ugly creature of her general size and humanoid shape. The effect ends if the hag takes a bonus action to end it or if she dies. The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have no claws, but someone touching her hand might feel the claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 16 Intelligence (Investigation) check to discern that the hag is disguised.

Reactions
Legendary Actions

Options.

Lair Actions
Lore
Commonly found in: Coastal, Underwater,

Sea Horse*

Tiny beast, unaligned

Armor Class 11

Hit Points 1 (1d4 - 1)

Speed 0 ft., swim 20 ft.

STR DEX CON INT WIS CHA
1 (-5) 12 (+1) 8 (-1) 1 (-5) 10 (0) 2 (-4)

Senses

CR 0 (0)

Traits

Water Breathing.

The sea horse can breathe only underwater.

Reactions
Legendary Actions

Options.

Lair Actions
Lore
Commonly found in: Underwater,

From Real Mythology

Spider*

Tiny beast, unaligned

Armor Class 12

Hit Points 1 (1d4 - 1)

Speed 20 ft., climb 20 ft.

STR DEX CON INT WIS CHA
2 (-4) 14 (+2) 8 (-1) 1 (-5) 10 (0) 2 (-4)

Skills

Stealth 4

Senses Darkvision 30 ft.

CR 0.0625 (10)

Traits

Spider Climb.

The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Sense.

While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

Web Walker.

The spider ignores movement restrictions caused by webbing.

Actions

Bite.

Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must succeed on a DC 9 Constitution saving throw or take 2 (1d4) poison damage.

Reactions
Legendary Actions

Options.

Lair Actions
Lore
Commonly found in: Cavern, Swamp,

From Real Mythology

Sprite*

Tiny fey, neutral good

Armor Class 15 (leather armor)

Hit Points 2 (1d4)

Speed 10 ft., fly 40 ft.

STR DEX CON INT WIS CHA
3 (-4) 18 (+4) 10 (0) 14 (+2) 13 (+1) 11 (0)

Skills

Perception 2 Stealth 8

Damage Immunities fire

Senses

Languages Common, Elvish, Sylvan

CR 0.25 (50)

Items

General: Leather Armor Count: 1

Traits
Actions

Tiny Longsword.

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 slashing damage.

Poisoned Shortbow.

Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or become Poisoned for 1 minute. If its saving throw result is 5 or lower, the Poisoned target falls Unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake.

Heart Sight.

The sprite touches a creature and magically knows the creature's current emotional state. If the target fails a DC 10 Charisma saving throw, the sprite also knows the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw.

Invisibility.

The sprite magically turns Invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite wears or carries is Invisible with it.

Reactions
Legendary Actions

Options.

Lair Actions
Lore
Commonly found in: Forest, Sky, Volcanic,

Steam Mephit*

Small elemental, neutral evil

Armor Class 10

Hit Points 21 (6d6)

Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA
5 (-3) 11 (0) 10 (0) 11 (0) 10 (0) 12 (+1)

Damage Immunities fire, poison

Condition Immunities Poisoned

Senses Darkvision 60 ft.

Languages Aquan, Ignan

CR 0.25 (50)

Innate Spellcasting. The Steam Mephit's spellcasting ability is Charisma (spell save DC 11, +3 to hit with spell attacks). It can innately cast the following spells requiring no material components:

At Will:

5/day each:

4/day each:

3/day each:

2/day each:

1/day each: Blur

Traits

Death Burst.

When the mephit dies, it explodes in a cloud of steam. Each creature within 5 feet of the mephit must succeed on a DC 10 Dexterity saving throw or take 4 (1d8) fire damage.

Actions

Claws.

Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 2 (1d4) slashing damage plus 2 (1d4) fire damage.

Steam Breath (Recharge 6).

The mephit exhales a 15-foot cone of scalding steam. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 4 (1d8) fire damage on a failed save, or half as much damage on a successful one.

Reactions
Legendary Actions

Options.

Lair Actions
Lore
Commonly found in: Planes, Sky, Underwater, Volcanic,

Stirge*

Tiny beast, unaligned

Armor Class 14 (natural armor)

Hit Points 2 (1d4)

Speed 10 ft., fly 40 ft.

STR DEX CON INT WIS CHA
4 (-3) 16 (+3) 11 (0) 2 (-4) 8 (-1) 6 (-2)

Senses Darkvision 60 ft.

CR 0.125 (25)

Traits
Actions

Blood Drain.

Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage, and the stirge attaches to the target. While attached, the stirge doesn't attack. Instead, at the start of each of the stirge's turns, the target loses 5 (1d4 + 3) hit points due to blood loss. The stirge can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the stirge.

Reactions
Legendary Actions

Options.

Lair Actions
Lore
Commonly found in: Cavern, Coastal, Desert, Forest, Hill, Mountain, Sky, Swamp,

Supreme Nature Elemental***

Medium elemental, neutral

Armor Class 12

Hit Points 75 (11d8 + 25)

Speed 50 ft.

STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 16 (+3) 7 (-2) 7 (-2) 3 (-4)

Damage Resistances poison

Condition Immunities Exhaustion, Paralyzed, Petrified, Poisoned, Unconscious

Senses Tremorsense 30 ft.

CR 4 (1100)

Traits
Actions

Multiattack.

The elemental makes three skewer attacks.

Skewer.

Melee Weapon Attack: +6 to hit, one target. Hit: 10 (1d8 + 4) piercing damage.

Reactions
Legendary Actions

Options.

Lair Actions
Lore
Commonly found in: Forest, Jungle, Swamp,

From ProNobis Mythology

Tiger*

Large beast, unaligned

Armor Class 12

Hit Points 37 (5d10 + 10)

Speed 40 ft.

STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 14 (+2) 3 (-4) 12 (+1) 8 (-1)

Skills

Perception 2 Stealth 4

Senses Darkvision 60 ft.

CR 1 (200)

Traits

Keen Smell.

The tiger has advantage on Wisdom (Perception) checks that rely on smell.

Pounce.

If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked Prone. If the target is Prone, the tiger can make one bite attack against it as a bonus action.

Actions

Bite.

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.

Claw.

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.

Reactions
Legendary Actions

Options.

Lair Actions
Lore
Commonly found in: Forest, Grassland, Hill,

From Real Mythology

Sounds

Syrinscape: Tiger Battle

Triceratops*

Huge beast, unaligned

Armor Class 13 (natural armor)

Hit Points 95 (10d12 + 30)

Speed 50 ft.

STR DEX CON INT WIS CHA
22 (+6) 9 (-1) 17 (+3) 2 (-4) 11 (0) 5 (-3)

Senses

CR 5 (1800)

Traits

Trampling Charge.

If the triceratops moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked Prone. If the target is Prone, the triceratops can make one stomp attack against it as a bonus action.

Actions

Gore.

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 24 (4d8 + 6) piercing damage.

Stomp.

Melee Weapon Attack: +9 to hit, reach 5 ft., one Prone creature. Hit: 22 (3d10 + 6) bludgeoning damage.

Reactions
Legendary Actions

Options.

Lair Actions
Lore
Commonly found in: Swamp,

Tyrannosaurus Rex*

Huge beast, unaligned

Armor Class 13 (natural armor)

Hit Points 136 (13d12 + 52)

Speed 50 ft.

STR DEX CON INT WIS CHA
25 (+7) 10 (0) 19 (+4) 2 (-4) 12 (+1) 9 (-1)

Skills

Perception 2

Senses

CR 8 (3900)

Traits
Actions

Multiattack.

The tyrannosaurus makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target.

Bite.

Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 33 (4d12 + 7) piercing damage. If the target is a Medium or smaller creature, it is Grappled (escape DC 17). Until this grapple ends, the target is Restrained, and the tyrannosaurus can't bite another target.

Tail.

Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.

Reactions
Legendary Actions

Options.

Lair Actions
Lore
Commonly found in: Grassland, Planes,

Vulture*

Medium beast, unaligned

Armor Class 10

Hit Points 5 (1d8 + 1)

Speed 10 ft., fly 50 ft.

STR DEX CON INT WIS CHA
7 (-2) 10 (0) 13 (+1) 2 (-4) 12 (+1) 4 (-3)

Skills

Perception 2

Senses

CR 0.0625 (10)

Traits

Keen Sight And Smell.

The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell.

Pack Tactics.

The vulture has advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 feet of the creature and the ally isn't Incapacitated.

Actions

Beak.

Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.

Reactions
Legendary Actions

Options.

Lair Actions
Lore
Commonly found in: Desert, Grassland, Hill, Sky,

From Real Mythology

Warhorse*

Large beast, unaligned

Armor Class 11

Hit Points 19 (3d10 + 3)

Speed 60 ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 13 (+1) 2 (-4) 12 (+1) 7 (-2)

Senses

CR 0.5 (100)

Traits

Trampling Charge.

If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked Prone. If the target is Prone, the horse can make another attack with its hooves against it as a bonus action.

Actions

Hooves.

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Reactions
Legendary Actions

Options.

Lair Actions
Lore
Commonly found in: Urban,

From Real Mythology

Weasel*

Tiny beast, unaligned

Armor Class 13

Hit Points 1 (1d4 - 1)

Speed 30 ft.

STR DEX CON INT WIS CHA
3 (-4) 16 (+3) 8 (-1) 2 (-4) 12 (+1) 3 (-4)

Skills

Perception 2 Stealth 6

Senses

CR 0.0625 (10)

Traits

Keen Hearing And Smell.

The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Bite.

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Reactions
Legendary Actions

Options.

Lair Actions
Lore
Commonly found in: Forest, Grassland, Hill,

From Real Mythology

Wolf*

Medium beast, unaligned

Armor Class 13 (natural armor)

Hit Points 11 (2d8 + 2)

Speed 40 ft.

STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 12 (+1) 3 (-4) 12 (+1) 6 (-2)

Skills

Perception 2 Stealth 4

Senses

CR 0.25 (50)

Traits

Keen Hearing And Smell.

The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics.

The wolf has advantage on attack rolls against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't Incapacitated.

Actions

Bite.

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked Prone.

Reactions
Legendary Actions

Options.

Lair Actions
Lore
Commonly found in: Forest, Grassland, Hill,
Sounds

Syrinscape: Lycanthrope Stalker

Classes

Your class gives you the bulk of your power. Will you choose to be the strong Fighter or would you rather be attuned to nature as a Druid who can rampage as a wild beast.

The official content also has information about leveling up, Proficiency Bonus and Multi-classing.

Class TOC

Barbarian*

Bard*

Cleric*

Druid*

Fighter*

Megalutero***

Monk*

Paladin*

Ranger*

Rogue*

Rune Blade***

Runecrafter***

Sorcerer*

Warlock*

Wizard*

Barbarian*

Barbarian Archetype Table of Contents

Path of the Battle-born***

Path of the Berserker*

Path of the Executioner***

Path of the Fist***

Path of the Healer***

Copy Left Notice: This class is from the System Reference Document under the Open Gaming License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

Many of the archetypes are from different sources are are individually marked.

Class Features

As a Barbarian you gain the following class features.

Hit Points

Hit Dice: 1d12 per barbarian level

Hit Points at 1st Level: 12 + your Constitution modifier

Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per barbarian level after 1st

Proficiencies

Armor: Light armor, medium armor, shields

Weapons: Simple weapons, martial weapons

Tools: None

Saving Throws: Strength, Constitution

Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival.

Equipment

You get one Martial Weapon, typically a Greataxe.

You get either A) two Handaxesor B) one Simple Melee Weapon.

You get an Explorer's Pack.

You get four Javelins.

The Barbarian

Level Proficiency Bonus Features Rages Rage Damage
1st +2 Rage,Unarmored Defense 2 +2
2nd +2 Reckless Attack, Danger Sense 2 +2
3rd +2 Primal Path 3 +2
4th +2 Ability Score Improvement 3 +2
5th +3 Extra Attack, Fast Movement 3 +2
6th +3 Path Feature 3 +2
7th +3 Feral Instinct 4 +2
8th +3 Ability Score Improvement 4 +2
9th +4 Brutal Critical (1 die) 4 +3
10th +4 Path feature 4 +3
11th +4 Relentless 4 +3
12th +4 Ability Score Improvement 5 +3
13th +5 Brutal Critical (2 dice) 5 +3
14th +5 Path Feature 5 +3
15th +5 Persistent Rage 5 +3
16th +5 Ability Score Improvement 5 +4
17th +6 Brutal Critical (3 dice) 6 +4
18th +6 Indomitable Might 6 +4
19th +6 Ability Score Improvement 6 +4
20th +6 Primal Champion Unlimited +4

1: Rage

In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

While raging, you gain the following benefits if you aren't wearing heavy armor:

  • You have advantage on Strength checks and Strength saving throws.
  • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the barbarian table.
  • You have resistance to bludgeoning, piercing, and slashing damage.

If you are able to cast spells, you can't cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked Unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

Once you have raged the number of times shown for your barbarian level in the rages column of the barbarian table, you must finish a long rest before you can rage again.

1: Unarmored Defense

While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

2: Reckless Attack

Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

2: Danger Sense

At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be Blinded, Deafened, or Incapacitated.

3: Primal Path

At 3rd level, you choose a path that shapes the nature of your rage. Choose the Path of the Berserker or another path as detailed by source content. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

4: Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

5: Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

5: Fast Movement

Starting at 5th level, you speed increases by 10 feet while you aren't wearing heavy armor.

7: Feral Instinct

By 7th level, your instincts are so honed that you have advantage on initiative rolls.

Additionally, if you are surprised at the beginning of combat and aren't Incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

8: Ability Score Improvement (lvl 8)

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

9: Brutal Critical

Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

This increases to two additional dice at 13th level and three additional dice at 17th level.

11: Relentless Rage

Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

12: Ability Score Improvement (lvl 12)

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

13: Brutal Critical

Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

This increases to two additional dice at 13th level and three additional dice at 17th level.

15: Persistent Rage

Beginning at 15th level, your rage is so fierce that it ends early only if you fall Unconscious or if you choose to end it.

16: Ability Score Improvement (lvl 16)

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

17: Brutal Critical

Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

This increases to two additional dice at 13th level and three additional dice at 17th level.

18: Indomitable Might

Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.

19: Ability Score Improvement (lvl 19)

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

20: Primal Champion

At 20th Level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.

Archetypes

Path of the Battle-born***

The Path of the Battle-born is for those who have dedicated their lives to the blood-lust that you feel during battle. These individuals show exceptional combat prowess, laying waste to all enemies in their way.

Copy Left Notice: This archetype is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

3: This Ends Now

Living your life always in the mists of battle, you've learn to tap into you're inner blood-lust. Starting when you choose this path at 3rd level you can go berserk when you rage. If you do so. for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. You can use this feature once per long rest and at 14th level you may use this feature twice per long rest.

6: Blood-lust

The scent of death only drives you to push yourself even further into battle. Beginning at 6th level whenever you are raging and a enemy dies within 10 feet of you, you gain temporary hit points equal to your proficiency + your constitution Modifier. These temporary hit points are reduced to 0 when your rage ends.

10: Scent of Blood

Starting at 10th level. Whenever a hostile creature takes damage within 20 feet of you, you can use your reaction to move half your movement speed toward the enemy who has taken damage. If you movement ends within melee attack range of enemy that took damage then as part of your reaction you may make one melee attack against that creature.

14: Rage Beyond the Grave

Beginning at 14th level, the blood-lust that fuels your rage allows you to shrug off fatal blows. While raging, having 0 hit points doesn't knock you Unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. If you pass three death saves you regain 1 hp. If you take three failed death saves you die.

Path of the Berserker*

For some barbarians, rage is a means to an end - that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker's rage, you thrill in the chaos of battle, heedless of your own health or well being.

Copy Left Notice: This archetype is from the System Reference Document under the Open Gaming License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

3: Frenzy

Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of Exhaustion.

6: Mindless Rage

Beginning at 6th level, you can't be Charmed or Frightened while raging. If you are Charmed or Frightened when you enter your rage, the effect is suspended for the duration of the rage.

10: Intimidating Presence

Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be Frightened of you until the end of your next turn. On subsequent turns, you can use your bonus action to extend the duration of this effect on the Frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.

If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.

14: Retaliation

Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.

Path of the Executioner***

A huge barbarian with a glowing greataxe looks to its crying enemy, a smile shows up on his face as he sends down the greataxe for the final blow. The head flies off and lands some distance away in a gopher hole.

This is a subclass designed for cruel, brute barbarians who want to destroy all foes that cross their path.

Copy Left Notice: This archetype is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

3: Executioner's Greataxe

You may spend 15 GP to convert any slashing weapon into an Executioner's Greataxe. The Executioner's Greataxe has special properties when wielded by an Executioner Barbarian.

3: Intimidating Stance

Whenever you brandish your Executioner's Greataxe as part of an Intimidation skill check. You may make an Intimidation (Strength) instead of an Intimidation (Charisma).

6: Frozen Slash

When the executioner is called out, that is the end for the victim. No matter how fast they are, they will not be able to escape.

Strikes from the Executioner's Greataxe slow the target by 10 feet until the end of your next turn.

10: Giant Strike

You have learned to reverse the power of your Executioner's Greataxe to expand your own might. Once per long rest when you rage you may use the enlarge effect of the Enlarge/Reduce spell. This effect remains for the duration of the rage.

14: Raging Slash

While raging you may take larger swings with your Executioner's Greataxe. These larger swings may hit two targets within range who are within 5 feet of each other.

Path of the Fist***

Some warriors are never happier than when they are slugging it out in the thick of the fray. Weapons are well and good but a true bruiser only really needs two good fists.

Copy Left Notice: This archetype is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

3: Powerful Blows

Starting when you choose this path at 3rd level, you can roll a d6 in place of the normal damage of your unarmed strikes. This die changes to a d8 when you are raging. Additionally your physical prowess gains you Expertise with Strength (Athletics) checks.

If the GM allows fist weapons (cestus, katar, spiked gauntlet, tiger claws, etc.), use the best damage die with the damage type/properties of the weapon.

6: Knock About

By 6th level, you have learned the best ways of pushing foes around. When using the shove action your opponent must make a Strength saving throw. The DC check for this saving throw is 8 + your strength modifier + your proficiency. If they fail you can throw the enemy 5 feet in any direction (not just away from you). If they collide with an immovable object, the thrown adversary takes damage equal to 1d4 + strength. If they land on another creature or movable object then the damage is split between the thrown and the impacted creature or object. Any creatures damaged in this maneuver are knocked Prone.

10: Adrenaline Surge

At 10th level, you have the strength of will to push through the pain. Once per rage, you can use your bonus action to spend up to half your hit dice to gain temporary hit points. These temporary hit points fade away when your rage ends.

14: Hammer Fists

At 14th level, you know just where to hit a foe you have sent reeling. Any time you successfully make an unarmed strike against a Grappled or Prone foe, you do critical damage and the target must succeed on a Constitution saving throw, DC equal to the damage taken, or be Stunned until the end of your next turn.

Path of the Healer***

Every barbarian tribe needs a healer, so why not let it be you?

While you still are adept in the same things a normal barbarian is adept in, instead of focusing on the fighting, you decide to aid your fellow barbarians and learn how to heal.

Copy Left Notice: This archetype is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

3: Healer

The healer of the tribe tries to keep all of the tribes-men's wounds cured. At level 3, when this path is chosen, you gain the ability to heal people directly and without a dice roll. Once per long rest you may touch 1 creature (not undead and not construct) healing it by a sum equal to 3x your barbarian level.

6: Giver of Life

Starting a level 6 you can use a bonus action to touch a creature, not including undead or constructs, granting it 2x your barbarian level in temporary hit points. You may use this feature once per short rest. The temporary hit points expire after 1 hour.

10: Life Saver

Beginning at level 10 you can expend 25 of your own hit points and your casting of Healer (Barbarian ability) to either cast Greater Restoration or bring a being, not including undead or constructs, back to life and to 1 hit point. You must do this within 10 minutes of the being dying. If you have less than 25 hit points left, then you can still use this ability, though it would cause you to become Incapacitated and begin making death saving throws.

14: Protector from Death

At 14th level, once per long rest, you can use an action to touch a living creature, except undead or constructs, in order to grant them a temporary protection from death, the first time a creature would be reduced to 0 hit points, they are instead reduced to 1 hit point. This can also protect creatures that would be killed instantly without taking damage, they would instead be lowered to 1 health. If you apply this protection to a second creature the protection on the first creature expires.

Bard*

Bard Archetype Table of Contents

College of Compulsion***

College of Healing***

College of Lore*

College of Pain***

College of the Band***

College of the Falling Star***

College of the Gambler***

College of the Sunsinger***

Copy Left Notice: This class is from the System Reference Document under the Open Gaming License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

Many of the archetypes are from different sources are are individually marked.

Class Features

As a Bard you gain the following class features.

Hit Points

Hit Dice: 1d8 per bard level

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per bard level after 1st

Proficiencies

Armor: Light armor

Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords

Tools: Three musical instruments of your choice

Saving Throws: Dexterity, Charisma

Skills: Choose any three

Equipment

You get either A) one Simple Melee Weapon or B) a Rapier.

You get either A) a Diplomat's Pack or B) an Entertainer's Pack.

You get either A) a lute or B) any Musical Instrument.

You get both Leather Armor and a Dagger.

The Bard

Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Bardic Inspiration (d6) 2 4 2 - - - - - - - -
2nd +2 Jack of All Trades, Song of Rest (d6) 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), Font of Inspiration 3 8 4 3 2 - - - - - -
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, Magical Secrets 4 14 4 3 3 3 2 - - - -
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, Bard College feature 4 18 4 3 3 3 2 1 1 - -
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 2 1 1 1
20th +6 Superior Inspiration 4 22 4 3 3 3 3 2 2 1 1

1: Bardic Inspiration

You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use th Bardic Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

1: Spellcasting

You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations.

Bard Spells

Cantrips

You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table.

Spell Slots

The Bard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. you regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.

Spells Known of 1st Level and Higher

You know four 1st-level spells of your choice from the bard spell list.

The Spells Known column of the Bard table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Ritual Casting

You can cast any bard spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus

You can use a musical instrument (see "Equipment") as a spellcasting focus for your bard spells.

2: Jack of All Trades

Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.

2: Song of Rest

Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.

The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level to 1d10 at 13th level, and to 1d12 at 17th level.

3: Bard College

At 3rd level, you delve into the advanced techniques of a bard college of your choice such as the College of Lore. your choice grants you features at 3rd level and again at 6th and 14th levels.

3: Expertise

At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 10th level, you can choose another two skill proficiencies to gain this benefit.

4: Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

5: Font of Inspiration

Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.

5: Bardic Inspiration (now d8)

The Bardic Inspiration die increases to a d8.

6: Countercharm

At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being Frightened or Charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are Incapacitated or silenced or if you voluntarily end it (no action required).

8: Ability Score Improvement (lvl 8)

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

9: Song of Rest (now 1d8)

Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.

The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level to 1d10 at 13th level, and to 1d12 at 17th level.

10: Expertise

At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 10th level, you can choose another two skill proficiencies to gain this benefit.

10: Bardic Inspiration (now d10)

The Bardic Inspiration die increases to a d10.

10: Magical Secrets

By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.

The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.

You learn two additional spells from any class at 14th and again at 18th level.

12: Ability Score Improvement (lvl 12)

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

13: Song of Rest (now d10)

Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.

The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level to 1d10 at 13th level, and to 1d12 at 17th level.

14: Magical Secrets (Level 14)

By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.

The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.

You learn two additional spells from any class at 14th and again at 18th level.

15: Bardic Inspiration (now d12)

The Bardic Inspiration die increases to a d12.

16: Ability Score Improvement (lvl 16)

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

17: Song of Rest (now d12)

Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.

The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level to 1d10 at 13th level, and to 1d12 at 17th level.

18: Magical Secrets (level 18)

By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.

The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.

You learn two additional spells from any class at 14th and again at 18th level.

19: Ability Score Improvement (lvl 19)

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

20: Superior Inspiration

At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.

Archetypes

College of Compulsion***

The college of compulsion seeks to mess with the minds of their victims. Through befuddlement and misdirection their enemies wast time, resources, and spells allowing a master of the college to confound the field.

Copy Left Notice: This archetype is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

3: Bonus Proficiencies (Compulsion)

At level 3, the bard gains proficiency in Persuasion and Deception. If you already have proficiency in one of these skills then you can take proficiency in any Charisma based skill. If you have all Charisma based skills you and still need a substitute, then you can choose from any skill you do not yet have proficiency in.

3: Lulling Voice

At level 3, you learn to weave soothing words of deception deep into the verbal components of charm spells. Whenever an opponent rolls a saving throw against one of the bard's charm spells, the bard can spend a bardic inspiration use to roll an inspiration die and lower the result of the opponent's saving throw by the result.

6: Twin Charm

At level 6, the bard learns to double the effects of his single target charm spells. Whenever the bard casts a single target charm spell, as a bonus action he can effect a second (different) target with the same casting of the spell (no additional spell slots required).

14: Combat Charmer

At level 14 the bard learns to thoroughly implant trust into his targets' minds. Damage taken by your Charmed targets from area of effect or other enemies no longer breaks the spell, or allows the target an additional saving throw (using a single target attack or spell still will). This effect only applies during combat with multiple enemies.

College of Healing***

Bards of the College of Healing have dedicated themselves to healing the ill of body as well as spirit. They sing encouraging melodies to inspire those who hear them to great health. Those who hear their song can be brought back, even from the brink of death itself. The college's members can be found wherever the injured have need. They often will wander to the most remote towns and might be the only healer seen there for months.

Copy Left Notice: This archetype is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

3: Bonus Proficiencies

When you join the College of Healing at 3rd level, you gain proficiency with the Medicine and Survival skills. If you have proficiency already with one of them, you can pick any other skill. You learn Spare the Dying cantrip, and this does not count against the number of cantrips known.

3: Inspired Healing

Beginning at level 3, you learn how to use your voice to heal and bolster your friends. As a bonus action, you can expend one or more uses of Bardic Inspiration, rolling Bardic Inspiration dice to heal an ally that can hear you. Roll your Bardic Inspiration dice, add your proficiency bonus, and either heal them or give them temporary hit points (Your choice). If you choose to grant temporary hit points, they last for no more than an hour.

6: Additional Healing Spells

At 6th level, you unlock Beacon of Hope, Mass Cure Wounds, Mass Heal, Mass Healing Word and Revivify. The spells count as bard spells for you but don't count against the number of bard spells you know. They will be learned when you reach a level high enough to cast them.

14: Abundant Healing

At 14th level, whenever you would roll any number of dice to heal you can expend two Bardic Inspiration die to automatically roll the maximum amount. For example, if you would roll 3d8 dice to heal, you instead heal 24.

College of Lore*

Bards of the College of Lore know something about most things, collecting bits of knowledge from sources as diverse as scholarly tomes and peasant tales. Whether singing folk ballads in taverns or elaborate compositions in royal courts, these bards use their gifts to hold audiences spellbound. When the applause dies down, the audience members might find themselves questioning everything they held to be true, from their faith in the priesthood of the local temple to their loyalty to the king.

The loyalty of these bards lies in the pursuit of beauty and truth, not in fealty to a monarch or following the tenets of a deity. A noble who keeps such a bard as a herald or adviser knows that the bard would rather be honest than politic.

The college's members gather in libraries and sometimes in actual colleges, complete with classrooms and dormitories, to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority.

Copy Left Notice: This archetype is from the System Reference Document under the Open Gaming License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

3: Bonus Proficiencies (Lore)

When you join the College of Lore at 3rd Level, you gain proficiency with three skills of your choice.

3: Cutting Words

Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the GM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can't hear you or if it's immune to being Charmed.

6: Additional Magical Secrets

At 6th level, you learn two spells of your choice from any class. A spell you choose must be a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don't count against the number of bard spells you know.

14: Peerless Skill

Starting at 14th level, when you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the GM tells you whether you succeed or fail.

College of Pain***

Some bards revel in entertaining their entire audience, playing to the crowd and giving a good show for all involved. Bards of the College of Pain take a different approach. They single out a single member of the audience and direct the song to that one individual. The College of Pain specializes in music that deals with loss, pain, and regret and genres of music which contain that subject matter. they prefer to use their music to tug at the heart strings of that one individual member of the audience through specific lyrics and song styles directed solely at that listener. This talent extends into their adventuring career as well.

Copy Left Notice: This archetype is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

3: Inhibiting Note

At 3rd level, you learn how to inhibit others with your music. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the GM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can't hear you or if it's immune to being Charmed.

3: Stop and Listen for a While

Also at 3rd level, you can distract your opponent's focus restraining them from moving while you are directing your song at them. As an action, you can direct this effect at a creature you can see within 60 feet. The creature must succeed on a Wisdom saving throw or be Restrained by the music for up to one minute. A creature Restrained by the song can use its action to make a Wisdom check against your spell save DC. On a success, it is immune for 24 hours. It is also immune if it can't hear you or if it's immune to being Charmed.

6: Perceptive Song

Upon reaching 6th level, when you make an investigation or perception check to learn more about a creature (interests, hobbies, skills, etc. that can be learned from their appearance/equipment) and score over a 12, you gain advantage on your next roll against this creature. You must finish a short or long rest before you can use this feature again.

14: Death Song

Upon reaching 14th level, the prolonged effect of your song can have deadly consequences. As an action, you can start or continue singing a magic song that causes 2d6 psychic damage per round to one creature you can see within 60 feet. This damage is imperceptible until the creature has lost more than half its hit points at which time it can begin making Constitution saving throws to detect the loss in hit points. Once detected it can start making checks (or ask others to make checks) to figure out what is happening and how to deal with it (stuff your mouth with cotton, kill the cook for poisoning her, run away, etc.).

You can continue this song for one round per bard level. Creatures that are immune to psychic damage are not effected. They are also not effected if they cannot hear you or are immune to being Charmed. You must finish a long rest before you can use this feature again.

College of the Band***

The College of Band is all about teamwork. You have a few others that you work with and trust, and gain the benefits of their skills. This band can take one of three shapes, that of beasts, men, or spirits. This is a one time decision and cannot be changed later.

Beasts: You play to the tune of nature's call. From the sweet songs of the birds to the shrill howl of the wolf, the wilds are an orchestra waiting for your conductance.

Men: You join forces with other instrument players. Each person brings a new layer to the music that is unachievable otherwise.

Spirits: Whether they are your ancestors or old friends, the ghosts of the dead follow you to enhance your music with either ghostly choirs or spectral projections of the instruments they played in life.

Copy Left Notice: This archetype is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

3: Bonus Proficiency (The Band)

At 3rd level you gain a proficiency based on the members of your band.

Beasts: Nature, or one other skill if you already have Nature.

Men: Investigation, or one other skill if you already have Investigation.

Spirits: Religion, or one other skill if you already have Religion.

3: Service of the Band

At 3rd level, you can utilize the members of your band for extra effects while performing.

Beasts: You gain knowledge of the Find Familiar spell and can cast it using a 1st level spell slot. This does not count against the number of spells you can know.

Men: Creatures you give a bardic inspiration die to have a +1 when they use your bardic inspiration die. This increases to a +2 at level 11 and +3 at level 17.

Spirits: You can use members of your spectral band to deliver touch spells as if you had cast them. Choose one of your band members. This spirit can move up to 30 feet per turn and must stay within 30 feet of you. Your spirit can be dissipated if it takes too much damage. Your spirit has an AC = 10 + your Charisma modifier, HP 10, immunity to slashing, piercing, and bludgeoning, necrotic damage. If dissipated, you can re-summon your spirit by performing an hour long ritual. You can also, as an action, peer through the senses of your spirit as if it were a familiar.

6: All as One

At 6th level, your name is inseparable from the band that you are a part of.

Beasts: You are constantly under the effect of the Speak with Animals spell and beasts don't consider you a threat unless you attack them. This does not count against the number of spells known.

Men: You can expend a bardic inspiration die as a bonus action to give a dying creature one successful death saving throw. You can only use this feature once per set of saving throws for each creature. (If a creature is dying, then gains HP, then goes down again, you can use this feature again.)

Spirits: You gain knowledge of the Spirit Guardians spell and can cast it using a 3rd level spell slot. This does not count against the number of spells known.

14: Miracle of Sound

At 14th Level, your music is enough to perform minor miracles. You gain one of the following features. To use one of these features, you must spend all remaining bardic inspiration dice you have. If you had already spent any bardic inspiration dice prior to using this feature, you gain a number of Exhaustion levels equal to that number.

Beasts: The wilds hear you in your time of need wherever you are. You can spend an action to summon beasts to your aid. Choose any number of beasts whose challenge ratings total up to no more than half of your bard level. You summon those beasts to your aid. They can act starting on your next turn at your spoken commands. The beasts obey your commands for a maximum of 5 minutes, then unsummon themselves.

Men: You perform a miracle normally reserved for Saints. You cast either the Regenerate spell or the Resurrection spell. (This does not count as knowing these spells and you cannot cast them with spell slots unless you learn them by a different means.)

Spirits: You shield one creature (not including yourself) from harm. As an action, a creature that can see and hear you within 60 feet gains 200 temporary HP and comes under the effect of the Stoneskin spell. After 5 minutes, these effects wear off. (This does not count as knowing Stoneskin and you cannot cast Stoneskin unless you learn it by a different means.)

College of the Falling Star***

Tales among the bards abound of pieces that fall from the sky. Ancient songs and epic poems talk about the fallen stars that provide the fabled star-metal. Fallen stars are the only known source of star-metal, a rare and precious ore infused with mighty magical power. A bard of the College of the Falling Star is the master of the strange and powerful magic derived from the mystical star-power.

Turning your back on the traditional fare of the bard, you slowly transform into a living statue of star-metal, gaining immortality and (near)invulnerability at the cost of your own flesh. Only a handful of bards can complete the rights necessary to achieve this transformation.

Note: This archetype is more powerful than a normal balance, but requires the investment of large sums of gold seeking out the star metal necessary to unlock abilities. As such, this archetype is designed to be played within a league where either a guild or multiple player characters are feeding resources to allow a Bard of the College of the Falling Star to reach its full potential.

NPC Only Features

Some tremendously powerful npcs have higher levels in a class than a player character can reach. This college grants such npcs additional features at level 25 and 30.

Copy Left Notice: This archetype is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

3: Initial Star-metal Infusion - Locked

At 3rd level you learn the secrets of how to infuse star-metal into your very being. Once you have acquired 2 ounces of star-metal you can powder it and turn it into a beverage using 1,000 GP of exotic arcane reagents. This beverage induces violent seizures and long bouts of intense pain. You will be Incapacitated for 24 hours and cannot travel or move. After this period you arise a changed being, the power of star-metal binding to your metabolism, changing it and giving you the following traits:

Minor Star-metal Resistance . You gain resistance to non-magical bludgeoning, piercing, and slashing damage.

Minor Star-metal Strengthening . You Strength increases by 2 up to a limit of 20, but your Dexterity is reduced by 1 point, likewise you gain disadvantage on Dexterity saves and skill checks.

Minor Star-metal Durability . You gain a +1 to AC.

Star-metal Slam . You gain proficiency with a slam attack. This is a melee attack that if it hits does your bardic inspiration die + strength in bludgeoning damage. (This does not use a bardic inspiration slot.)

Note: To anyone who is not a Bard of the College of the Falling Star, this beverage is poisonous and deals 10d6 poison damage. The body then purges the star-metal and reagents in such a way that they are not salvageable or reusable.

3: Finding Star-metal

At 3rd level you can begin searching for star-metal whenever you level up. To search for star-metal you must spend 3,000 GP in rare resources and bribes to know where to begin looking (which are expended regardless of the success of the hunt).

The success of the hunt is based on either an Intelligence (Investigation) or an Intelligence (History) check, your choice. The following table shows the results.

Star-metal research
History DC Investigation DC Star-metal Quantity
1-9 1-10 None
10-12 11-13 0.25 ounces
13-15 14-16 0.5 ounces
16-18 17-19 1 ounce
19-21 20-22 2 ounces
22-25 23-26 2 + 1d2 ounces
>25 >26 2 + 1d4 ounces

6: Lesser Star-metal Infusion - Locked

At 6th level you learn the secrets of how to infuse star-metal into your very being. Once you have acquired 5 ounces of star-metal you can powder it and turn it into a beverage using 5,000 GP of exotic arcane reagents. The reactions are more moderate but still painful. This time you are simply Poisoned for 24 hours. You are now more construct than organism and your skin is showing signs of the metal's tint. You gain the following traits in addition to those mentioned in Initial Star-metal Infusion.

Star-metal Resistance. You are resistant to magical bludgeoning, piercing, and slashing damage.

Star-vision . You gain a Darkvision of 60 feet. If you already have Darkvision, your vision increases by 60 feet.

Lesser Star-metal Metabolism . You are resistant to necrotic damage, but can no longer be healed by normal healing spells.

Star-metal Strengthening . Your Strength increases by an additional 2 points up to a limit of 22, but your Dexterity is reduced by another 1 point, you now have advantage on all Strength saves and skill checks.

Star-metal Durability . Your AC increases by +2.

Object of Star-metal . Your body is now closer to inert material than flesh. You are now immune to being Charmed, intoxicated, Paralyzed, Petrified, Poisoned, put to sleep and Stunned. Your body no longer requires sleep, however you do need to remain still for 4 hours each night to avoid Exhaustion.

Star-metal Smith . You gain the Mending cantrip. Any casting of the Mending cantrip on you heals you by 1d4 + your Constitution modifier.

Note: To anyone who is not a level 6 Bard of the College of the Falling Star, this beverage is poisonous and deals 20d6 poison damage. The body then purges the star-metal and reagents in such a way that they are not salvageable or reusable.

14: Greater Star-metal Infusion - Locked

At 14th level, you discover how to use a greater star-metal infusion. To create it you need 8 ounces of star-metal and 10,000 GP of exotic components. As you consume it, you can feel the last organic vestiges of your body being replaced by hard metal. You do not have any negative side effects to this infusion. You become a perfectly chiseled statue of gleaming metal with the following additional traits:

Greater Star-metal Resistance . You gain immunity to nonmagical bludgeoning, piercing, and slashing damage.

Greater Star-metal Strengthening . Your Strength increases by an additional 2 points up to a limit of 24, but your Dexterity is reduced by another 1 point.

Greater Star-metal Durability . You gain an additional +2 to AC.

Greater Star-metal Metabolism . You are also immune to necrotic damage. Mending cantrips now heal you 1d8 + your Constitution modifier. Alternatively you can expend a Bardic Inspiration die as a bonus action to regain 1d8 + your Constitution modifier in hit points.

Star-metal Form . You gain vulnerability to lightning damage.

Magical Slam . Your slam attack is now magical and deals +1 damage.

Note: To anyone who is not a level 14 Bard of the College of the Falling Star, this beverage is poisonous and deals 40d6 poison damage. The body then purges the star-metal and reagents in such a way that they are not salvageable or reusable.

25: Superior Star-metal Infusion - Locked

This content is meant for boss npcs and is not yet ready to be released.

30: Transcendent Star-metal Infusion - Locked

This content is meant for boss npcs and is not yet ready to be released.

College of the Gambler***

Some bards prefer the thrill of games of skill and chance to the polished art of Performance. These bards have formed a loose association that goes by many names: the Brotherhood of Gamesters, the Gentlemen Speculators, and the College of the Gambler.

Many dismiss gamblers as fly-by-night hucksters or swindlers, relying on the foolishness of marks to gain and lose fortunes. But the College of the Gambler teaches its adherents both the workaday skills necessary to excel in the cutthroat world of gaming and the primal aleomancy that allows them to manipulate fortune itself into a somewhat more favorable direction.

Copy Left Notice: This archetype is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

3: Gamester

When you join the College of the Gambler at 3rd level, you gain proficiency with two gaming sets of your choice (If you have proficiency with all gaming sets then you may gain proficiency with an artisan's tool).

Additionally, you can use a gaming set as a spellcasting focus for your bard spells.

3: Play to the Odds

Also at the 3rd level, you learn to use some of your natural bardic talents to manipulate fortune. When a creature that you see within 60 feet of you makes a check or saving throw with a gaming set you can use your roll a use of your Bardic Inspiration and either have it added or subtracted from their roll.

6: Read the Room

At 6th level, you gain advantage on Insight (Wisdom) checks meant to assess a creature's personality, spot changes in its mood, or predict its next course of action.

6: Poker Face

Also at 6th level, you gain advantage on any Deception (Charisma) tests meant to conceal your emotions or appear less intelligent than you are. Whenever a magical spell or effect would read your thoughts, determine the truthfulness of your statements, or compel you to tell the truth, you may make a Perception (Wisdom) check to immediately detect the spell's presence. If successful then you may attempt to remain silent and/or clear your thoughts. (May require additional saves depending on the nature of the spell being used.)

14: Know When to Fold 'Em

At 14th level, your natural ability to assess risk works in conjunction with your arcane abilities. During your turn, or as a reaction, you may choose to instantly cast Teleport without the use of a spell slot. (This does not count as knowing the spell and you cannot cast the spell with spell slots unless you learn it by another means.) You may use this ability only once a week.

College of the Sunsinger***

Even in the darkest night, hope remains. Night remains for only so long, then the dawn returns and a new day dawns. So is the inspiring presence of a Sunsinger. When they arrive their allies strikes burn their enemies.

Copy Left Notice: This archetype is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

3: Sunsinger's Expanded Spells

Being a Sunsinger unlocks certain spells when you reach appropriate levels. These spells are bard spells to you.

3rd level: Scorching Ray

5th Level: Sunshot

7th Level: Fiery Shield

9th Level: Flame Strike

11th level: Sunbeam

3: Scorching Inspiration

Also at 3rd level, you learn how to use your charisma to empower your allies. You can use a bonus action to expend one of your uses of Bardic Inspiration to empower an allies next single target damage roll to do additional fire damage. This damage is equal to your current Bardic Inspiration die size.

6: Searing Song

Fire responds to your melody. Your vocal components now empower your fire spells to do additional damage. This increase in fire damage is equal to your charisma modifier.

14: Supernova

Right before a star dies, it burns its brightest. It explodes forth with tremendous power, and from the ashes new stars are born.

At level 14, when you would be reduced to 0 hit points, you may release your inner flame in a burst of pure heat. All creatures within 15 feet of you must make a Dexterity saving throw taking 7d8 fire damage on a failed save or half as much on a successful one. This explosion covers you in a thin layer of protective ash which stabilizes you. If the ash is undisturbed, you will regain 1 hp at the start of your next turn.

You must finish a long rest before you can use Supernova again.

Cleric*

Cleric Archetype Table of Contents

Air Domain***

Life Domain*

Copy Left Notice: This class is from the System Reference Document under the Open Gaming License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

Many of the archetypes are from different sources and are individually marked.

Class Features

As a Cleric you gain the following class features.

Hit Points

Hit Dice: 1d8 per cleric level

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per cleric level after 1st

Proficiencies

Armor: Light armor, medium armor, shields

Weapons: Simple weapons

Tools: None

Saving Throws: Wisdom, Charisma

Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion.

Equipment

You get either A) a Mace or B) a Warhammer (if proficient).

You get either A) a Scale Mail, Leather Armor, or Chain Mail Armor (if proficient).

You get either A) a Light Crossbow, 20 Bolts and a Quiver, or B) any simple melee weapon.

You get either A) an Explorer's Pack or B) a Priest's Pack.

You get a Shield.

You get a Holy Symbol.

The Cleric

Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Divine Domain 3 2 - - - - - - - -
2nd +2 Channel Divinity (1/rest), Divine Domain feature 3 3 - - - - - - - -
3rd +2 - 3 4 2 - - - - - - -
4th +2 Ability Score Improvement 4 4 3 - - - - - - -
5th +3 Destroy Undead (CR 1/2) 4 4 3 2 - - - - - -
6th +3 Channel Divinity (2/rest), Divine Domain feature 4 4 3 3 - - - - - -
7th +3 - 4 4 3 3 1 - - - - -
8th +3 Ability Score Improvement, Destroy Undead (CR 1), Divine Domain feature 4 4 3 3 2 - - - - -
9th +4 - 4 4 3 3 3 1 - - - -
10th +4 Divine Intervention 5 4 3 3 3 2 - - - -
11th +4 Destroy Undead (CR 2) 5 4 3 3 3 2 1 - - -
12th +4 Ability Score Improvement 5 4 3 3 3 2 1 - - -
13th +5 - 5 4 3 3 3 2 1 1 - -
14th +5 Destroy Undead (CR 3) 5 4 3 3 3 2 1 1 - -
15th +5 - 5 4 3 3 3 2 1 1 1 -
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 -
17th +6 Destroy Undead (CR 4), Divine Domain feature 5 4 3 3 3 2 1 1 1 1
18th +6 Channel Divinity (3/rest) 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Divine Intervention improvement 5 4 3 3 3 3 2 2 1 1

1: Divine Domain

Choose one domain related to your deity, such as Life. Each domain is detailed at the end of the class description, and each one provides examples gods associated with it. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.

Domain Spells

Each domain has a list of spells - its domain spells - that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.

If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

1: Spellcasting

As a conduit for divine power, you can cast cleric spells.

Cantrips

At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of The Cleric Table.

Preparing and Casting Spells

The Cleric Table shows how many spells slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of cleric spells that are available for you to cast, choosing from The Cleric Spell List. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting

You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use a holy symbol (see "Equipment") as a spellcasting focus for your cleric spells.

2: Channel Divinity

At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.

When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.

Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

Channel Divinity: Turn Undead

As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

4: Ability Score Improvement

When you reach the 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

5: Destroy Undead

Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy undead table.

Destroy Undead
Cleric Level Destroys Undead of CR _____
5th 1/2 or lower
8th 1 or lower
11th 2 or lower
14th 3 or lower
17th 4 or lower

6: Channel Divinity (2 times)

At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.

When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.

Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

Channel Divinity: Turn Undead

As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

8: Ability Score Improvement (lvl 8)

When you reach the 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

10: Divine Intervention

Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.

Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.

If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.

At 20th level, your call for intervention succeeds automatically, no roll required.

12: Ability Score Improvement (lvl 12)

When you reach the 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

16: Ability Score Improvement (lvl 16)

When you reach the 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

18: Channel Divinity (3 times)

At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.

When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.

Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

Channel Divinity: Turn Undead

As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

19: Ability Score Improvement (lvl 19)

When you reach the 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

20: Divine Intervention (automatic success)

Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.

Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.

If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.

At 20th level, your call for intervention succeeds automatically, no roll required.

Archetypes

Air Domain***

Free-willed and adventurous, these Clerics worship the deities of the Air, always letting the ever flowing winds guide them in their lives. Deities that Air Domain Clerics worship include Zeus, Greek god of the sky, The Daghdha, Celtic god of weather and crops, and Njord, Nordic god of the wind.

Air Domain Spells

Cleric Level - Spell

Level 1 - Feather Fall

Level 1 - Floating Disk

Level 3 - Gust of Wind

Level 3 - Levitate

Level 5 - Wind Wall

Level 5 - Fly

Level 7 - Gaseous Form

Level 11 - Wind Walk

Level 17 - Storm of Vengeance

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1: Feather Blessing

At the 1st level, the gods of the sky have blessed you with the power of flight. If you do not have a permanent flying speed, a pair of feathered, bird-like wings sprout from your back, permanently granting you a flying speed of 30 feet. If you already had a permanent fly speed then it increases by 10 feet.

Rules for Flight

1: Bonus Proficiencies (Air)

When you choose this domain at 1st level, you gain proficiency with Finesse Weapons.

2: Channel Divinity: Godspeed

At the 2nd level, your Channel Divinity feature allows you to call upon the winds to embody you. For one hour, your flying and walking speeds increase by 10 feet and you gain +1 bonus to your AC.

6: Air Guidance

As an Air Domain cleric, your deity has blessed you with the power to redirect projectiles. At the 6th level, when a creature not within 5 feet of you that you can see hits you with a no-magical ranged attack, you can use your reaction to make a magical attack against the projectile. A 10 or better is a partial hit and you slow the projectile enough to take half damage. A 15 results in the object being stopped and no-one taking damage. A 20 or better is a solid hit and sends it back against the attacker for them to take half damage and any effects. A 30 is a critical hit and sends the projectile back for them to take full (not critical) damage and any effects.

Starting at level 15, you can attempt to deflect any single target ranged attack.

8: Divine Strike (Air)

At the 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns, when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 force damage to the target. When you reach 14th level, the extra damage increases to 2d8.

17: At One with the Sky

At the 17th level, you have become one with the sky around you. The winds themselves aid in your flight granting you an extra 30 feet to your fly speed. Further, their support nullifies "Unstable Footing" allowing you to confidently attack from their air. Their aid makes your flight "magical" giving you immunity to the negatives of "Delicate Flight".

Flight

Life Domain*

The Life domain focuses on the vibrant positive energy - one of the fundamental forces of the universe - that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities, sun gods, gods of healing or endurance, and gods of home and community.

Life Domain Spells

Cleric Level - Spell

Spell: 1st - Bless

Spell: 1st - Cure Wounds

Spell: 3rd - Lesser Restoration

Spell: 3rd - Spiritual Weapon

Spell: 5th - Beacon of Hope

Spell: 5th - Revivify

Spell: 7th - Death Ward

Spell: 7th - Guardian of Faith

Spell: 9th - Mass Cure Wounds

Spell: 9th - Raise Dead

Copy Left Notice: This archetype is from the System Reference Document under the Open Gaming License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

1: Bonus Proficiency (Life)

When you choose this domain at 1st level, you gain proficiency with heavy armor.

1: Disciple of Life

Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.

2: Channel Divinity: Preserve Life

Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.

As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hitpoints among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or construct.

6: Blessed Healer

Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level.

8: Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to that target. When you reach 14th level, the extra damage increases to 2d8.

17: Supreme Healing

Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.

Druid*

Druid Archetype Table of Contents

Circle of Animals***

Circle of Birds and Beasts***

Circle of Life***

Circle of the Land*

Circle of Transformation***

Copy Left Notice: This class is from the System Reference Document under the Open Gaming License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

Many of the archetypes are from different sources are are individually marked.

Class Features

As a Druid you gain the following class features.

Hit Points

Hit Dice: 1d8 per druid level

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per druid level after 1st

Proficiencies

Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)

Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears

Tools: Herbalism Kit

Saving Throws: Intelligence, Wisdom

Skills: Choose two from Animal Handling, Arcana, Insight, Medicine, Nature, Perception, Religion, and Survival.

Equipment

You get either a Wooden Shield or a Simple Melee Weapon.

You get either A) a Scimitar or B) a Simple Melee Weapon.

You get Leather Armor, and an Explorer's pack.

You get a druidic focus.

The Druid

Level Proficiency Bonus Features Cantrips 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, Ability Score Improvement 3 4 3 - - - - - - -
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, Ability Score Improvement 3 4 3 3 2 - - - - -
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

1: Druidic

You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.

1: Spellcasting

Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will.

Druid Spells

Cantrips

At 1st level, you know two cantrips of your choice from the Druid Spell List. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of The Druid Table.

Preparing and Casting Spells

The Druid Table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting

You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use a Druidic Focus (see "Equipment") as a spellcasting focus for your druid spells.

2: Druid Circle

At 2nd level, you choose to identify with a circle of druids, such as the Circle of the Land. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th levels.

2: Wild Shape

Common Transformations

98 Wildshape/Polymorph

Main Description

Starting at 2nd Level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.

Your druid level determines the beasts you can transform into as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.

Beast Shapes
Level Max. CR Limitations Example
2nd 1/4 No flying or swimming speed Wolf
4th 1/2 No flying speed Crocodile
8th 1 Giant eagle

You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall Unconscious, drop to 9 hit points, or die.

While you are transformed the following rules apply:

  • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
  • When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and only have 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked Unconscious.
  • You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities f your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast.
  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as Darkvision, unless your new form also has that sense.
  • You choose whether your equipment falls to the ground in your space, merges into your new form or is worn by it. Worn equipment functions as normal, but the GM decides if it is practical for the new form to ear a piece of equipment based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

4: Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

8: Ability Score Improvement (lvl 8)

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

12: Ability Score Improvement (lvl 12)

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

16: Ability Score Improvement (lvl 16)

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

18: Beast Spells

Beginning at the 18th level, you can cast many of your druid spells in any shapes you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components.

18: Timeless Body

Starting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.

19: Ability Score Improvement (lvl 19)

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

20: Archdruid

At 20th level, you can use your Wild Shape an unlimited number of times.

Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cast and aren't consumed by a spell. You gain this benefit in both in both your normal shape and your beast shape from Wild Shape.

Archetypes

Circle of Animals***

Druids of the Circle of the Beast create deep and meaningful connection to the beasts of the wilds, and seek to protect them whenever possible. Druids of the circle may decide to live permanently in the wilds among the animals, in order to protect and learn about them. Choosing this circle allows druids to obtain an animal companion to follow them on their adventures. The animal companions of druids are often trusted to hunt and gather for themselves, and are still considered wild and untrained toward anyone other than their druidic partner.

Copy Left Notice: This archetype is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

2: Beast Companion

When you choose this circle at the 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower. Add your proficiency bonus to the beast's AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your druid level, whichever is higher. It gains a number of hit dice equal to your druid level appropriate to its size. (d4 if Tiny, d6 if Small, and d8 if Medium). You can choose to spend these hit die on your companion to heal it during short rests the same way you'd use yours to heal yourself. It regains spent Hit Die after a long rest.

The beast obeys your commands as best as it can. It takes its turn on your initiative, though it doesn't take an action unless you command it to. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. If you are Incapacitated, your companion will do its best to defend you and itself, but otherwise takes no actions.

If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn't hostile to you, either the same type of beast as before or a different one.

2: Animal Bonding

Also at the 2nd level, you may cast beast bond on your Beast Companion as a ritual. At the 3rd level, you may also cast Beast Sight on it as a ritual. To cast them as rituals on your companion, you do not need to have these spells prepared. Additionally, at the 5th level, you may expend a spell slot to cast Revivify, but only if it is on your Beast Companion. You have this spell prepared, but it has no effect if it is not cast on a beast companion.

6: Beast Training

Starting at 6th level, on any of your turns when your beast companion doesn't attack, you can use a bonus action to command the beast to take the Dash, Disengage, Dodge, or Help action on its turn. When your beast companion takes the Attack action, it can make two attacks, instead of one.

10: Primal Companion

At 10th level, your Beast Companion's attacks deal an extra amount of damage equal to your Wisdom modifier, and are considered magical for the purposes of overcoming resistance and immunity.

14: To Fight as One

At 14th level, you and your companion have a honed bond. When you cast a spell or attack a creature, your beast can use its reaction to attack a target of the spell or attack if it is within range.

Additionally, as long as you and your Companion can see each other, you both gain advantage on saving throws against being Frightened or Charmed.

Circle of Birds and Beasts***

Seek out the Brown wizard in the great wood, tell him of our need, whispered the elf king.

But sire, how will I find him? Illuvian tentatively responded.

The king waved his hand dismissively. He will find you; all the woodland creatures are his eyes and ears.

Druids in the Circle of Birds and Beasts possess a deep understanding of natural creatures. They can use their powers to expand their knowledge of the world and to send messages. The creatures of the woods, the forests, the jungles, the coasts, and the deserts are their friends, allies, and spies. The Circle itself acts as a vast network of linked human and animal minds, but its thoughts are unknown to civilization and its members often secretive and obscure.

Copy Left Notice: This archetype is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

2: Tiny Messenger

From 3rd level on-wards, you can call upon a tiny bird, insect, or animal to convey a message. This effect is similar to the Animal Messenger spell with the following differences:

The duration of the effect, and therefore the distance which the messenger can travel, increases by a day per druid level.

No spell slot is expended, but your druid will need a long rest before this can be attempted again.

2: Druid Companion

At 3rd level, you gain the ability to call an animal companion. You conduct a ritual which takes 1 hour, at the end of which time a beast creeps cautiously into your presence. The beast must exist in your current environment, and will stay with you for a number of days equal to your druid level. The beast will have knowledge of local landmarks and flora and fauna, which it is able to communicate telepathically to you. However, its descriptions will reflect its animal intelligence. At the end of the duration, the animal leaves and you cannot call a replacement until you have completed a long rest. Your companion must be a Medium or smaller beast of CR 1/4 or lower.

6: Agents of the Wild

At 6th level, you are able to use nearby beasts as spies. You can telepathically speak with all beasts within a radius of 1 mile per druid level. The creatures report the presence of anything unusual, such as humanoids or monsters that are not beasts. They will give an impression of direction, size and numbers, although they will not distinguish between friend and foe, or give more than a general description. (Typical descriptive examples would be a large group of angry men, elves traveling swiftly, or a black dragon).

10: Mind of Bird and Beast

At 10th level, you can assume full control of the mind of a beast. You enter a trance, during which your skin grows cold and you appear to be sleeping. While in this state, you cannot take actions, but you may instantly dominate the mind of a beast with an intelligence score of 3 or less within a radius of 5 miles per druid level. You assume control of the creature and are able to use all of its senses and special traits. This domination effect lasts for a number of minutes equal to your druid level or until the creature dies, after which you exit from your trance. Once you use this feature, you can't use it again until you finish a short or long rest.

14: Call the Beasts

Starting at 14th level, you can use your action to call beasts to aid you. The beasts magically arrive within 1d4 rounds and act as allies to your party, attacking the nearest enemies without need for direction from you. You can summon four creatures with a challenge rating of 1, three creatures with a challenge rating of 2, or a single creature with a challenge rating of 6 or lower. You and your allies may use these creatures as mounts as long as they are at least one size category smaller than their mount. A beast summoned using this feature can carry up to two creatures at least one size category smaller than it. The summoned beasts depart when you are no longer in immediate danger. You cannot use this power again until you complete a long rest.

Circle of Life***

Peace, my child. Though his wounds are great, his spirit still lingers, said the totem-draped shaman. The glade filled with a sudden burst of sunlight and the great chieftain's ragged breathing smoothed and calmed.

Some say life is the first Circle, the birthright of all druids, but few still practice all its tenets. Druids in this circle draw on positive energy to achieve their goals, granting them remarkable healing powers and the ability to restore the land. These druids, though few in number, are the ones most likely to be seen in villages and on the edge of settlements, rather than tucked away in the deep forest.

Copy Left Notice: This archetype is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

2: Circle of Life - Spells

At 3rd level and above, your connection to positive energy grants access to certain spells. You automatically know and prepare these spells as they become available at the appropriate levels. The spells do not count against any limit of spells known or prepared per day and you gain access to them even if they would not normally appear on the druid spell list.

Life:

3rd Lesser Restoration, Healing Word

5th Beacon of Hope, Revivify

7th Death Ward, Mass Healing Word

9th Mass Cure Wounds, Raise Dead

2: Life Energy Recovery

Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your Druid level (rounded up), and none of the slots can be 6th level or higher.

6: Cleanse the Blight

Starting at 6th level, you can disrupt the strength of creatures animated by negative energy and bolster your allies against harmful conditions. A number of times per day equal to half your druid level, rounded up, you can utilize one of the following effects as a reaction:

When an undead creature within 30 feet attacks a target other than you, you may impose disadvantage on the attack roll.

You grant an ally within 30 feet advantage on saving throws against one of the following conditions: Frightened, Paralyzed, or Poisoned.

10: New Life, New Growth

At 10th level, you can cause new growth and life to appear in wastelands, ruins, deserts and other dead areas. Once per day, you can conduct a ritual which takes one hour. Plants and fungi suited to the environment push out of the ground and natural wildlife magically appear in a cone originating from you with a length equal to 10 feet per druid level. The effect normally persists for a number of days equal to half your druid level, rounded up, but there is a 1% chance per level that the effect is permanent.

14: Cradle of Life

At 14th level, you can draw positive energy from the very earth itself. You conduct a ritual which takes 1 hour to complete. Once the ritual is complete, you cannot use this feature again until you finish a long rest.

Hallow

The results are as the Hallow spell except for the following:

  • The courage and everlasting rest effects are both automatically present.
  • You can choose another effect as given in the spell description.
  • The effect's duration is a number of days equal to half your druid level, rounded up, but there is a 1% chance per level that the effect is permanent.

Circle of the Land*

The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through vast oral tradition. These druids meet within sacred circles of trees or standing stones to whisper primal secrets ind Druidic. The circle's wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisers to the rulers of those folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle's mysterious rites.

Copy Left Notice: This archetype is from the System Reference Document under the Open Gaming License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

2: Bonus Cantrip

When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.

2: Circle Spells

Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land - arctic, coast, desert, forest, grassland, mountain, or swamp - and consult the associated list of spells.

Once you gain access to a circle spell you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.

Arctic

Druid Level - Spell

Spell: 3rd - Hold Person

Spell: 3rd - Spike Growth

Spell: 5th - Sleet Storm

Spell: 5th - Slow

Spell: 7th - Freedom of Movement

Spell: 7th - Ice Storm

Spell: 9th - Commune with Nature

Spell: 9th - Cone of Cold

Coast

Druid Level - Spell

Spell: 3rd - Mirror Image

Spell: 3rd - Misty Step

Spell: 5th - Water Breathing

Spell: 5th - Water Walk

Spell: 7th - Control Water

Spell: 7th - Freedom of Movement

Spell: 9th - Conjure Elemental

Spell: 9th - Scrying

Desert

Druid Level - Spell

Spell: 3rd - Blur

Spell: 3rd - Silence

Spell: 5th - Create Food and Water

Spell: 5th - Protection from Energy

Spell: 7th - Blight

Spell: 7th - Hallucinatory Terrain

Spell: 9th - Insect Plague

Spell: 9th - Wall of Stone

Forest

Druid Level - Spell

Spell: 3rd - Barkskin

Spell: 3rd - Spider Climb

Spell: 5th - Call Lightning

Spell: 5th - Plant Growth

Spell: 7th - Conjure Woodland Beings

Spell: 7th - Freedom of Movement

Spell: 9th - Commune with Nature

Spell: 9th - Tree Stride

Grassland

Druid Level - Spell

Spell: 3rd - Invisibility

Spell: 3rd - Pass without Trace

Spell: 5th - Daylight

Spell: 5th - Haste

Spell: 7th - Freedom of Movement

Spell: 7th - Locate Creature

Spell: 9th - Dream

Spell: 9th - Insect Plague

Mountain

Druid Level - Spell

Spell: 3rd - Spider Climb

Spell: 3rd - Spike Growth

Spell: 5th - Lightning Bolt

Spell: 5th - Meld into Stone

Spell: 7th - Stone Shape

Spell: 7th - Stoneskin

Spell: 9th - Passwall

Spell: 9th - Wall of Stone

Swamp

Druid Level - Spell

Spell: 3rd - Darkness

Spell: 3rd - Acid Arrow

Spell: 5th - Water Walk

Spell: 5th - Stinking Cloud

Spell: 7th - Freedom of Movement

Spell: 7th - Locate Creature

Spell: 9th - Insect Plague

Spell: 9th - Scrying

2: Natural Recovery

Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest.

For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.

6: Land's Stride

Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. you can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement such as those created by the Entangle spell.

10: Nature's Ward

When you reach 10th level, you can't be Charmed or Frightened by elementals or fey, and you are immune to poison and disease.

14: Nature's Sanctuary

When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.

The creature is aware of this effect before it makes its attack against you.

Circle of Transformation***

This circle has specialized and perfected their wild shapes. They have mastered these transformations in ways that others cannot even begin to dream of.

2: Larger Transformation

Those in the circle of transformation can transform into large and more powerful beasts according to the following table:

Level Max CR
2nd 1/2
4th 1
8th 2
12th 3

6: Larger Transformation (CR 1)

Those in the circle of transformation can transform into large and more powerful beasts according to the following table:

Level Max CR
6th 1

6: Partial Transformation

Through intense training you have become able to transform part of your body independently of the rest. Of the six zones of your body (head, two arms, two legs, and torso) you may transform up to 1 + Wisdom Modifier zones. This counts as a wild shape transformation. You may only transform zones into animals that you are allowed to transform into for wild shape.

Wild Shape

Benefits of transformation:

Creature CR Head Arm Leg Torso
Ape 1/2 WIS: 12 Climb Speed of 30ft. (requires both arms) Walking speed of 30 ft. (requires both legs) 5 temporary hit points
Black Bear 1/2 Bite; Melee Weapon Attack: reach 5 ft., one target. Hit: 1d6 + STR piercing damage. Claws; Melee Weapon Attack: reach 5 ft. Hit: 2d4 + STR. Walking speed of 40 ft. (requires both legs and both arms and torso) 5 temporary hit points
Crocodile 1/2 Hold Breath: You can hold your breath for 15 minutes. swim speed of 30 ft. (requires torso and head)
Giant Goat 1/2 Ram; reach 5 ft. 2d4 + STR bludgeoning damage Nimble: GRANTDISATK (requires both legs and both arms) Sure-Footed: You have advantage on Strength and Dexterity saving throws made against effects that would knock it Prone. (requires both legs)
Warhorse 1/2 Walking speed 60 ft. (requires both legs and both arms and torso)
Brown Bear 1 Keen Smell: You have advantage on Wisdom (Perception) checks that rely on smell. Claws; Melee Weapon Attack: reach 5 ft. Hit: 2d6 + STR. Walking speed of 40 ft. (requires both legs and both arms and torso) 10 temporary hit points
Dire Wolf 1 Pack tactics: You have advantage on attack rolls against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't Incapacitated. Walking speed of 50 ft. (requires both legs and both arms and torso) Walking speed of 35 ft. (requires both legs) 8 temporary hit points.
Giant Eagle 1 Keen Sight: The eagle has advantage on Wisdom (Perception) checks that rely on sight. Fly speed 80 ft. Requires both arms. Claws; Melee Weapon Attack: reach 5ft., 2d6 + STR
Giant Octopus 1 Water Breathing: You may breath underwater Tentacles: Melee Weapon Attack: reach 15ft., one target. 2d6 + STR. If target is a creature then it is Grappled (escape DC 16). Swim speed 60. (requires both arms, both legs, and torso). Inc Cloud: a 20 foot radius cloud of ink extends all around the octopus if it is underwater. The area is Heavily Obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink the octopus can use the Dash action as a bonus action. (recharges after a short or long rest)
Giant Toad 1 Amphibious: You may breath both air and water. Standing Leap: Your long jump is up to 20 feet and your high jump is up to 10 feet. (requires both legs) Wet skin; RESIST: Fire
Tiger 1 Darkvision 60 ft. Walking speed of 40 ft. (requires both legs and both arms and torso) 8 temporary hit points
Cave Bear 2 Keen Smell: You have advantage on Wisdom (Perception) checks that rely on smell. Claws; Melee Weapon Attack: reach 5 ft. Hit: 2d6 + STR. Walking speed of 40 ft. (requires both legs and both arms and torso) Sets your temporary hit points to 10 at each initiative roll.
Giant Constrictor Snake 2 Blindsight 10 ft. Constrict: Melee Weapon attack: reach 5 ft., one creature (2d8 + STR) bludgeoning damage, and the target is Grappled (escape DC 13 + STR). Until the grapple ends, the creature is Restrained, and the snake can't constrict another target.
Rhinoceros 2 Leathery skin: RESIST: slashing; RESIST: bludgeoning; VULN: piercing

10: Larger Transformation (CR 2)

Those in the circle of transformation can transform into large and more powerful beasts according to the following table:

Level Max CR
10th 2

10: Extra Limbs

Starting at level 10 while in a Partial Transformation you may grow additional limbs. This process takes 30 minutes times the CR of the creature you are growing the limb of. During growth period you must use your full concentration on the task (ie you are sitting down doing nothing except focusing your your budding new limb). If your concentration is lost before the limb is complete then it will slowly be reabsorbed by your body at the same rate you were growing it. Regaining your concentration continues your progress.

Clarifications: Once a limb is completed then it is stable and does not require concentration. A druid of the Circle of Transformation can maintain its transformed state even while sleeping naturally, it is only lost if forced to sleep, knocked Unconscious, reduced to 0 hp, or dies.

14: Larger Transformation (CR 3)

Those in the circle of transformation can transform into large and more powerful beasts according to the following table:

Level Max CR
14th 3

14: Monstrous Transformation

Starting at level 14 druids of the Circle of Transformation can study and then transform one part of their body into a part learned from a monstrosity. Each transformation must be unlocked in advance. Unlocking a transformation requires a number of DC checks on different, living, unbound, awake specimens of the same species in order to hear their heartbeat and see how they naturally move and fight. This study takes full concentration and the DC check may only be performed at the end of a 10 minute study where this druid has had a clear sight of no more than 30 feet for that duration and has not been affected by blindness, deafness, magical darkness, or any other form of hindrance.

Although you may unlock multiple monstrous transformations, you may only ever use one at a time. These transformations count for as many of your partial transformation zones as they cover and may be grouped with other transformations from partial transformation if your wisdom modifier is high enough.

CR Name DC Check Number of Specimens Learn-able body part Traits
1/4 Blink Dog 12 1 Torso Teleport: Once per short rest you may teleport along with any equipment you are wearing up to 40 feet to an unoccupied space you can see. You may attack before or after teleportation.
1/4 Dretch 12 1 Torso Fetid Cloud: Once per day you may release green gas in a 10 foot radius. This gas may spread around corners and the area is lightly obscured. It lasts for 1 minute or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a DC 11 Constitution saving throw or be Poisoned until the start of its next turn. While Poisoned in this way, the target can take either an action or bonus action on its turn, not both, and can't take reactions. You are immune to this poison.
1/2 Rust Monster 13 2 Torso Rust Metal: Any non-magical metal that hits your torso is corroded. A weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the rust monster is destroyed after dealing damage. Any metal armor takes permanent and cumulative -1 AC. When armor is reduced to 10 or a shield is reduced to 0 it is destroyed.
2 Gelatinous Cube 15 2 Torso Acidic Transparent Body: When in plain sight it takes a DC 15 Wisdom (Perception) check to spot your body. You restrain creatures you engulf and they must perform a DC 12 Strength check to escape to a neighboring space.
2 Azer 15 2 arm Illuminated Weapon: You may use an action to shroud your weapon in fire. This weapon now does 1d6 fire damage in addition to its regular damage. The flames around the weapon cast bright light for 10 feet and dim light for an additional 10 feet. (You are not affected by the fire from this weapon.)
2 Gibbering Mouther 15 2 Legs Aberrant Grounds: The ground in a 10 foot radius around you is dough-like difficult terrain. Each creature that starts its turn in that area must succeed on a DC 10 Strength saving throw or have its speed reduced to 0 until the start of its next turn.
3 Doppelganger 16 2 Head Read Thoughts: You may magically read the surface thoughts of one creature within 60 feet. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, you can continue reading its thoughts as long as your concentration isn't broken (as if concentrating on a spell). While reading the target's mind, you have advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.
3 Manticore 16 2 Torso Tail Spike: Ranged Weapon Attack: range 100/200 ft., one target (1d8 + STR) piercing damage.
3 Owlbear 16 2 Head Keen Sight and Smell: You have advantage on Wisdom (Perception) checks that rely on sight or smell. Darkvision 60 ft.
3 Phase Spider 16 2 Torso Ethereal Jaunt: As a bonus action, you may magically shift from the Material Plane to the Ethereal Plane or vice versa.
5 Roper 18 3 Both arms Both your arms are long tendrils with a reach of 50 ft. You may perform a Melee Weapon Attack with proficiency, if you hit they are Grappled. (escape DC 15) Until the grapple ends, the target is Restrained and has disadvantage on Strength checks and Strength saving throws, and the roper can't use the same tendril on another target. You may also use an action to reel a Grappled target in by 25 feet (straight toward you). These long arms are excellent for climbing allowing you to climb 10 ft. even across ceilings without any checks.
5 Xorn 18 3 head Treasure Sense: you may pinpoint, by scent, the location of precious metals and stones such as coins and gems within 60 feet of it.
5 Unicorn 18 3 Grow a horn Heal Self: You regain (2d8 + 2) each round.
6 Young Brass Dragon 19 3 head Sleep Breath: Once per short rest you may exhale sleeping gas in a 30 foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw or fall Unconscious for 5 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.
6 Young White Dragon 19 3 both legs Ice Walk, you may walk across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost extra movement.
7 Young Black Dragon 20 3 Head Acid Breath: Once per short rest you may exhale acid in a 30 foot line that is 5 feet wide. Each creature in the line must make a DC 14 Dexterity saving throw, taking 11d8 acid damage on a failed save or half as much damage on a successful one.
7 Young Copper Dragon 20 3 Head Slowing Breath: Once per short rest you may exhale gas in a 30 foot cone. Each creature in the area must succeed on a DC 14 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn.
8 Young Bronze Dragon 21 3 Head Repulsion Breath: Once per short rest you may exhale a 30 foot cone of repulsion energy. Each creature in that area must succeed on a DC 15 Strength saving throw. On a failed save, the creature is pushed 40 feet away from the dragon.
8 Young Green Dragon 21 3 Head Poison Breath: Once per short rest you may exhale a 30 foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 12d6 poison damage on a failed save, or half as much damage on a successful one.
8 Cloaker 21 3 Torso Phantasms: Once per short rest you may magically create three illusory duplicates of yourself if you are not in bright light. The duplicates move with you and mimic your actions, shifting position so as to make it impossible to track which cloaker is the real one. If the cloaker is ever in an area of bright light, the duplicates disappear. Whenever any creature targets you with an attack or harmful spell while a duplicate remains, that creature rolls randomly to determine whether it targets you or one of your duplicates. A creature is unaffected by the magical effect if it can't see or if it relies on senses other than sight. A duplicate has your AC and uses your saving throws. If an attack hits a duplicate, or if a duplicate fails a saving throw against an effect that deals damage, the duplicate disappears.
9 Young Blue Dragon 22 3 Head Lightning Breath: Once per short rest you may exhale a 600 foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 10d10 lightning damage on a failed save, or half as much damage on a successful one.
9 Young Silver Dragon 22 3 Head Paralyzing Breath: Once per short rest you may exhale a 30 foot cone. Each creature in that area must succeed on a DC 17 Constitution saving throw or be Paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
10 Young Gold Dragon 23 3 Head Weakening Breath: Once per short rest you may exhale a 30 foot cone. Each creature in that area must succeed on a DC 17 Strength saving throw or have disadvantage on strength based attack rolls, strength checks, and strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
10 Young Red Dragon 23 3 Head Fire Breath: Once per short rest you may exhale a 30 foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 16d6 fire damage on a failed save, or half as much damage on a successful one.
13 Adult Brass Dragon 25 4 Head Sleep Breath: Once per short rest you may exhale a 60 foot cone. Each creature in that area must make a DC 18 Constitution or fall Unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.
13 Adult White Dragon 25 4 Head Cold Breath: Once per short rest you may exhale a 60 foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 12d8 cold damage on a failed save, or half as much damage on a successful one.
14 Adult Black Dragon 26 4 Head Acid Breath: Once per short rest you may exhale a 60 foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 12d8 acid damage on a failed save, or half as much damage on a successful one.
14 Adult Copper Dragon 26 4 Head Slowing Breath: Once per short rest you may exhale a 60 foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.
15 Adult Bronze Dragon 27 4 Head Repulsion Breath: Once per short rest you may exhale a 30 foot cone. Each creature in that area must succeed on a DC 19 Strength saving throw. On a failed save, that creature is pushed 60 feet away from you.
15 Adult Green Dragon 27 4 Torso Fly Speed of 80 ft. Your temporary hit points are set to 25 each time you roll initiative.
16 Adult Blue Dragon 28 4 Head Lightning Breath: Once per short rest you may exhale 90 foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 12d10 lightning damage on a failed save, or half as much damage on a successful one.
16 Adult Silver Dragon 28 4 Head Paralyzing Breath: Once per short rest you may exhale a 60 foot cone. Each creature in that area must succeed on a DC 20 Constitution saving throw or be Paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
16 Planatar 28 4 Torso At the beginning of each combat your temporary hit points are set to 30. You gain a flying speed of 120 ft.
17 Adult Gold Dragon 29 4 Head Weakening Breath: Once per short rest you may exhale gas in a 60 foot cone. Each creature in that area must succeed on a DC 21 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
17 Adult Red Dragon 29 4 Head Fire Breath: Once per short rest you may exhale a 60 foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 18d6 fire damage on a failed save or half as much damage on a successful one.
19 Balor 31 5 Torso Fire Aura: At the start of each of the balor's turns each creature within 5 feet of it takes 3d6 fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the balor or hits it with a melee attack while within 5 feet of it takes 3d6 fire damage. Teleport: Twice per short rest you may magically teleport, along with any equipment you are wearing or carrying, up to 120 feet to an unoccupied space you can see.
20 Ancient Brass Dragon 32 5 Head Fire Breath: Once per short rest you may exhale fire in a 90 foot line that is 10 feet wide. Each creature that is in that line must make a DC 21 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save or half as much damage on a successful one.
20 Ancient White Dragon 32 5 Head Cold Breath: Once per short rest you may exhale cold in a 90 foot cone. Each creature that is in that cone must make a DC 22 Constitution saving throw, taking 56 (16d8) cold damage on a failed save or half as much damage on a successful one.
21 Ancient Black Dragon 33 5 Head Acid Breath: Once per short rest you may exhale a 60 foot cone. Each creature in that area must make a DC 22 Dexterity saving throw, taking 15d8 acid damage on a failed save, or half as much damage on a successful one.
21 Ancient Copper Dragon 33 5 Head Acid Breath: Once per short rest you may exhale a 90 foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 14d8 acid damage on a failed save, or half as much damage on a successful one.
21 Lich 33 5 Head Truesight 120ft.
21 Solar 33 5 Hand Healing Touch: Once per day you may touch a creature that magically regains (8d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness.
22 Ancient Bronze Dragon 34 5 Head Lightning Breath: Once per short rest you may exhale lightning in a 120 foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw taking 16d10 lightning damage on a failed save, or half as much damage on a successful one.
22 Ancient Green Dragon 34 5 Head Poison Breath: Once per short rest you may exhale a 90 foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 22d6 poison damage on a failed save or half as much damage on a successful one.
23 Ancient Blue Dragon 35 5 Head Lightning Breath: Once per short rest you may exhale a 120 foot line 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 16d10 lightning damage on a failed save, or half as much damage on a successful one.
23 Ancient Silver Dragon 35 5 Head Cold Breath: Once per short rest you may exhale an icy blast in a 90 foot cone, each creature in that area must make a DC 24 Constitution saving throw taking 15d8 cold damage on a failed save, or half as much damage on a successful one.
24 Ancient Gold Dragon 36 5 Head Fire Breath: Once per short rest you may exhale a fiery blast in a 90 foot cone. each creature in that area must make a DC 24 Dexterity saving throw, taking 13d10 fire damage on a failed save, or half as much damage on a successful one.
24 Ancient Red Dragon 36 5 Head Fire Breath: Once per short rest you may exhale a fiery blast in a 90 foot cone. each creature in that area must make a DC 24 Dexterity saving throw, taking 26d6 fire damage on a failed save, or half as much damage on a successful one.
Sacred Plants and Wood

A druid holds certain plants to be sacred, particularly alder, ash, birch, elder, hazel, holly, juniper, mistletoe, oak, willow, and yew. Druids often use such plants as part of a spellcasting focus, incorporating lengths of oak or yew or sprigs of mistletoe.

Similarly, a druid uses such woods to make other objects, such as weapons and shields. yew is associated with death and rebirth, so weapon handles for scimitars or sickles might be fashioned from it. Ash is associated with life and oak with strength. These woods make excellent hafts or whole weapons, such as clubs or quarterstaffs, as well as shields. Alder is associated with air and might be used for thrown weapons, such as darts or javelins.

Druids from regions that lack the plants described here have chosen other plants to take on similar uses. For instance, a druid of the desert region might value the yucca tree and cactus plants.

Druids and the Gods

Some druids venerate the forces of nature themselves, but most druids are devoted to one of the many nature deities worshiped in the multiverse. The worship of these deities is often considered a more ancient tradition than the faiths of clerics and urbanized peoples.

Fighter*

Fighter Archetype Table of Contents

Champion*

Dragon Slayer***

Paragon***

The Hitman***

Weapon Master***

Copy Left Notice: This class is from the System Reference Document under the Open Gaming License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

Many of the archetypes are from different sources are are individually marked.

Class Features

As a Fighter you gain the following class features.

Hit Points

Hit Dice: 1d10 per fighter level

Hit Points at 1st Level: 10 + your Constitution modifier

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st

Proficiencies

Armor: All armor, shields

Weapons: Simple weapons, martial weapons

Tools: None

Saving Throws: Strength, Constitution

Skills: Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival.

Equipment

You get either A) Chain Mail Armor or B)Leather Armor, a Longbow, 20 Arrows and a Quiver.

You get your choice of either A) a and a or B) two .Martial Melee Weapon Shield Martial Melee Weapons

You get either A) a, and a or B) two .Light Crossbow Crossbow Bolts (20) Quiver Handaxes

You get either an or a .Explorer's Pack Dungeoneer's Pack

The Fighter

Level Proficiency 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)

1: Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can re-roll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

1: Second Wind

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.

2: Action Surge

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

3: Martial Archetype

Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach.

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques, such as Champion. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

4: Ability Score Improvement

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th levels, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score by 20 using this feature.

5: Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

6: Ability Score Improvement (lvl 6)

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th levels, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score by 20 using this feature.

8: Ability Score Improvement (lvl 8)

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th levels, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score by 20 using this feature.

9: Indomitable

Beginning at 9th level, you can re-roll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

11: Extra Attack (3 total)

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

12: Ability Score Improvement (lvl 12)

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th levels, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score by 20 using this feature.

13: Indomitable (2 uses)

Beginning at 9th level, you can re-roll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

14: Ability Score Improvement (lvl 14)

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th levels, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score by 20 using this feature.

16: Ability Score Improvement (lvl 16)

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th levels, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score by 20 using this feature.

17: Indomitable (3 uses)

Beginning at 9th level, you can re-roll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

19: Ability Score Improvement (lvl 19)

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th levels, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score by 20 using this feature.

20: Extra Attack (4 total)

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Archetypes

Champion*

The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.

Copy Left Notice: This archetype is from the System Reference Document under the Open Gaming License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

3: Improved Critical

Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.

7: Remarkable Athlete

Starting at 7th level, you can add half your proficiency bonus (rounded up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus.

In addition, when you make a running long jump, the distance you cover increases by a number of feet equal to your Strength modifier.

10: Additional Fighting Style

At 10th level, you can choose a second option from the Fighting Style class feature.

Fighting Style

15: Superior Critical

Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20.

18: Survivor

At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.

Dragon Slayer***

The crackling of lightning through the sky gives you a brief glimpse of wings flapping as the dragon turns for another pass. You ready your spear and just as it is about to open its great maw to breath another blast of doom your pitch your spear forward down its throat.

Dragon slaying is not for the light hearted, but for those bold, and possibly stupid enough to seek the profession they will find great appreciation from those they save.

Copy Left Notice: This archetype is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

3: Dragonslayer's Spear

Item Coding

Dragonslayer's Spear

Description

At 3rd Level, whenever you touch a spear it becomes a Dragonslayer Spear. A spear will only remain a Dragonslayer Spear for 1 round after leaving your hand.

You will use a Dragonslayer's Spear to perform the following abilities at higher levels:

7: Electrified Charge

At 7th level, while wielding a Dragonslayer's Spear, you can take a Dash action and strike everything in a straight line. Any creature in a straight line from you up to your movement speed must make a Dexterity saving throw, DC 8 + your dexterity modifier + proficiency, taking 1d4 slashing and 2d4 lightning damage on a fail and half as much on a success. If they fail they cannot take reactions until their next turn. This ability may be used a number of times equal to your Dexterity modifier per short or long rest.

10: Dragonslayer's Lightning

At 10th level, you understand more about your lightning abilities. You can cast Shocking Grasp at will. Also, you can cast the spell Lightning Spear a number of times per long rest equal to your Intelligence modifier. The energy residing in you to do this makes Shocking Grasp deal 2d8. This energy builds over time allowing Shocking Grasp to increase in damage to 3d8 at level 11 and 4d8 at level 17.

15: Electrified

Starting at 15th level the spear's lightning regularly courses through your body. Your body is used to this and is unaffected but when an enemy hits you with a metallic melee weapon you may choose to use your reaction to send electricity up their weapon to them. This has an effect equivalent to Shocking Grasp.

18: Dragonslayer's Lightning

At 18th level you can imitate lightning itself. Once per long rest you may use a bonus action to leap a distance equal to your movement speed. The vertical height of this jump is equal to half your maximum movement speed.

When you hit a wave of electricity pulses out hitting creatures within 10 feet of you. They make a dexterity saving throw, DC 8 + dexterity + proficiency, taking 4d10 lightning damage and cannot take reactions until their next turn on a failed save. If they pass then they take half the damage and can still take reactions.

Paragon***

A fighter who epitomizes training and seeks perfection over their martial prowess. These warriors focus on the art of combat, and train their reflexes to deadly speeds. In combat, the paragon becomes an engine of destruction and resilience, able to find the perfect position and the precise moment to strike.

Copy Left Notice: This archetype is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

3: Combat Stances

At 3rd level, you learn two stances as detailed below. You can enter or switch stances as a bonus action on your turn. A stance lasts for one minute, or until you are Incapacitated. You learn an additional stance every 2 levels:

Level Stances Known
3 2
5 3
7 4
9 5
11 6
13 7
15 8
17 9
19 10
Stances

Agile Harrier . While in this stance, creatures have disadvantage on opportunity attacks made against you.

Artful Dodger . While in this stance, when you take the Dodge action, you can use your reaction to force a creature to re-roll one attack roll made against you, and take the lower result.

Bodyguard. As your reaction you may push an adjacent ally one tile when an attack is aimed against them. The attack you protect them from automatically hits you. No one may take a reaction against the player you push for the movement of the push.

If they are unwilling then this is treated as a shove action.

Deceptive Posture . While in this stance, creatures have advantage on melee attack rolls made against you. When a creature makes a melee attack roll against you, you may use your reaction to make a melee attack against it before it gets to attack you. If you hit, their attack is instead made with disadvantage (or not at all if you kill them).

Defensive Rebuke . While in this stance you can use your bonus action to select a foe. If that foe attacks you, you may use your reaction to get an attack of opportunity.

Duelist's Parry . While in this stance, and while you wield a melee weapon in each hand, you may make an opportunity attack as a reaction against a creature who misses you with a melee attack.

Focused Listening . While in this stance, if you can hear, you suffer no disadvantage on melee weapon attack rolls due to being unable to see your target (because of blindness, invisibility, etc.). However, your speed is halved.

Focused Momentum . While in this stance, if you miss with a melee attack on your turn, you gain advantage on your next attack roll against the same target before the end of your turn.

Nimble footed . You may ignore difficult terrain from a single source (slippery floor or strong wind, but not both at the same time). You have advantage from those affected by difficult terrain while they are in difficult terrain.

Patient Study . While in this stance, you may use your bonus action to gain 1d4 to attack. If this attack hits, you gain 1d4 to damage.

Pressured Fire . While in this stance, when you take damage from an attack made by another creature, the next ranged weapon attack roll that you make before the end of your next turn is made with advantage.

Retaliative Blow . While in this stance, when you take damage from a melee attack made by another creature, the next melee weapon attack roll that you make before the end of your next turn is made with advantage. If you hit, add 1d4 to the damage.

Stable Footwork . While in this stance, you can use your reaction to negate an effect that would have pushed you, pulled you, or knocked you Prone. Damage is still dealt as normal.

Vigilant Defense . While in this stance, when you take damage you can use your reaction to reduce that damage by 1 + your constitution modifier.

Weighted Persistence . While in this stance, and while wielding a two-handed or versatile melee weapon in two hands, you gain a +2 bonus to attack and damage rolls on an attack made with it if the previous attack made with that weapon hit within the last round. This bonus is not cumulative.

Wild Strike . While in this stance, you have disadvantage on weapon attacks. When you hit you may use your reaction to add your fighter level in damage to the attack. While in this stance any 1 rolled for an attack is treated as a 2.

7: Martial Intuition

At level 7, if you spend at least 1 minute observing or interacting with another creature you can learn certain information about its capabilities compared to your own. The GM tells you if a creature is equal, superior, or inferior in regard to two of the following characteristics of your choice:

  • Strength score
  • Dexterity score
  • Constitution score
  • Armor Class
  • Current hit points
  • Total class levels (if any)
  • Fighter class levels (if any)
  • You may also learn any information regarding their personality (aggressive, passive, or defensive) and if the creature is friendly, fearful, or hostile.

10: Blended Stances

At level 10, you can enter two stances simultaneously. When switching stances, you can switch one or both.

15: Superior Reflexes

At level 15, you gain proficiency in Dexterity saves. If you already have proficiency in Dexterity saves then you have advantage on Dexterity Saves.

18: Perfect Form

At level 18, you can take two reactions per round, however you can only use one reaction per turn.

The Hitman***

You are the shadow in the corner of the room that puts 4 arrows in your mark and walks away. You are the unassuming man in the crowd whom just stabbed the constable and no one noticed. You are the killer who slaughters a mans guards in front him before issuing a threat. You are the Hitman.

Copy Left Notice: This archetype is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

3: Strike from the Shadows

When you choose this archetype at 3rd level, you learn how to stay hidden and strike first, no matter the situation. You gain advantage on Initiative rolls and on your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted. You also gain proficiency with Disguise kits.

7: Unassuming Guise

You have learned how to go unnoticed, you can blend in anywhere you go. Starting at 7th level, your knack for catching on to gestures, accents, and customs helps you blend in with your surrounding locals. You gain advantage on any Stealth check when using a disguise to blend in. You also gain advantage on any Persuasion, Deception, and Insight checks anywhere that you have spent 3 or more days learning the customs.

10: Precision Strike

You have learned how to strike where it is most deadly. Starting at 10th level, your weapon attacks score a critical hit on a roll of 19-20.

15: Glare of Death

You have learned to turn your art of death into a presence felt by others. Starting at 15th level, you can use a bonus action, on your turn, to turn your stare of death upon a creature within 60 ft. The creature must make a Wisdom saving throw vs your Intimidation roll or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You have advantage on the Intimidation roll if you just killed another creature within eyesight of the target.

18: Lethal Blow

You've learned how to deal the killing blow to any enemy. Starting at 18th level, you can make one of your attack rolls with Advantage. If the attack hits, you deal 3x the max damage of all damage die associated with the weapon attack. You can use this feature twice per long rest, and may not use more than one use during an action.

Weapon Master***

The Weapon Master has trained her whole life to perfect fighting with a single weapon. She can wield it in nearly impossible situations with brutal efficiency. Those who study under a Weapon Master take decades to learn all of their tricks.

Copy Left Notice: This archetype is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

3: Weapon of Choice

When you choose this archetype at 3rd level, choose one Melee weapon you are proficient with. Attacks with this specific type of weapon add your proficiency bonus to its damage. You cannot be disarmed or pick-pocketed of this weapon as long as you are not Incapacitated. This weapon of choice will be used for other Brutal Combatant features:

7: Shock and Awe

Starting at 7th level, once per short rest when you take an opponent to zero hit points with an attack with your Weapon of Choice, you may execute them so elaborately so as to shock those in sight. All creatures within 30 feet of you must make a Wisdom saving against a DC of 8 + Dexterity or Strength + Proficiency. On failed save a creature becomes Stunned until the end of their next turn.

10: Follow Through

At 10th level, the first time each turn you hit a creature with your Weapon of Choice, it must make a Strength saving throw against a DC equal to 8 + strength + proficiency. If the creature fails the save or check they are knocked Prone.

You may use your bonus action to attack a Prone creature with your Weapon of Choice.

15: Devastation

Starting at 15th level, your Weapon of Choice does 1d6 extra damage.

18: I Think Not

Starting at 18th level, If you roll a "1" on an attack roll with your Weapon of Choice, you may immediately re-roll your attack with advantage. You may only do this once per attack.

Also at 18th level, if you take damage from a creature, you may use your reaction to attack them with your Weapon of Choice. If this attack takes the target to zero hit points, this feature will not consume your reaction.

Megalutero***

Megalutero Archetype Table of Contents

The Fotian Gi***

The Fysi***

The Mageia Seiria***

Quick-build

You can make a Megalutero quickly by following these suggestions: First, Strength or Dexterity should be your highest ability score, depending in what type of weapon you are intended on using (Strength melee) (Dexterity range or finesse weapons). The Megalutero is a versatile class and can be either heavy wielding plate user to a quick dashing rogue casting spells from under his sleeve.

The Megalutero has a unique feature based on which society you join it will affect the type of spellcasting you are capable of and your saving throw:

  • Intelligence (The Skia Dikastirio, The Mageia Seiria)
  • Wisdom (The Fysi),
  • Charisma (The Fotian Gi, The Skotadi)
Credits

A huge thank you to Yasuragi for the core of this class. You provided most all of the details and we only had to tweak a few balance things.

Class Features

As a Megalutero you gain the following class features.

Hit Points

Hit Dice: 1d10 per megalutero level

Hit Points at 1st Level: 10 + your Constitution modifier

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per megalutero level after 1st

Proficiencies

Armor: All armor, shields

Weapons: Simple weapons, martial weapons

Tools:

Saving Throws: Constitution

Skills: Choose two from Acrobatics, Arcana, Athletics, History, Insight, Investigation, and Perception.

Equipment

You get either A) a Martial Weapon and a Shield or B) a Martial Weapon and a Simple Weapon or C) Longbow, 20 Arrows, and a Quiver.

You get either A) or B) or C) .Leather Armor Scale Mail Chain Mail

You get either A) an or B) a or C) a .Arcane Focus Druidic Focus Component Pouch

You get an .Explorer's Pack

The Megalutero

Spell Slots per Spell Level
Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th
1st +2 Megalutero Arcana, Ethereal Prism, Eldritch Society 2 - - - - - -
2nd +2 Fighting Style, Spellcasting 2 3 2 - - - -
3rd +2 Megalutero Might, Eldritch Society feature 3 3 3 - - - -
4th +2 Ability Score Increase 3 4 3 - - - -
5th +3 Extra Attack 3 5 4 2 - - -
6th +3 Arcane Meditation 3 5 4 2 - - -
7th +3 Eldritch Society feature, War Magic 3 6 4 3 - - -
8th +3 Ability Score Improvement 3 7 4 3 - - -
9th +4 - 3 8 4 3 2 - -
10th +4 Spell Surge 4 8 4 3 2 - -
11th +4 Improved War Magic 4 9 4 3 3 - -
12th +4 Ability Score Improvement 4 10 4 3 3 - -
13th +5 Improved Ethereal Prism 4 11 4 3 3 1 -
14th +5 Eldritch Society feature 4 11 4 3 3 1 -
15th +5 Spell Ward 4 12 4 3 3 2 -
16th +5 Ability Score Increase 5 13 4 3 3 2 -
17th +6 - 5 13 4 3 3 3 1
18th +6 Greater Spell Surge 5 14 4 3 3 3 1
19th +6 Ability Score Improvement 5 15 4 3 3 3 2
20th +6 Spell Surge and Greater Spell Surge Improvements 5 16 4 3 3 3 2

1: Ethereal Prism

At 1st level, you have the capability to detect and measure the caster level and type of magic of those around you. As a bonus action, your eyes flash with magical energy as your senses wake to the profound energies of the Weave. Until the end of your next turn, you know if each creature you can see within 60 feet of you has any type of spellcasting feature or trait, their caster level and the source of their magic (Wis, Int, Cha).

Note: This feature neither reveals hidden enemies nor lets you see through walls.

You can use this feature a number of times equal to your Megalutero spellcasting modifier. Regain all expended uses upon finishing a long rest.

In addition to all this you gain the ability to cast Detect Magic once without expending a spell slot, and you regain the ability to do so when you finish a long rest. At 2nd level you may add the spell Detect Magic to your known spells.

1: Megalutero Arcana

At 1st level, you learn to draw from the weave mystical essence and envelop your weapons and armors with pure energy. You can use this ability a number of times equal to your Megalutero spellcasting ability modifier, but can only use one Megalutero Arcana ability at a time. You regain any expended uses when you finish a long rest.

Aegis

You can use a bonus action to project your magic onto a creature you can see within 30 feet of you other than yourself. For the next minute that creature is under your aegis and receives a bonus to their armor class. This bonus increases their AC by +1. The aegis ends if you or the creature end a turn more than 120 feet away from one another, or you lose consciousness. A creature can only benefit from one aegis at a time.

This bonus to AC increases to +2 when you reach 7th level increases to +3 when you reach 14th level and +4 when you reach 20th in the Megalutero class.

Note: While projecting Aegis you cannot be affected by an allies Aegis.

Enspell

You can use a bonus action to infuse a non-magical weapon in your hand with your magic. This weapon is enspelled and counts as a spellcasting focus for you for the next minute. While enspelled the weapon is considered magical and adds a +1 bonus to attack rolls and damage rolls. The enspell ends if you lose possession of the weapon for longer than 1 minute. A weapon can only benefit from one enspell at a time.

These bonuses to hit and damage increase to +2 when you reach 7th level +3 when you reach 14th and +4 when you reach 20th in the Megalutero class.

1: Eldritch Societies

1st level you choose an Eldritch Society that trained you in the ways of the Megalutero: The Fotian Gi, The Fysia, The Mageia Seiria, The Skia Dikastirio, or The Skotadi. Your choice grants you features at 2nd, 3rd, 7th, and 14th levels. Your choice also determines your spell list.

2: Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

3: Megalutero Might

Starting at 3rd level, you learn to infuse even more energy to your preferred weapon or a companion's armor.

Choose one of the following options:

Discharge Blast

When you hit a creature with a ranged weapon under the effect of your Enspell feature you can cause the ammunition to explode with mystical energy dealing the same damage type to all creatures nearby.

When you do so, spend a spell slot and the creature and each other creature within 10 feet must make a Dexterity saving throw. A target takes 2d4 damage on a failed save, or half as much damage on a successful one.

At Higher Levels: When you cast this ability with a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.

Fortify

When you use your reaction to cast the Shield spell you gain temporary hitpoints, equal to your spellcasting modifier plus half your Megalutero level rounded down. These temporary hit points last for the duration of the shield spell.

Sovereign Aegis

When an allied creature within 30 feet that is affected by your Aegis is attacked you may use your reaction to spend a spell slot to strengthen their defenses. The creature gains a bonus to AC equivalent to the spell slot expended for the duration of Aegis.

The strain of maintaining the Sovereign Aegis is so great that you cannot move. If you move or are moved 5 feet then Sovereign Aegis is broken (but Aegis will remain).

Successive Blow

When you hit a creature with a melee weapon attack with a weapon that is under the effect of your Enspell feature, you can spend one spell slot to deal additional damage to the target.

The extra damage is 1d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 6d6. The weapon must be wielded with both hands to use this ability.

Weave Exposure

When you hit a creature with a one-handed melee weapon under the effect of your Enspell feature you may spend a spell slot to make the creature vulnerable to one type of elemental damage (acid, cold, fire, lightning, necrotic, poison, psychic, radiant, thunder) until either the start of your next turn or the creature takes elemental damage.

Maintaining weave exposure takes your full attention preventing you from taking any action, bonus action, reaction, or movement.

NOTE: Vulnerability will cancel resistance but immunity trumps vulnerability.

4: Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

5: Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

6: Arcane Meditation

At 6th level, when you take a short rest you can choose to recover half the expended uses of your Megalutero Arcana (rounded down but not less than 1). You can use this feature again when you complete a long rest.

7: War Magic

Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.

8: Ability Score Improvement (lvl 8)

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

10: Spell Surge

At 10th level, choose one 3rd level (or lower) spell from your Eldritch Society's spell list. You can cast this spell once at 4th level without expending a spell slot. You can't use this feature again until you finish a long rest.

Starting at 20th level, you can use this feature twice between rests.

11: Improved War Magic

Beginning at 11th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.

12: Ability Score Improvement (lvl 12)

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

13: Improved Ethereal Prism

At 13th level, you can see through the fabric of the world.

Your sight gives you permanent Detect Magic to 120ft, you can also cast Identify spell without consuming a spell-slot and without any material components.

If someone cast's a spell where you can see it you know the level, the spell's school, caster's class, modifier and the spell name.

15: To Be Determined

This feature is yet to be determined. Please post suggestions in https://discord.gg/7FMJKrN (the Incarnate Gaming LLC Discord Server).

16: Ability Score Improvement (lvl 16)

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

18: Greater Spell Surge

At 18th level, choose one 4th level (or lower) spell from your Eldritch Society's spell list. You can cast this spell once at 6th level without expending a spell slot. You can't use this feature again until you finish a long rest.

At 20th level, you can use this feature twice between rests.

19: Ability Score Improvement (lvl 19)

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Archetypes

The Fotian Gi***

When you choose this Eldritch Society at 1st level, you augment your martial prowess with magical abilities. This initiation will later influence your Megalutero spellcasting feature and grant you access to sorcerer's spell list.

1: Bonus Proficiency & Languages

At 1st level, you gain proficiency in the Survival skill. Additionally, you learn to speak, read, and write Primordial.

2: Spellcasting

Starting at 2nd level, you gain the ability to cast 1st level spells and higher.

Spell Slots

The Megalutero Table shows how many spell slots you have to cast your spells of 2nd level and higher.

To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Find Familiar and have a 1st-level and a 2nd-level spell slot available, you can cast Find Familiar using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level Megalutero spells of your choice from the Sorcerer spell list. You learn additional spells chosen from The Sorcerer Spell List as indicated in the spells known column of The Megalutero Table.

Cantrips

You learn two cantrips of your choice from the Sorcerer spell list. You learn an additional cantrip of your choice from the Sorcerer spell list at 3rd, 10th, and 16th levels. These cantrips count as Megalutero spells for you.

Spellcasting Ability

Charisma is your spellcasting ability for your Fotian Gi spells, since you learn your spells through raw connection to the natural elements. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw for a Megalutero spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spells Known of 1st level and higher

You know Three 1st-level spells of your choice from sorcerer spell list.

The Spells Known column of The Megalutero Table show when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots.

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your sorcerer spells.

3: Elemental Mark

Starting at 3rd level, the effects of your mystic marks are enhanced by The Fotian Gi's elemental power.

When you place your enspell on an object or aegis on a creature an intense aura of vacillating colors surround it.

Fotian Gi Enspell

When you enspell your weapon's it roars with primordial strength and you may choose one of the following damage types: acid, cold, fire, lightning. While your weapon remains enspelled it deals that damage type instead of its normal damage type.

When you hit with an attack with this weapon you can choose to remove the enspell from the weapon. When you do, the creature you hit must succeed on a Constitution saving throw against your spell save DC or it loses any resistance (but not immunity) it had to the damage type you had chosen. This effect persists until the end of your next turn.

Fotian Gi Aegis

When a creature hits an ally under your aegis you can use your reaction to remove the aegis. When you do, choose acid, cold, fire, lightning. That ally has resistance to that damage type for the next minute.

7: Elemental Alignment

At 7th level, your intimate working of elemental magic has imbued you with abilities related to one specific element. You gain one of the following features of your choice.

Air

Your base movement speed increases by 10 ft. and you have advantage on initiative rolls.

Earth

You have 1 additional hit points per Megalutero level. Each time you gain a level in this class you gain an additional 1 hit points.

Fire

You have Darkvision out to a distance of 120 feet and have proficiency with Dexterity saving throws.

Water

You can breathe air and water and have a swim speed equivalent to your walking speed. Additionally, you have advantage on saving throws against being Restrained or Grappled and ability checks made to resist or escape a grapple.

14: Elemental Attunement

At 14th level, you learn to harmonize with the element you chose when you took the Elemental Alignment feature. You can cast a spell associated with your chosen element and listed below without expending a spell slot. You cannot lose concentration on the spell by taking damage. You can use this feature again when you complete a long rest.

Air: Dance of Air

Earth: Dance of Earth

Fire: Dance Fire

Water: Dance Water

20: Elemental Master

Once you reach Megalutero 20th level you may choose a second element.

The Fysi***

Megalutero in The Fysi are drawn together by their reverence for the natural world. Members of this Eldritch Society become a Megalutero to protect sacred lands and creatures.

1: Bonus Proficiency Fysi

At 1st level, you gain proficiency in the Nature skill and your choice of poisoner's kit or herbalism kit.

2: Spellcasting

Starting at 2nd level, you gain the ability to cast 1st level spells and higher.

Spell Slots

The Megalutero Table shows how many spell slots you have to cast your spells of 2nd level and higher.

To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Find Familiar and have a 1st-level and a 2nd-level spell slot available, you can cast Find Familiar using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level Megalutero spells of your choice from the Druid spell list. You learn additional spells chosen from The Druid Spell List as indicated in the spells known column of The Megalutero Table.

Cantrips

You learn two cantrips of your choice from The Druid spell list. You learn an additional cantrip of your choice from the Druid spell list at 3rd, 10th and 16th levels. These cantrips count as Megalutero spells for you.

Spellcasting Ability

Wisdom is your spellcasting ability for your Fysi spells, since you learn your spells through raw connection to the natural elements. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw for a Megalutero spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Spells Known of 1st level and higher

You know three 1st-level spells of your choice from the Druid spell list.

The Spells Known column of The Megalutero Table show when you learn more Druid spells of your choice. Each of these spells must be of a level for which you have spell slots.

Spellcasting Focus

You can use an druidic focus as a spellcasting focus for your Druid spells.

3: Fysian Mark

Starting at 3rd level, the effects of your mystic marks are enhanced by The Fysi esoteric practices.

When you place your enspell on an object or aegis on a creature a verdant green aura surrounds it.

Fysi Enspell

When you deal damage with your enspelled weapon you can choose to deal poison damage instead of the normal damage type.

When you deal damage to a creature using an enspelled weapon you can choose to remove your enspell from that weapon. When you do, roots spring from the ground and tether the creature to the earth. The creature must succeed on a Strength saving throw against your spell save DC or the creature is Restrained until the end of their next turn.

Fysi Aegis

When an ally under the effect of your aegis fails a saving throw, you can use your reaction to remove your aegis from that ally. When you do the aegis transmutes to vital energy and washes over the ally. The ally may re-roll the saving throw with advantage.

7: Nature's Mark

At 7th level, you can cast the spell Polymorph (targeting only yourself) without spending a spell slot. You must finish a long rest before you can do so again.

At 20th level, you can use this feature twice before regaining its use by completing a long rest.

14: Font of Life

At 14th level, you can use a bonus action and spend a spell slot to create an aura of regeneration. When you do, you and each creature within 30 feet of you regain your Megalutero level + 1d12 hit points per level of spell slot.

You can't use this feature again until you finish a long rest.

20: Nature's Mark (lvl 20)

At 7th level, you can cast the spell Polymorph (targeting only yourself) without spending a spell slot. You must finish a long rest before you can do so again.

At 20th level, you can use this feature twice before regaining its use by completing a long rest.

The Mageia Seiria***

Careful study and experimentation has led the Mageia Seiria to specialize in learning not just their own fields of expertise, but also those of their brothers.

1: Bonus Proficiency Mageia Seiria

At 1st level, you gain proficiency in the Arcana skill and one type of artisan's tools of your choice. If you already have proficiency in Arcana, then you gain expertise.

2: Spellcasting

Starting at 2nd level, you gain the ability to cast 1st level spells and higher.

Spell Slots

The Megalutero Table shows how many spell slots you have to cast your spells of 2nd level and higher.

To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Find Familiar and have a 1st-level and a 2nd-level spell slot available, you can cast Find Familiar using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level Megalutero spells of your choice from The Wizard Spell List. You learn additional spells chosen from the Wizard spell list as indicated in the spells known column of The Megalutero Table.

Cantrips

You learn two cantrips of your choice from the Wizard spell list. You learn an additional cantrip of your choice from the Wizard spell list at 3rd, 10th and 16th levels. These cantrips count as Megalutero spells for you.

Spellcasting Ability

Intelligence is your spellcasting ability for your Mageia Seiria spells, since you learn your spells through rote study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw for a Megalutero spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency + your Intelligence modifier

Spells Known of 1st level and higher

You know three 1st-level spells of your choice from the Wizard spell list.

The Spells Known column of The Megalutero Table show when you learn more Wizard spells of your choice. Each of these spells must be of a level for which you have spell slots.

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your Megalutero spells.

3: Mageia Seiria Mark

Starting at 3rd level, the effects of your Megalutero Arcana are enhanced by The Mageia Seiria's secret lessons.

When you place your enspell on an object or aegis on a creature, a faint blueish crystalline aura surrounds it.

Mageia Seiria Enspell

When you deal damage to a creature with your enspelled weapon you can choose to remove your enspell from the weapon. When you do, the creature must succeed on a Strength saving throw against your spell save DC or be pushed up to 15 feet away and knocked Prone.

Mageia Seiria Aegis

When a creature deals damage to an ally under the effect of your aegis you can use your reaction to remove the aegis from your ally. When you do, you teleport up to 30 feet and may make a weapon attack against the creature.

7: Mageia Seiria Savant

At 7th level, through diplomacy, espionage, or occult experimentation you have learned spells belonging to other school's of magic. Choose two spell's from any Eldritch Society, including this one. The spells you choose must be of a level you can cast, as shown on the Megalutero table.

You may choose two additional spells at level 20.

14: Mageia Seiria Recovery

Starting at 14th level, you have learned to regain some of your magical energy by reflecting on esoteric truths and formulas. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your Megalutero level (rounded down), and none of the slots can be 6th level or higher.

20: Mageia Seiria Savant (lvl 20)

At 7th level, through diplomacy, espionage, or occult experimentation you have learned spells belonging to other school's of magic. Choose two spell's from any Eldritch Society, including this one. The spells you choose must be of a level you can cast, as shown on the Megalutero table.

You may choose two additional spells at level 20.

Monk*

Monk Archetype Table of Contents

Fire Elemental***

Ki Thief***

The Way of Iron***

Way of the Open Hand*

Copy Left Notice: This class is from the System Reference Document under the Open Gaming License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

Many of the archetypes are from different sources are are individually marked.

Class Features

As a Monk you gain the following class features.

Hit Points

Hit Dice: 1d8 per monk level

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per monk level after 1st

Proficiencies

Armor: None

Weapons: Simple weapons, shortswords

Tools: Choose one type of artisan's tools or one musical instrument

Saving Throws: Strength, Dexterity

Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth.

Equipment

You get either A) a Shortsword or B) any Simple Melee Weapon.

You get either A) a Dungeoneer's Pack or B) an Explorer's Pack.

You get 10 Dart.

The Monk

Level Proficiency Bonus Martial Arts Ki Points Unarmored 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 of 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 of 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 of 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

1: Martial Arts

At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two handed or heavy property.

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
  • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of The Monk Table.
  • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.

Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.

1: Unarmored Defense

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

2: Ki

Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of The Monk Table.

You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.

When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.

Some of your ki features require your target to make a saving throw to resist the feature's effects.

The saving throw DC is calculated as follows:

Ki save DC = 8 + your proficiency bonus + your Wisdom modifier

Flurry of Blows

Immediately after you take the Attack action of your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.

Patient Defense

You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

Step of the Wind

You can spend 1 ki to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

2: Unarmored Movement

Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in The Monk Table.

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

3: Deflect Missiles

Starting at 3rd Level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.

If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.

3: Monastic Tradition

When you reach 3rd level, you commit yourself to a monastic tradition, such as the Way of the Open Hand. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th levels.

4: Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th and 19th levels, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

4: Slow Fall

Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.

5: Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

5: Stunning Strike

Starting at 5th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be Stunned until the end of your next turn.

6: Ki-Empowered Strikes

Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

7: Evasion

At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a Fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

7: Stillness of Mind

Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be Charmed or Frightened.

8: Ability Score Improvement (lvl 8)

When you reach 4th level, and again at 8th, 12th, 16th and 19th levels, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

9: Unarmored Movement - Run on Walls

Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in The Monk Table.

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

10: Purity of Body

At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.

12: Ability Score Improvement (lvl 12)

When you reach 4th level, and again at 8th, 12th, 16th and 19th levels, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

13: Tongue of the Sun and Moon

Starting at 13th level, you learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.

14: Diamond Soul

Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws.

Additionally whenever you make a saving throw and fail, you can spend 1 ki point to re-roll it and take the second result.

15: Timeless Body

At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.

16: Ability Score Improvement (lvl 16)

When you reach 4th level, and again at 8th, 12th, 16th and 19th levels, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

18: Empty Body

Beginning at 18th level, you can use your action to spend 4 ki points to become Invisible for 1 minute. During that time you also have resistance to all damage but force damage.

Additionally, you can spend 8 ki points to cast the Astral Projection spell, without needing material components. When you do so, you can't take any other creatures with you.

19: Ability Score Improvement (lvl 19)

When you reach 4th level, and again at 8th, 12th, 16th and 19th levels, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

20: Perfect Self

At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.

Archetypes

Fire Elemental***

This is an archetype belonging to the Monk class ( it is based off of the Way of the Sun Soul in the SCAG, but with some minor changes to add some utility and versatility and a more appropriate capstone ability).

A bare-chested dwarf exhales white hot flame as he breathes over a damaged sword, duplicating the heat of a forge so that he can repair it on the road.

A red-skinned tiefling extends her leg with a high kick as a mote of flame engulfs her opponent 30 feet away.

A human extends two fingers as lightning extends through his body, and outward, demolishing an outer wall as the siege gets underway.

A Fire Elementalist is a Monk who (through study, fortune or fate) have unlocked their inner flame. Using their breath to generate energy, these monks extend their Ki outward from their body, creating and manipulating flame.

Copy Left Notice: This archetype is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

3: Inner Flame

At 3rd level you have learned how to extend your Ki past your limbs. You may do any of the following:

  • Use an Action to generate a flickering flame that emits bright light in a radius of 10 feet and dim light for an additional 10 feet that lasts for 10 minutes or until you dismiss it as an Action.
  • You may spend 1 ki point to shroud your hands in flame for 1 minute adding 1d6 fire damage to your hits.

When you use the Attack action on your turn to use this special attack, you can still use any of your ki features as if you had just made an Attack action.

6: Forges Fire

At 6th level, you gain the ability to spend ki points to cast Fire Bolt and Heat Metal as follows:

Ability Ki for 1st cast Ki for 2nd cast Ki for 3rd cast Ki for 4th cast Ki for 5th or more cast
Fire Bolt 1 2 3 4 5
Heat Metal 2 4 6 8 10

You go down 1 casting count for a short rest and fully reset on a long rest. Your spellcasting modifier for these spells is Wisdom.

Fire Bolt

Heat Metal

11: Fire Aura

You may concentrate your inner fire binding it in your mind. The more you focus the greater the flame but the greater the flame the harder it is to control. To build up each level of flame you need to have the previous level and mass a DC wisdom check against the distraction bonus (any other factors that hinder concentration are added to this value). Each promotion of the flame takes 10 minutes. When you loose focus the flame explodes forth damaging everything in range (except you). The flame lasts for 10 minutes and damages everything in range at the beginning of each of your turns. This fire does light things on fire based on the intensity of the flame and the fire resistance of the object (spark can light hay on fire, nuclear can melt thick metal walls).

Flame Level Distraction Bonus Range Damage (fire)
Spark 1 5ft. 1d8
Flame 2 5ft. 1d10
Bonfire 3 5ft. 2d6
Blaze 4 10ft. 2d8
Inferno 5 10ft. 2d10
Nuclear 6 10ft. 3d8

As an action you may concentrate doubling the range by focusing your flame into a cone.

As an action you may concentrate extinguishing the flame.

17: Trial of the White Flame

At the 17th level, you gain the ability to mark an opponent with a strike. You may spend 3 ki points to invoke the trial a white flame comes out of the mark surrounding the opponent. (You must be on the same plane and within 300 miles to trigger the mark.) In order to get out they must walk through the flames. (The flames block all inter and intra dimensional travel.) When passing through the flames the creature must make a Constitution saving throw. If it fails, it takes 30d10 fire damage that cannot reduce it below 0 hit points. If it succeeds, it takes 10d10 fire damage.

The fire surrounds the target like a sphere. The fire does not burn anything but the target. Others can see the fire but not feel the heat. The fire's roar can only be heard by the target, whom it deafens. The fire's light casts bright light in a 60 foot radius and dim light for another 60 ft.

The trail ends after 10 minutes unless the caster has trained their wisdom to 18 or higher (+4 bonus) and expends 1 ki point per hour to stoke the fire.

Ki Thief***

In the darkest hour of a battle with everything on the line, one monk stands alone. Drained and on the brink of death, she transgress the ancient vow to not steal ki. With renewed energy the monk is able to turn the tide and save the day, but this has come at a terrible cost. The valiant monk has violated the law and must be exiled, but she accepts this and heads out into the world to save more lives.

After years of study in the monastery a dark-hearted monk seeks even more power than his training has given him. In a sparing match his hatred boils as a young prodigy gains the upper hand. He feels that he deserves the deep reservoir of ki this kid has been gifted and with that envy he strikes and rips the life force out of his opponent. With his opponent dead at his feet the monk realizes that this is true power. A few days later one lone monk is seen heading away from the monastery that had just mysteriously burned down. With ki stolen from from his masters he begins to find his next prey.

This is an archetype for the Monk class. Some Monks forgo doctrine forbidding the stealing ki from others for their own goals. Whether they justify it for the greater good so they may fight and live longer to continue to help others or selfishly seek an endless source of power and eternal life, these monks may be seen as heretics by their peers. Work with your GM on your relationship to your monastery, Are you an outcast or does the whole monastery follow this path? and how much of an impact this transgression may have in the campaign. In order to choose this archetype you must be, or become, Chaotically aligned.

Notes

The GM may decide that most people or other monks will react negatively to stealing ki to regain your youth as a form of vampirism.

Copy Left Notice: This archetype is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

3: Ki Steal

At the 3rd level, whenever you hit a sentient creature you may have them make a Constitution saving throw, DC = 8 + your proficiency bonus + your Wisdom modifier, on a failed save you add a ki point to your pool. You ki pool cannot exceed your maximum.

Although there is no combat effect applied to those who are having their life stolen, they feel as if a piece of their soul is being torn away. Repeated exposure can result in the loss of memory, and eventually the reduction to a human vegetable, at which point no more ki can be stolen.

3: Ki Channel

At the 3rd level, you learn how to assist others by channeling your ki. To do so, spend 2 ki points and use your reaction to choose one creature other than yourself within 60 feet of you. Roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. You can wait until after the creature rolls the d20 before deciding to use this feature, but it must be before the GM says whether the roll succeeds or fails. Your Channel die depends on your level. The die starts as a d6 and becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

6: Ki Impair

At the 6th level, you learn how to use Ki Channel to impair others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can spend 2 ki points and use your reaction to use Ki Impair, rolling a Channel die and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the GM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it's immune to being Charmed.

11: Stolen Life

At the 11th level, your frequent use of your ki stealing abilities has caused you to stop aging. You no longer age naturally and will not die of old age. You can still be aged magically, but you can regain your youth simply by stealing ki from any creature. There is an upkeep that must be accounted for, if do not any steal ki during a week, you will age for that week.

Eternal youth is addictive. If you do not steal any ki for a week you gain one level of Exhaustion as a withdraw symptom. After the second week you have one additional level of Exhaustion (2 total). After one month without stealing ki you recover from your Exhaustion and feel normal. No means short of a Wish spell can remove Exhaustion from withdraw while you are going through these withdraw symptoms.

17: Fatal Strike

Beginning at 17th level, you gain the ability to shoot ki past your fist to cause internal injuries. This attack does 1d10 times the number of ki you expend necrotic damage (up to a maximum of 9d10).

You may attempt to use this technique for a stealth kill, but anyone who sees you touch an individual and then they go down will make an intelligence check to see if they suspect that was more than a pat on the back.

Ki spent in this way may only be recovered by stealing it from a living creature.

The Way of Iron***

An Orc stands at the city gate, a massive structure shadowing even him. He drops into a low stance and with a single strike causes cracks to spider up the wall until nothing stands between the orc and the civilians behind.

A halfling stares down the charging minotaur, unfazed and unwavering, from its glistening, gory horns to its immense body. He shifts his weight slightly, and stops the minotaur in its tracks, the unused momentum sending it into a flip over the halfling and off the side of the cliff.

A human stands bound and trapped in a metal cage made of iron bars six inches thick. When the guards return, the only thing they can find is mangled shackles, a hole bent in the cage bars, and a 6-foot hole in the back wall.

Copy Left Notice: This archetype is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

A huge thank you to Jtron for helping to re-balance and pour life into this archetype.

3: Strike Through Earth

You have learned to channel your energy to bring down anything your enemy hides behind.

At 3rd level, you get an automatic critical against non-magical objects with your unarmed strikes. Your unarmed strikes break through 6 inches of non-magical wood, 3 inches of non-magical stone, or half an inch of non-magical non-adamantine metal.

You may spend 1 ki point to gain one of the following effects for 1 minute:

  • Brass Knuckles: Add 2 damage to your unarmed strikes damage rolls.
  • Undercarve: Add +1 to your unarmed strike's attack rolls.

You may spend 1 ki point to take the following reaction:

  • Northwind: As a reaction, when you miss an unarmed strike you may deal 1d8 force damage from ki extending from your fist. (Not effected by any modifiers offensively or defensively.)

6: Mountain Stance

You harness your energy to become as sturdy as a mountain.

At 6th level, you are unable to be moved by a creature that is the same size or smaller than you.

You pay 2 ki Points to enter the Mountain Stance. You may choose one of the following effects, which lasts for 1 minute:

  • Stone Fleece: you gain +2 AC and gain temporary HP equaling your Monk level.
  • Brick-skinned: You gain resistance to non-magical bludgeoning, piercing, and slashing damage.

You may spend 2 ki points to take the following reaction:

  • Mettle Breaker: As a reaction, when you fail a strength check or save, you may add 3 to the check.

11: Steel Your Grit

You channel your ki into a short period of activity. At 11 level, and for the next minute you may spend 3 ki points to:

  • Bind the Body: You have advantage on all Strength saving throws
  • Bind the Soul: You have advantage on all Charisma saving throws

17: Mithril Body

You have learned to Channel stone and metal into your physical ability. At 17th level, one of your three Way of Iron abilities becomes stronger.

Of Sand and Steel: Your 'Strike Through Earth' feature becomes stronger

  • You now auto-critical magical objects and constructs
  • Brass Knuckles now adds 4 bludgeoning damage instead of 2.
  • Undercarve now adds 2 to your unarmed strikes attack.
  • Northwind now does 2d8 force damage instead of 1d8.
  • New Ability: Shockwave - You may spend 2 ki to use this action. You strike a solid surface sending a shockwave through it. Any creatures within 30 feet in contact with the surface must make a Strength saving throw taking 4d8 bludgeoning damage and being knocked Prone on a failed save. On a successful save they take half damage and are not knocked Prone. The surface takes twice the damage and may be destroyed.

OR

Obsidian Defense: Your 'Mountain Stance' feature becomes stronger.

  • You are unable to be moved by a creature that is two sizes larger than you or smaller.
  • Stone Fleece now adds 4 AC instead of 2 AC.
  • Brick-skinned now grants immunity to non-magical bludgeoning, piercing, and slashing instead of resistance.
  • New Ability: Reflexive Reflect - You may spend 5 ki to use this reaction. Until the end of your next turn your AC increases by 5.

OR

Cast-iron Mind: Your 'Steel Your Grit' feature becomes stronger.

  • Bind the Body now gives advantage to all Strength and Dexterity saving throws
  • Bind the Soul now gives advantage on all Charisma and Wisdom saving throws
  • New Ability: Soul Link - You may spend 5 ki to use this action. Your target must make a Wisdom saving throw or become linked with you. Any damage you take from a failed save is shared with the linked target. The target remains linked for 1 minute.

Way of the Open Hand*

Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate ki to heal damage to their bodies, and practice advanced meditation that can protect them from harm.

Copy Left Notice: This archetype is from the System Reference Document under the Open Gaming License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

3: Open Hand Technique

Starting when you choose this tradition at 3rd level, you can manipulate your enemy's ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:

  • It must succeed on a Dexterity saving throw or be knocked Prone.
  • It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
  • It can't take reactions until the end of your next turn.

6: Wholeness of Body

At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again.

11: Tranquility

Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a Sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus.

17: Quivering Palm

At 17th level, you gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.

You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.

Paladin*

Paladin Archetype Table of Contents

Oath of Devotion*

Copy Left Notice: This class is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

Many of the archetypes are from different sources are are individually marked.

Class Features

As a Paladin you gain the following class features.

Hit Points

Hit Dice: 1d10 per paladin level

Hit Points at 1st Level: 10 + your Constitution modifier

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per paladin level after 1st

Proficiencies

Armor: All armor, shields

Weapons: Simple weapons, martial weapons

Tools: None

Saving Throws: Wisdom, Charisma

Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion.

Equipment

You get either A) a Shield and a Martial Melee Weapon or B) two Martial Melee Weapons.

You get either A) 5 Javelins or B) a Simple Melee Weapon.

You get either A) a Priest's Pack or B) an Explorer's Pack.

You get a Chain Mail Armor.

You get a Holy Symbol.

The Paladin

- Spell Slots per Spell Level -
Level Proficiency 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 of 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 of 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 1 -
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

1: Divine Sense

The presence of strong evil registers on your senses like a noxious odor, and a powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity. Within the same radius you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.

You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

1: Lay on Hands

Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5.

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

This feature has no effect on undead and constructs.

2: Divine Smite

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.

2: Fighting Style

At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can re-roll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

2: Spellcasting

By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does.

Preparing and Casting Spells

The Paladin Table shows how many spell slots you have cast your spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell's level or higher. you regain all expended spell slots when you finish a long rest.

You prepare the list of paladin spells that are available for you to cast, choosing from The Paladin Spell List. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use a holy symbol as a spellcasting focus for your paladin spells.

3: Divine Health

By 3rd level, the divine magic flowing through you makes you immune to disease.

3: Sacred Oath

When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose an oath, such as the Oath of Devotion.

You choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.

Oath Spells

Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don't count against the number of spells you can prepare each day.

If you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you.

Channel Divinity

Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.

When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.

4: Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

5: Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

6: Aura of Protection

Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

At 18th level, the range of this aura increases to 30 feet.

8: Ability Score Improvement (lvl 8)

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

10: Aura of Courage

Starting at 10th level, you and friendly creatures within 10 feet of you can't be Frightened while you are conscious.

At 18th level, the range of this aura increases to 30 feet.

11: Improved Divine Smite

By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.

12: Ability Score Improvement (lvl 12)

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

14: Cleansing Touch

Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.

16: Ability Score Improvement (lvl 16)

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

18: Aura of Courage (radius 30 ft)

Starting at 10th level, you and friendly creatures within 10 feet of you can't be Frightened while you are conscious.

At 18th level, the range of this aura increases to 30 feet.

18: Aura of Protection (radius 30 ft.)

Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

At 18th level, the range of this aura increases to 30 feet.

19: Ability Score Improvement (lvl 19)

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Archetypes

Oath of Devotion*

The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods' tenets as the measure of their devotion. They hold angels-the perfect servants of good-as their ideals, and incorporate images of angelic wings into their helmets or coats of arms.

Tenets of Devotion

Through the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets.

Honesty. Don't lie or cheat. Let your word be your promise.

Courage. Never fear to act, though caution is wise.

Compassion. Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.

Honor. Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.

Duty. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells

Paladin
3rd Protection from Evil and Good, Sanctuary
5th Lesser Restoration, Zone of Truth
9th Beacon of Hope, Dispel Magic
13th Freedom of Movement, Guardian of Faith
17th Commune, Flame Strike

Copy Left Notice: This archetype is from the System Reference Document under the Open Gaming License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

3: Channel Divinity (Devotion)

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.

Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall Unconscious, this effect ends.

Turn the Unholy. As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

3: Oath Spells (Devotion)

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells

Oath of Devotion Spells

Spell: 3rd - Protection from Evil and Good

Spell: 3rd - Sanctuary

Spell: 5th - Lesser Restoration

Spell: 5th - Zone of Truth

Spell: 9th - Beacon of Hope

Spell: 9th - Dispel Magic

Spell: 13th - Freedom of Movement

Spell: 13th - Guardian of Faith

Spell: 17th - Commune

Spell: 17th - Flame Strike

3: Tenets of Devotion

Through the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets.

Honesty. Don't lie or cheat. Let your word be your promise.

Courage. Never fear to act, though caution is wise.

Compassion. Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.

Honor. Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.

Duty. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.

7: Aura of Devotion

Starting at 7th level, you and friendly creatures within 10 feet of you can't be Charmed while you are conscious. At 18th level, the range of this aura increases to 30 feet.

15: Purity of Spirit

Beginning at 15th level, you are always under the effects of a Protection from Evil and Good spell.

18: Aura of Devotion (30 ft.)

Starting at 7th level, you and friendly creatures within 10 feet of you can't be Charmed while you are conscious. At 18th level, the range of this aura increases to 30 feet.

20: Holy Nimbus

At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.

Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage.

In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead.

Once you use this feature, you can't use it again until you finish a long rest.

Breaking Your Oath

A paladin tries to hold to the highest standards of conduct, but even the most virtuous paladin is fallible. Sometimes the right path proves too demanding, sometimes a situation calls for the lesser of two evils, and sometimes the heat of emotion causes a paladin to transgress his or her oath.

A paladin who has broken a vow typically seeks absolution from a cleric who shares his or her faith or from another paladin of the same order. The paladin might spend an all-night vigil in prayer as a sign of penitence, or undertake a fast or similar act of self-denial. After a rite of confession and forgiveness, the paladin starts fresh.

If a paladin willfully violates his or her oath and shows no sign of repentance, the consequences can be more serious. At the GM's discretion, an impenitent paladin might be forced to abandon this class and adopt another.

Ranger*

Ranger Archetype Table of Contents

Blade Dancer***

Hunter*

Neiklot***

Sharpshooter***

Tovarich***

Copy Left Notice: This class is from the System Reference Document under the Open Gaming License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

Class Features

As a Ranger you gain the following class features.

Hit Points

Hit Dice: 1d10 per ranger level

Hit Points at 1st Level: 10 + your Constitution modifier

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per ranger level after 1st

Proficiencies

Armor: Light armor, medium armor, shields

Weapons: Simple weapons, martial weapons

Tools: None

Saving Throws: Strength, Dexterity

Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival.

Equipment

You get either A) Scale Mail or B) Leather Armor.

You get either A) two Shortswords or B) two Simple Melee Weapons.

You get either A) a Dungeoneer's Pack or B) an Explorer's Pack.

You get a,, and a .Longbow 20 Arrows Quiver

The Ranger

-Spell Slots per Spell Level-
Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th
1st +2 Favored Enemy, Natural Explorer - - - - - -
2nd +2 Fighting Style, Spellcasting 2 2 - - - -
3rd +2 Ranger Archetype, Primal 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, Land's Stride 5 4 3 - - -
9th +4 - 6 4 3 2 - -
10th +4 Natural Explorer improvement, Hid 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

1: Favored Enemy

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.

Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.

You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.

You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.

1: Natural Explorer

You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.

While traveling for an hour or more in your favored terrain, you gain the following benefits:

  • Difficult terrain doesn't slow your group's travel.
  • Your group can't become lost except by magical means.
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • When you forage, you find twice as much food as you normally would.
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

You choose additional favored terrain types at 6th and 10th level.

2: Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2bonus to damage rolls with that weapon.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

2: Spellcasting

By the time you reach the 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does.

The Ranger Table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Animal Friendship and have a 1st-level and 2nd-level spell slot available, you can cast Animal Friendship using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the ranger spell list.

The Spells Known column of The Ranger Table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the Ranger Spell List, which also must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

3: Primeval Awareness

Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.

3: Ranger Archetype

At 3rd level, you choose an archetype that you strive to emulate, such as the Hunter. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

4: Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th levels, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

5: Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

6: Favored Enemy (level 6)

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.

Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.

You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.

You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.

8: Ability Score Improvement (lvl 8)

When you reach 4th level, and again at 8th, 12th, 16th, and 19th levels, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

8: Land's Stride

Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the Entangle spell.

10: Hide in Plain Sight

Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.

Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.

12: Ability Score Improvement (lvl 12)

When you reach 4th level, and again at 8th, 12th, 16th, and 19th levels, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

14: Favored Enemy (level 14)

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.

Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.

You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.

You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.

14: Vanish

Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.

16: Ability Score Improvement (lvl 16)

When you reach 4th level, and again at 8th, 12th, 16th, and 19th levels, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

18: Feral Senses

At 18th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.

You are also aware of the location of any Invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't Blinded or Deafened.

19: Ability Score Improvement (lvl 19)

When you reach 4th level, and again at 8th, 12th, 16th, and 19th levels, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

20: Foe Slayer

At 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

Archetypes

Blade Dancer***

Walking the way of the blade dancer means preferring finesse over brute strength. It means dodging and diving through waves of foes, slicing each one down. It means acrobatically dancing around a giant's punches before felling it. It means wielding two blades at the same time as extensions of your very being.

Copy Left Notice: This archetype is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

3: Agile Fighter

Your fighting style looks more like a dance than a battle. You move nimbly between enemies, avoiding their strikes. Starting at 3rd level, you gain the following benefits:

  • You are not considered to have an "off-hand," when making an bonus action attack with your other weapon, you may add your bonus modifiers to the strike.
  • You may draw and/or sheath a number of weapons (up to your proficiency bonus) you're proficient with as additional free weapon interaction actions.

7: Blade Fury

At 7th level, as an action you have the ability to make such an incredible number of strikes in such a beautiful manner at such incredible speed that you truly have mastered the dance of death. You may use your action to attack each enemy within 5 feet of you, with separate attack rolls for each target. Once you have used this ability, you may not use it again until you complete a short or long rest.

7: Dance at Death's Door

At 7th level, Your mastery over your blades and body in movement is almost supernatural. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.

11: Bladedancer's Evasion

At 11th level, you can acrobatically dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. You must be dual wielding for evasion to work.

11: Dance of Battle

At 11th level you may make one more attack per Attack action. This is in addition to any extra attacks from other Ranger sources.

15: Dual Blade Mastery

At 15th level, You wield two weapons with the same ease that others can wield only one. You gain one of the following:

  • STRIKER: When you use your reaction to make an opportunity attack, you may also make an attack with your off-hand weapon; or
  • SMITER: Your attacks score a critical on 19

15: Advanced Two Weapon Fighting

At 15th level, While you attack with both your weapons, you also defend with them. To you, your two blades are almost as a shield. You gain +2 AC while dual wielding.

Hunter*

Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. as you walk the hunter's path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.

Copy Left Notice: This archetype is from the System Reference Document under the Open Gaming License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

3: Hunter's Prey

At 3rd level you gain one of the following features of your choice.

  • Colossus Slayer. Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it's below its hit point maximum. You can deal this extra damage only once per turn.
  • Giant Killer. When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.
  • Horde Breaker. Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

7: Defensive Tactics

At 7th level, you gain one of the following features of your choice.

  • Escape the Horde. Opportunity attacks against you and made with disadvantage.
  • Multiattack Defense. When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
  • Steel Will. You have advantage on saving throws against being Frightened.

11: Multiattack

At 11th level, you gain one of the following features of your choice.

  • Volley. You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.
  • Whirlwind Attack. You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.

15: Superior Hunter's Defense

At 15th level, you gain one of the following features of your choice.

  • Evasion. When you are subjected to an effect, such as a red dragon's fiery breath or a Lightning Bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
  • Stand Against the Tide. When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.
  • Uncanny Dodge. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Neiklot***

Some rangers believe that time spent in the arcane arts is a waste of time. They would much rather study how to use their bows. As such they have developed skills beyond that of any normal archer. They have unheard of accuracy, and a number of "trick shots" that allow them to apply cool effects, while temporarily deducting from their huge accuracy buffs.

The Neiklot Rangers do not have spellcasting but they gain the following feats at the respective levels:

Level 3: Dead Shot

Level 5: Marksman

Level 9: Natural Hider

Level 13: Ricochet Master

Level 17: Silent Killer

Modified Class Table

The Neiklot

Credits

A big thank you to Alyks for the suggestion of a ranger inspired by Tolkein, king of fantasy. Hopefully this magic free ranger can shine as much as his books.

Build Recommendations

I highly recommend the use of Archery Champion and building a significant strength as it can drastically increase your accuracy if your party can hinder your opponents dexterity checks or saves.

Archery Champion

Horde Breaker is also very useful as it allows you to attack additional targets within a group. This helps if you do not have significant aoe in your party, but will never be as powerful as a well placed Fireball.

Horde Breaker

3: Discerning Shot

At 3rd level, sacrificing your ability to use magic has unlocked a new reserve for your ranged accuracy. You have found an ability that lets you channel your wisdom modifier into the accuracy of your ranged attacks.

3: Spell-less

Your intense focus on the development of your spellcasting has left no room in your mind for learning spellcasting. You loose all spellcasting and cannot gain spellcasting from multi-classing.

3: Famous Accuracy

Your focus into accuracy has gained you the ability to zero in a target and more easily hit them. You gain the feat Dead Shot.

5: Marksman

You are a master archer. Carefully firing an arrow or bolt is second nature to you. Now you seek different challenges, strange shots that have bizarre effects. They are difficult to do, but can be quite rewarding on a hit.

You gain the Marksman feat.

7: Dive For Cover

You may use your reaction to dive behind cover, giving the attack disadvantage. After the ranged attack is completed, if there is total cover within 5 ft of where you started, you may make a free Stealth check.

9: Hidden Assassin

You have learned to flit in and out of shadows. Enemies have difficulty keeping track of where you are, until it is too late.

You gain the Natural Hider Feat.

11: Quick Release

You may use your bonus action to fire a quick shot at an enemy. The lack of time to aim gives this shot a -2 to accuracy.

11: Ricochet Shot

You learn how to bounce arrows off of walls and other hard objects. All arrow shots are considered to have the "ricochet" property and can hit a target behind half cover with no penalty and behind three-quarters cover with only a -2 penalty. Unfortunately bouncing is tough on arrows and destroys the shaft (you will need to buy new arrows to replace them, unless your GM considers it "not worth the time").

13: Are You Trying to Hide From Me?

After ages of enemies trying to hide from the sniper until the coast is clear, you have finally become so fed up that you have learned to shoot shots off of walls so that they hit people hiding behind things. Good luck hiding now!

You gain the Ricochet Master.

15: Stealthy Miss

When you miss a shot it does not give away your position. The target must succeed on a DC 15 Wisdom saving throw or not realize they are being shot at. Even on a success they do not know where the arrow came from.

15: Overdraw

By pulling your bow back to its full potential you can unlock tremendous force. You may use your entire turn (movement, action, and bonus action) to fire one supreme shot. The full force makes it hard to aim (-10) but if it hits it does an extra 4d6 with an automatic critical.

17: One With the Shadows

Skulking around corners, hiding in the rafters, wherever you choose, you seem to always be laying in wait to spring on someone.

You gain the Silent Killer feat.

Sharpshooter***

You're the type of ranger that prefers to hide in the trees and eliminate invaders one at a time. You can hit a target from a tavern before it even enters town. Sharpshooters prefer to stand back and let their enemies attempt to come to them. Choose this archetype if you want to hone your skills as a sniper.

Hunter

Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of The Wilderness. As you walk the Hunter's path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering Giants and terrifying dragons.

3: Hunter's Prey

At 3rd level, you gain one of the following features of your choice;

Colossus Slayer

Your tenacity can wear down the most potent foes. When you hit a creature with a weapon Attack, the creature takes an extra 1d8 damage if it's below its hit point maximum. You can deal this extra damage only once per turn.

Giant Killer

When a Large or larger creature within 5 feet of you hits or misses you with an Attack, you can use your reaction to Attack that creature immediately after its Attack, provided that you can see the creature.

Horde Breaker

Once on each of your turns when you make a weapon Attack, you can make another Attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

3: Long Range

At 3rd level, attacking at a weapon's long range no longer poses disadvantage on the attack roll.

7: Sharpest of Shooters

At 7th level. You're one the best snipers around; you're both accurate and deadly. You may use your bonus action to take aim against a target. Until the end of the current round you have a +5 to ranged attacks

11: Tenacious Assault

At 11th level, you have the ability to ensure your attacks count. If you miss with an attack during your turn, you can immediately make an additional attack against the same creature. You can gain only one additional attack during your turn with this ability.

15: Extra nock

At 15th level you gain the ability to nock two arrows at once as a single attack. These two arrows are considered a single attack and the damage is rolled together. Proficiency bonus, ability modifiers and any other damage is applied for each arrow separately. At 20th level the number of arrows you are able to shoot at once increases to 3. Once you've used this ability, you can't use it again until you've finished a short or long rest.

Tovarich***

Rangers are natural friends of nature. They guide and protect. They provide shelter and prevent great harm from coming to the forest. In time, the forest begins to respond and aid them in their adventures.

3: Nature's Compact

After year's of service, the Woods has decided to open its branches to you. As long as you faithfully the woods, a nature elemental will join you and fight alongside of you. This fabrication of branches, leaves, and dirt has four forms that it transforms through as you grow in your abilities as a Tovarich. You can choose to summon a weaker version of the elemental if you wish.

Levels 3-6: Lesser Nature Elemental

Levels 7-10: Minor Nature Elemental

Levels 11-15: Greater Nature Elemental

Levels 16-20: Supreme Nature Elemental

You may perform a 1 hour ritual at the end of a long rest to either fully heal your nature elemental or to re-assemble it from surrounding plant material.

Your nature elemental shares your initiative. It can takes its movement throughout your turn. You may use your action to direct it to take its action. You may use your bonus action to direct it to take its bonus action. You may use your reaction to direct it to take its reaction. If not directed it will contentedly wait for instructions.

7: Spotter

Nature elementals are notoriously stupid. They lack strategy, but make up for it with finesse. Your direction greatly increases its ability to hit its targets (+5 to Attack).

11: Combined Strike

When you and your nature elemental are on opposite sides of a creature you may both take a melee Attack action at the same time. You may use this ability a number of times equal to your Wisdom modifier per long rest.

15: Gift of the Forest

If you are knocked Unconscious, your nature elemental will use its movement to move towards you. Further it will use its action to perform "Gift of the Forest" healing you for 6d8 + 6 hit points. Your nature elemental may only use this ability once per long rest.

Rogue*

Rogue Archetype Table of Contents

The Butcher***

Thief*

Copy Left Notice: This class is from the System Reference Document under the Open Gaming License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

Many of the archetypes are from different sources are are individually marked.

Class Features

As a Rogue you gain the following class features.

Hit Points

Hit Dice: 1d8 per rogue level

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per rogue level after 1st

Proficiencies

Armor: Light armor

Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords

Tools: Thieves' Tools

Saving Throws: Dexterity, Intelligence

Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth.

Equipment

You get either A) a Rapier or B) a Shortsword.

You get either A) a Shortbow, 20 Arrows, and a Quiver or B) a Shortsword.

You get either A) a Burglar's Pack, B) a Dungeoneer's Pack, or C) an Explorer's Pack.

You get Leather Armor, two Daggers, and Thieves' Tools.

The Rogue

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

1: Expertise

At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.

1: Sneak Attack

Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the attack roll.

The amount of extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of The Rogue Table.

1: Thieves' Cant

During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes 4 times longer to convey such a message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

2: Cunning Action

Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

3: Roguish Archetype

Rogues have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different rogues steer those talents in varying directions, embodied by the rogue archetypes. Your choice of archetype is a reflection of your focus - not necessarily an indication of your chosen profession, but a description of your preferred techniques.

At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities, such as Thief. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

4: Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 12th, 16th and 19th levels, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

5: Uncanny Dodge

Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

6: Expertise (level 6)

At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.

7: Evasion

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

8: Ability Score Improvement (lvl 8)

When you reach 4th level, and again at 8th, 10th, 12th, 16th and 19th levels, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

10: Ability Score Improvement (lvl 10)

When you reach 4th level, and again at 8th, 10th, 12th, 16th and 19th levels, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

11: Reliable Talent

By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

12: Ability Score Improvement (lvl 12)

When you reach 4th level, and again at 8th, 10th, 12th, 16th and 19th levels, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

14: Blindsense

Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or Invisible creature within 10 feet of you.

15: Slippery Mind

By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

16: Ability Score Improvement (lvl 16)

When you reach 4th level, and again at 8th, 10th, 12th, 16th and 19th levels, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

18: Elusive

Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't Incapacitated.

19: Ability Score Improvement (lvl 19)

When you reach 4th level, and again at 8th, 10th, 12th, 16th and 19th levels, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

20: Stroke of Luck

At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 as a 20.

Once you use this feature, you can't use it again until you finish a short or long rest.

Archetypes

The Butcher***

As you look down at your hook, you see the blood dripping from it as well as the elf in the corner covered in many long thin gashes. You look in a nearby mirror splattered with blood, and see the eyes of a madman. However, whether it's a madman or not, it is an artist. An artist of death. you smile.

Saving Throws: If an ability from this archetype requires a target to make a saving throw, the Save DC equals 8 + your proficiency bonus + your Dexterity modifier.

Copy Left Notice: This archetype is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

3: Butcher's Hook

Starting at 3rd level, when you take this archetype, you acquire a hooked blade. This blade can be any light weapon you are proficient with and currently possess. The hook weapon has identical stats to the weapon (including magical properties), but also has the "hook" property. You can pay to have a smith reshape any light weapon to have the "hook" property for the normal sale price of the item.

Any weapon with the "hook" property can be used to make a Sneak Attack.

3: Garrote

Starting at 3rd level, you may use your action to attempt a garrote. You swing your hooked blade up and begin to press it smoothly against the neck of the target.

First make a melee weapon attack against a target. If you hit, the target makes a dexterity saving throw against 8 + your dexterity modifier + proficiency. If the target fails, then you score a critical hit. If the critical hit kills the target, then you cut off its head (if it has one) with a great splattering.

9: Terrifying Show

Starting at 9th level, immediately after performing a Garrote action which cuts off a creature's head, you may use a bonus action to perform an intimidation check against a single target with advantage. On a success, the target is Frightened for one minute. On a failure, the target is filled with a blood rage and wants to see you dead. (They may either do something stupid to try to kill you now, or retreat to hound you in the future, GM's discretion)

You may use this ability a number of times equal to your charisma modifier (minimum 1) per long rest.

13: Hamstring

Starting at 13th level, you may strike for the legs of a target. If they cannot flee, then they will soon be dead.

You may choose to make a melee attack against the legs of a target. The lack of major organs in the legs mean that you cannot score sneak attack damage, however on a hit you can cut part of the hamstring. Each Hamstring attack that hits reduces the targets maximum walking speed by 10 feet. The target must be healed by a Greater Restoration or similar magic to have its walking speed restored.

17: Dance of Blood

Starting at the 17th level, you become a master of bloody nightmares.

When you kill a target with a melee attack, you may do so in such a bloody terrifying way as to distress everyone who sees it.

Make an intimidation check with advantage against everyone who saw the slaughter. Allies who fail actively avoid a 30 foot radius around you for 1 minute. Any non ally who fails is Frightened for 1 minute.

You may only use this ability once per long rest.

Thief*

You hone your skills in the larcenous arts. Burglars, bandits, cut-purses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn't employ.

Copy Left Notice: This archetype is from the System Reference Document under the Open Gaming License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

3: Fast Hands

Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open lock, or take the Use an Object action.

3: Second-Story Work

When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement.

In addition when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

9: Supreme Sneak

Starting at 6th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.

13: Use Magic Device

By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.

17: Thief's Reflexes

When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can't use this feature when you are surprised

Rune Blade***

Rune Blade Archetype Table of Contents

Runic BattleMaster***

Runic Breacher***

Runic Defender***

Runic Tactician***

The Rune Blade is a melee focused class with some unique abilities deriving from a magical rune tattooed along the spine. The Troop Types of this class allow for it to swing into a blunt force (Runic Battle Master), defense (Runic Defender and Tactician), or siege (Runic Breacher).

As a Rune Blade, you gain the following class features.

History

The Rune Blade arose from the Vlulnic Empire's desire to be more than impenetrable. Their master Runecrafters could fortify an area to be almost impenetrable, but as powerful as their defense so was their offense flimsy. They had magical portals going to countless worlds, almost all of which had a stalemate.

They spent countless hours in research designing the perfect rune. A rune that runs down the spine of an individual and takes on a life of its own. First they designed the Runic Breacher to blow apart the defenses at a stalemate. They quickly realized that the Null Zone limited the usefulness of their traditional spellcasters.

As few Vlulns wanted barbaric rage, and none wished to punch their enemies, the designed the Battle Master. The Battle Master was capable of sweeping in and dealing decisive damage.

As battles continued to rage, the losses of Battle Master's kept mounting. They were so far forward that they were easy targets for enemies to pick off. The Runic Defender and Runic Tactician were the empire's response. The Defender could be nearly impervious and the tactician was able to confound the enemies minds.

Together, a team of Runecrafters and Rune Blades became nearly impossible to defeat. It seemed like the Vlulnic Empire would span the multiverse, but then their portals vanished and their armies ceased to get reinforcements. The remaining squad's were powerful forces and most were hired as mercenaries. Such mercenaries took apprentices and passed down their art, allowing it to spread further than the Vlulnic Empire had ever reached. Although some of these apprentices claim to still be in service to the Vlulnic Empire, it is unlikely that any of them would appreciate receiving orders from any actual representatives of the Vlulnic Empire.

Credits

Thank you Wolfe for the phenomenal job you did on this.

Class Features

As a Rune Blade you gain the following class features.

Hit Points

Hit Dice: 1d10 per Rune Blade level

Hit Points at 1st Level: 10 + your Constitution modifier

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Rune Blade level after 1st

Proficiencies

Armor: All armor, shields

Weapons: Simple weapons, martial weapons

Tools: None

Saving Throws: Strength, Intelligence

Skills: Choose three from Arcana, Deception, History, Intimidation, Investigation, Nature, Performance, Persuasion, and Religion.

Equipment

You get either A) Chain Mail Armor or B)Leather Armor, a Longbow, 20 Arrows and a Quiver.

You get your choice of either A) a Martial Melee Weapon and a Shield or B) two Martial Melee Weapons.

You get either A) a, and a or B) two .Light Crossbow Crossbow Bolts (20) Quiver Handaxes

You get either an or a .Explorer's Pack Dungeoneer's Pack

The Rune Blade

Level Proficiency Bonus Features
1st +2 Primal Resuscitation, Primal Specialty
2nd +2 Primal Capacitor
3rd +2 Troop Specialization
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Ability Score Improvement
7th +3 Troop feature
8th +3 Ability Score Improvement
9th +4 Runic Absorption (one use)
10th +4 Troop feature
11th +4 Extra Attack (2)
12th +4 Ability Score Improvement
13th +5 Runic Absorption (two uses)
14th +5 Ability Score Improvement
15th +5 Troop feature
16th +5 Ability Score Improvement
17th +6 Primal Capacitor (two uses), Runic Absorption (three uses)
18th +6 Troop feature
19th +6 Ability Score Improvement
20th +6 Extra Attack (3)

1: Primal Specialty

At first level, the Runecrafter who inscribed your Prime Rune wrote a little bit of her personality into it. You gain one of the following attributes. (You can't take the same Primal Specialty more than once, even if you later get to choose again)

Stubborn Ox

You have a +1 bonus to AC

Striking Crane

While wielding a melee weapon in one hand and your other hand is empty you have a +2 to attack rolls you make.

Harassing Wolf

When a creature within 5 feet of you attacks a creature other than you, you can use your reaction to impose disadvantage on the attack roll.

1: Primal Resuscitation

At first level, when you are reduced to 0 hit points but not instantly killed, your Prime Rune pours new life into you keeping you from dropping below 1 hit point. Your Prime Rune takes a while to recharge (you must finish a long rest before using this feature again).

2: Primal Capacitor

Starting at 2nd level, your primal rune begins to store energy within itself. Unleashing this energy allows you to push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

3: Troop Specialization

Congrats on completing your beginners orientation. Now that you are moving up into the higher divisions, it is time to choose your specialization.

4: Ability Score Improvement

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th levels, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score by 20 using this feature.

5: Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

6: Ability Score Improvement (lvl 6)

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th levels, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score by 20 using this feature.

8: Ability Score Improvement (lvl 8)

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th levels, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score by 20 using this feature.

9: Runic Absorption

Beginning at 9th level, you may use your reaction to connect your Prime Rune to one element (acid, cold, fire, lightning, necrotic, poison, psychic, radiant, or thunder). Your Prime Rune begins to absorb this element giving you resistance to that type of damage until the beginning of your next turn. You can't use this feature again until you finish a long rest.

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

11: Extra Attack (3 total)

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

12: Ability Score Improvement (lvl 12)

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th levels, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score by 20 using this feature.

13: Magical Defense(2 total)

Beginning at 9th level, you can become resistant to one type of magic damage as a reaction for one round you can't use this feature again until you finish a long rest.

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

14: Ability Score Improvement (lvl 14)

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th levels, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score by 20 using this feature.

16: Ability Score Improvement (lvl 16)

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th levels, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score by 20 using this feature.

17: Magical Defense(3 total)

Beginning at 9th level, you can become resistant to one type of magic damage as a reaction for one round you can't use this feature again until you finish a long rest.

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

19: Ability Score Improvement (lvl 19)

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th levels, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score by 20 using this feature.

20: Extra Attack (4 total)

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Archetypes

Runic BattleMaster***

In the middle of the battle you notice a line of knights cutting their way through the field. At their head strides a force of nature with her blade glowing crimson. As she cuts her way towards you one thing strikes you as stranger than the look on her face. Why is it that in the middle of a battle field you smell barbecue?

3: Elemental Weapon

Starting when you choose this archetype at level 3 choose one element of Fire, Cold, or Lightning. As a bonus action you can extend your Prime Rune up your arm and into your weapon causing it to deal 1d6 + Intelligence Modifier of that type of damage to each hit this round.

7: Improved Critical

Starting at 7th level, your weapon attacks score a critical hit on a roll of 19 or 20.

10: Additional Primal Specialty

At 10th level, your Prime Rune takes on a mind of its own. You can choose a second option from the Primal Specialty class feature.

15: Improved Elemental Weapon

Starting at level 15, your Prime Rune has mastered your chosen element giving your Elemental Weapon strikes an additional property.

Fire

Your strikes light your target on fire causing them to take 1 damage at the beginning of each of their turns. This damage stacks with additional hits but cannot exceed 20. The fire will go out if it runs out of fuel (target reaches 0 hit points), has no access to oxygen (is submersed in a non-burnable liquid like water), or is tended by a creature (Medicine check DC of current ongoing damage).

Cold

Your strikes sap the energy out of your target's limbs. For each hit your target's movement speed is slowed by 5 feet until the start of your next turn.

Lightning

Your strikes overload the nervous system of your target making them not be able to take any reactions until the start of their next turn.

18: Runic Control

Many have claimed that the biggest disadvantage of the Rune Blade is the sentience of the Prime Rune and the invasiveness of having such a rune on your body at all times. As a master Rune Blade you know the truth, the Prime Rune may be its own creature, but it is also a formidable ally. You may surrender your action to the Prime Rune allowing it to take control of your body. It will then perform one of the following (based on a die roll).

1d4 Result
1 Elemental Overload: a burst of your Prime Rune's elemental energy shoots out from the tip of your weapon in a 15 foot cone. All creatures within the cone must make a Dexterity saving throw taking 20d6 elemental damage on a fail or half on a success.
2 Supreme Strike: Your Prime Rune guides your weapon in for the ultimate strike. You make a weapon attack with advantage. On a hit you deal three times the normal maximum damage of that weapon (with all multipliers and extra dice).
3 Elemental Tornado: Your Prime Rune flairs out pure elemental damage. All creatures within 5 feet of you must make a dexterity saving throw taking 30d4 elemental damage on a fail or half as much on a success.
4 Possessive Projection: Your Prime Rune flashes a strand forth to hit an enemy creature within 10 feet of you. Make an Intelligence Check + Proficiency ranged attack. If it hits, that target is possessed by your Prime Rune for 1 round and will act in the interests of the Prime Rune (normally your own interests, but at the GMs discretion).

You can use this feature twice per long rest.

Runic Breacher***

When the enemy is dug in and has all sorts of nasty magicians on hand, there is one Rune Blade who stands above the others. A shock troop designed to break the enemy defenses and hold them down while your ground troops rush in and take the position. The Runic Breacher does just that, disarms the traps, breaks the walls, and blocks access to Manak. Let the mayhem begin.

3: Pact Magic

Your Prime Rune has learned to thirst for magic. It remembers a few runes it's master had used and some of the techniques, but the magic seems to flow differently. All runes that you cast have a casting time of 1 action and a duration of instantaneous.

Interference

Magical runes are filled with your very essence of magic. Whenever they are in contact with you (such as being on armor you are wearing, a weapon you are wielding, or a stone you are standing on) they become inactive. In such a state they are very fragile, and any damage will destroy the rune. As soon as you are no longer in contact with the runed item (such as taking off the armor, passing or throwing the weapon, or stepping off the stone) then the rune reactivates and resumes behaving as normal. No time is subtracted from the life of a rune while it is in an inactive state.

An instantaneous rune is more delicate than other runes. If an instantaneous rune is inactive for more than 1 minute, then it fades from existence.

Non-stacking

If a rune is placed on an creature/object then no other runes may also be placed on that creature/object. Unless a rune says otherwise, its area of effect is a single continuous piece of material of less than 250 pounds. This may be a door made of a single piece of wood, a stone set in the floor, the blade of a sword, or even a piece of leather wrapped around the hilt of a sword.

Augmentation

Some runes are augmentation runes. Such runes are clearly labeled in their description. One augmentation rune can be applied to a normal rune. The augmentation can make the lines of the rune turn Invisible, make the rune only work for a specific individual or their descendants, or a number of other things. If the base rune is dispelled or otherwise destroyed then the augmentation goes as well. No normal means can dispel the augmentation without dispelling the main rune.

Hacking

Some augmentation runes lock a main rune to only work for specific individuals or in specific circumstances. A hacking rune is designed to overcome such an augmentation by carefully dispelling just the augmentation, or tricking the augmentation into believing the condition is met. Many Runecrafters view "Hacking" runes as an abomination and will work together to hunt down anyone who learns such skills.

("Hacking" runes are limited to the "Hacking" archetype, but are fundamental to the world of runes so they are mentioned here.)

Cooperation

Unlike other spellcasters, Runecrafters may work together to make a rune stronger than they can do by themselves. All Runecrafters involved must know the rune and expend a spell level strong enough to inscribe the rune. The resulting rune will have a duration equal to the sum of the durations for the spell levels used. It also becomes significantly more difficult to dispel than a rune made by a single caster. Specifically, all spell levels are individually recorded for that rune (such as 1+2+5).

They are individually recorded because only spell slots greater than those used can be used to dispel the combined rune. For example, using the Dispel Rune rune, a level 3 and a level 5 cooperatively cast would dispel the 1+2+5. However, two level 4s cooperatively cast would not be guaranteed to dispel the rune as a level 4 is not guaranteed to dispel a level 5. Similarly, a level 8 Dispel Magic would be capable of dispelling the 1+2+5.

The GM may choose to increase the effected range, or other attributes of a combined rune at her discretion.

Some may have already realized that getting 31 Runecrafters to cast a level 1 rune together would result in a rune that other spellcasters cannot dispel (as it would have a DC 31 and the maximum ability check is 30 by 5e definitions). Although this is true, getting such a large number of Runecrafters to work together is very difficult. GMs may choose to place such runes in the world. When players find one, they are cautioned to investigate why Runecrafters banded together to make such a powerful rune before figuring a way out to bypass such a rune.

Cantrips

You know two cantrips of your choice from the Rune Blade rune list. You learn additional Rune Blade cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Runic Breacher table.

The Runic Breacher

Spell slots

The Runic Breacher table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Runic Breacher runes of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

The Runic Breacher

Spells Known of 1st Level and Higher

At 3rd level, you know two 1st-level spells of your choice from the Rune Blade rune list.

The Runes Known column of the Runic Breacher table shows when you learn more Rune Blade runes of your choice of 1st level and higher. A rune you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 18th level, for example, you learn a new Rune Blade rune, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the Rune Blade runes you know and replace it with another spell from the Rune Blade rune list, which also must be of a level for which you have spell slots.

Runecrafting Ability

Intelligence is your Runecrafting ability for your Rune Blade runes, so you use your Intelligence whenever a spell refers to your Runecrafting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Rune Blade rune you cast and when making an attack roll with one.

Rune save DC = 8 + your proficiency bonus + your Intelligence modifier

Rune attack modifier = your proficiency bonus + your Intelligence modifier

Runecasting Focus

You can use any writing implement as a Runecrafting focus for your Rune Blade runes.

7: Sacrificial Lamb

You may use an action to create an illusion of yourself that mirrors your height, weight, clothing, and body temperature right in front of you. It "walks" 90 feet (30 feet a turn) straight forward stopping if it encounters a wall or obstacle taller than 2 feet, but otherwise not reacting to anything around it (explosions, npcs, weapons).

Any sentient creature can easily tell that the image is not you by seeing a weapon attack pass straight through it without it reacting. As such the sacrificial lamb is not good at fooling sentient creatures, but it is great for setting off traps from (hopefully) a safe distance.

You must finish a short rest before using this ability again.

10: Inorganic Blast

You may use an action to cause your Sacrificial Lamb to explode dealing 20d6 force damage to inorganic objects within a 15 ft. radius. As this explosion only effects inorganic objects it will not injure any creatures (unless they happen to be made of stone or metal), but such a blast can be quite good at damaging physical structures such as walls, towers, bridges, and other strategic structures.

15: Sap Strength

You may place both hands on an object with a threshold damage and begin concentration on your Prime Rune. Your rune spreads out into object and begins eating the objects endurance. Each turn you maintain concentration, the threshold damage decreases by 10 up to a maximum daily consumption of 10 times your Rune Blade level.

If you do not feed your Prime Rune on a regular basis, it will eventually get hungry enough to spread out hunting while you sleep (GM's discretion).

18: Mana Feast

There are times when the enemy has far better and far stronger spell casters than you do... at such moments the best thing to do is sever all connection to Manak rendering spellcasting impossible.

You begin concentrating on expanding your Prime Rune. Your Prime Rune expands forth from your feet in a 40 ft. radius circle creating a net to intercept any mana flowing in from Manak. This net eats any non-manifested mana used for new spells or runes created within the zone (any attempt to do so results in the spell slot still being spent with the only result being a slight glowing of your Prime Rune), however spells cast from outside the zone will still have an effect if sent into the zone. Any spell that requires pulling more energy from Manak to maintain (concentration) is also interrupted.

No one knows what the Prime Rune does with all the mana it consumes. Some speculate that it uses the energy to speak with its far distant cousins, or that it is building up reserves for some great feat, but no theory has been confirmed.

You must finish a long rest before using this ability again.

Runic Defender***

As you look out over the market something odd catches your eye. A small black bow peaking just above a fruit stall, then another one. Suddenly 10 orcs rush out from behind there, dripping wet and covered in sewer filth pulling back their bows and about to release a volley. In shock you realize they are aiming towards the part of the market where your wife is shopping. Just as you fear the worst, a warrior in shining armor steps out of the market raising her hands as a strange shadow shoots across the pavement between the orcs and the crowd. Thinking that the pretty shadows are about the most pointless attempt at protection you have ever seen, you start rushing towards the orcs trying to kill them before they can unleash too many volley's, but knowing you will be too late. You hear a clatter from the side and look back to see the arrow's bouncing harmlessly off an Invisible wall above the pretty shadow on the ground. Could this be what the guards were whispering about? A strange female warrior with unknown abilities, but tremendous strength?

3: Readied Defense

Starting when you take the Runic Defender troop type at level 3, you may use a bonus action to take the Dodge action.

3: First in

Starting when you take the Runic Defender troop type at level 3, when your movement is towards an enemy, you may use a bonus action to Dash towards that enemy.

7: Dug In

At level 7, your Prime Rune has expanded to include a form of the Reinforce rune. After you have not moved for 2 rounds you may use an action to increase your AC by 5 until you move or are moved by 5 feet. You may not Dodge while Dug In is active.

10: Primal Armor

At level 10, your Prime Rune is tired of being slashed and having to heal those nasty scars. To protect its core, it expands into anything you wear reinforcing it against being cut open. While you are wearing clothing and/or armor you now have resistance to piercing and slashing damage.

15: Safe Zone

Starting at level 15 you may use an action, to begin concentrating on your Prime Rune. Your Prime Rune spreads out from your feet into the ground creating a 15 foot radius circular glyph. The primal rune may use an unlimited number of reactions (even multiple ones on the same turn) to throw any creature or object on top of it 10 feet out of the circle.

This effect lasts until 1 minute has passed, or your concentration is broken, or either of your feet leaves the ground.

You must finish a short rest before you can use this feature again.

18: You Shall Not Pass!!

Starting at level 18, you may use an action to begin concentrating on your Prime Rune. Your Prime Rune extends itself into the ground in a 40ft line of its choosing (normally your own, but at the GMs discretion). An Invisible shield extends 50 feet above the rune blocking everything that hits it (including spells, flying creatures, projectiles, etc.). Every time something hits the shield you need to make a concentration check to keep it up.

The extension of the primal rune fades when you have ceased contact with it for 2 rounds, or you loose concentration, or a minute has passed.

You must finish a long rest before you can use this feature again.

Runic Tactician***

Normally what you see is what you get. With the runic tactician, what you see is what she wants you to see. Is that 6 inch dagger in her hand real or is it just an illusion covering a 3 foot longsword? Is she really dressed in a ball gown, or is she wearing heavy armor? When she really wants to give you a headache, she may decide to make you see a lot more of her, or is that just because you stopped at the tavern for a dozen with some friends?

3: Strategic Positioning

Starting when you take the Runic Tactician troop type at level 3, after attacking a creature you may leave their zone of control without incurring an opportunity attack (even if your attack missed).

7: Which is What

Starting at level 7, you may use a bonus action to allow your Prime Rune to change the look of your weapon. You have advantage on attacks against any creature who did not see you transform your weapon. Any creature who saw the transformation must make a wisdom check of (DC = 8 + Proficiency + Intelligence) to figure out what you just did. Even knowing the trick, you still receive a +2 against such creatures (as trying to dodge your longsword while seeing a dagger is very difficult).

10: Its Called Style

Starting at level 10, your Prime Rune is concerned with what you look like. It is continuously spreading out and shaping an illusion around you to "enhance" your appearance to others. You may use an action to request your Prime Rune give you a specific appearance or clothing. A creature may see through your disguise with a Perception check of DC = 8 + Proficiency + Intelligence. They have advantage if they saw you transform.

15: Deadly Disguised

Starting at 15th level, your disguised weapon (Which is What) does 1d6 extra damage.

18: Confusing Defense

Starting at level 18, your Prime Rune has decided to be a bit more proactive in keeping its symbiont alive. If it feels itself being severely threatened (HP less than or equal to 1/4 of maximum) it will use its reaction to cast Mirror Image on you. As it is the Prime Rune casting this spell, it does not take your reaction, however their AC is based on your Dexterity.

Your Prime Rune may do this twice per long rest.

Runecrafter***

Runecrafter Archetype Table of Contents

Farmer***

Fletcher***

Hacker***

Hunter***

Medic***

Miner***

Sailor***

Security Expert***

Sky Pirate***

Stone Mason***

Stylist***

Trap Expert***

Disclaimer

This is alpha content and is just beginning to be play-tested. Although it has completed abilities, it is lacking high level "runes" (spells) and as such will be unplayable at high level until further updates are released.

Description

Runecrafters specialize in making runes that do things for them. From a rune that will give the ultimate shave for the barber shop, to a rune that will hold a dragon down long enough for your party to destroy it runes span a tremendous scope of power. They are both common and exceptional. The most powerful runes take teams of high level masters, but those runes are quite literally world changing. They can revive a desert or connect planets on other planes to allow for trade. Even the most humble Runecrafters can find employment reinforcing buildings and making knives stay sharp unnaturally long.

Class Features

As a Runecrafter you gain the following class features.

Hit Points

Hit Dice: 1d8 per Runecrafter level

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Runecrafter level after 1st

Proficiencies

Armor: None

Weapons: Daggers, darts, quarterstaffs, atoks

Tools:

Saving Throws: Intelligence, Charisma

Skills: Choose three from Arcana, Deception, History, Intimidation, Investigation, Nature, Performance, Persuasion, and Religion.

Equipment

You get either A) an Atok or B) a Dagger and Pen.

You get either A) a Scholar's Pack or B) Diplomat's Pack.

You get a Runebook.

The Runecrafter

-Spell Slots per Spell Level-
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Runecrafting 2 2 - - - - - - - -
2nd +2 Spectral Shield 2 3 - - - - - - - -
3rd +2 Runic Career 2 4 2 - - - - - - -
4th +2 Ability Score Improvement 2 4 3 - - - - - - -
5th +3 - 3 4 3 2 - - - - - -
6th +3 Greater Duration 3 4 3 3 - - - - - -
7th +3 - 3 4 3 3 1 - - - - -
8th +3 Ability Score Improvement 3 4 3 3 2 - - - - -
9th +4 - 4 4 3 3 3 1 - - - -
10th +4 Easy Inscription 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 - 5 4 3 3 3 2 1 1 - -
14th +5 Interwoven Glyph 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 - 6 4 3 3 3 2 1 1 1 1
18th +6 Runic Surge 6 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 6 4 3 3 3 3 2 1 1 1
20th +6 More Power! 6 4 3 3 3 3 2 2 1 1

1: Magical Inscription

Inscription Casting

You can inscribe a runecrafter rune as a ritual if that spell has a ritual tag and you have the rune in your runebook. A runecrafter's ritual casting involves carefully using magical ink to inscribe the rune on the surface. This process costs 25 GP per level of the spell in magical ink and takes 30 minutes per level of the spell (instead of the normal 20 minutes longer than the normal casting time).

1: Runebook

As a student of runes, you have a runebook containing runes that you have discovered so far.

General

The runes that you add to your runebook as you gain levels reflect the runic research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other runes during your adventures. You could discover a rune recorded on a scroll in an evil runecrafter's lair, or even some runes they left behind on the walls and had long enough durations to survive until you found them.

Copying a Rune into your RuneBook

When you find a rune of a spell level of 1st level or higher, you can add it to your runebook if it is of a spell level you can prepare (according to the Runecrafter Spell Level Table) and if you can spare the time to decipher and copy it. This requires that you be able to clearly see and study the rune (which requires touch). As the design of runes become more complex when cast at a higher spell level, you must be able to prepare (according to the Runecrafter Spell Level Table) runes of the level it was cast at, not at the base level of the rune.

Copying that rune into your runebook involves reproducing the basic form of the rune, then deciphering the unique system of notation used by the runecrafter who wrote it. You must practice the rune until you understand the strokes required, then transcribe it into your runebook using your own notation.

For each level of the spell (at its lowest possible level), the process takes 2 hours and costs 50 GP. The cost represents expensive inks you used in your practice. Once you have spent the time and money, you can prepare the rune just like your other runes.

Replacing the Book

You can copy a rune from your own runebook into another book - for example, if you want to make a backup copy of your runebook. This is just like copying a new rune into your runebook, but faster and easier, since you understand your own notation and already know how to inscribe the rune. You need spend only 1 hour and 10 GP for each level of the copied rune.

If you loose your runebook, you can use the same procedure to transcribe the runes that you have prepared into a new runebook. Filling out the remainder of your runebook requires you to find new runes to do so, as normal. For this reason, many Runecrafters keep backup runebooks in a safe place.

The Book's Appearance

Your runebook is a unique compilation of runes, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous runebook in a mishap.

1: Runecrafter Spell Level Table

Runecrafter Level Maximum Rune Level
1 1
2 1
3 2
4 2
5 3
6 3
7 4
8 4
9 5
10 5
11 6
12 6
13 7
14 7
15 8
16 8
17 9
18 9
19 9
20 9
NPC Only Levels
21 9
22 9
23 9
24 9
25 10
26 10
27 11
28 11
29 12
30 12
31 13
32 13
33 14
34 14
35 15
36 15
37 16
38 16
39 17
40 17

1: Runecrafting

Augmentation

Some runes are augmentation runes. Such runes are clearly labeled in their description. One augmentation rune can be applied to a normal rune. The augmentation can make the lines of the rune turn Invisible, make the rune only work for a specific individual or their descendants, or a number of other things. If the base rune is dispelled or otherwise destroyed then the augmentation goes as well. No normal means can dispel the augmentation without dispelling the main rune.

Concentration

Inscribing a rune takes your concentration. You expend your spell slot at the beginning of the inscription. The inscription fails with no effect if either you loose concentration or you pause from your task.

Cooperation

Unlike other spellcasters, runecrafters may work together to make a rune stronger than they can do by themselves. All runecrafters involved must know the rune and expend a spell level strong enough to inscribe the rune. The resulting rune will have a duration equal to the sum of the durations for the spell levels used. It also becomes significantly more difficult to dispel than a rune made by a single caster. Specifically, all spell levels are individually recorded for that rune (such as 1+2+5).

They are individually recorded because only spell slots greater than those used can be used to dispel the combined rune without a check. For example, using the Dispel Rune rune, a level 3 and a level 5 cooperatively cast would dispel the 1+2+5. However, two level 4s cooperatively cast would not be guaranteed to dispel the rune as a level 4 is not guaranteed to dispel a level 5. Similarly, a level 8 Dispel Magic would be capable of dispelling the 1+2+5 without a check.

The GM may choose to increase the effected range, or other attributes of a combined rune at her discretion.

Some may have already realized that getting 31 Runecrafters to cast a level 1 rune together would result in a rune that other spellcasters cannot dispel (as it would have a DC 31 and the maximum ability check is 30 by 5e definitions). Although this is true, getting such a large number of Runecrafters to work together is very difficult. GMs may choose to place such runes in the world. When players find one, they are cautioned to investigate why Runecrafters banded together to make such a powerful rune before figuring a way out to bypass such a rune (such as amazing role-play shenanigans or the Wish spell).

Hacking

Some augmentation runes lock a main rune to only work for specific individuals or in specific circumstances. A hacking rune is designed to overcome such an augmentation by carefully dispelling just the augmentation, or tricking the augmentation into believing the condition is met. Many Runecrafters view "Hacking" runes as an abomination and will work together to hunt down anyone who learns such skills.

("Hacking" runes are limited to the "Hacking" archetype, but are fundamental to the world of runes so they are mentioned here.)

Interference

Magical runes are filled with your very essence of magic. Whenever they are in contact with you (such as being on armor you are wearing, a weapon you are wielding, or a stone you are standing on) they become inactive. In such a state they are very fragile, and any damage will destroy the rune. As soon as you are no longer in contact with the runed item (such as taking off the armor, passing or throwing the weapon, or stepping off the stone) then the rune reactivates and resumes behaving as normal. The duration of the rune continues to decrease even while inactive.

Mental Presence

A few runes have the "Mental Presence" attribute. These runes provide continuous feedback to the Runecrafter. Due to the strain on their mind of such a connection, only one such rune may exist at a time. Creating a second Mental Presence rune will cause the previous one to dissipate.

Non-stacking

If a rune is placed on an creature/object then no other runes may also be placed on that creature/object. Unless a rune says otherwise, its area of effect is a single continuous piece of material of less than 250 pounds. This may be a door made of a single piece of wood, a stone set in the floor, the blade of a sword, or even a piece of leather wrapped around the hilt of a sword.

Cantrips

At 1st level, you know three cantrips of your choice from the Runecrafter spell list. You learn additional Runecrafter cantrips of your choice at higher levels, as shown in the Cantrips Known column of The Runecrafter Table.

Runebook

At 1st level, you have a runebook containing eight 1st-level Runecrafter spells of your choice. Your spellbook is the repository of the Runecrafter spells you know, except your cantrips, which are fixed in your mind.

Preparing and Casting Spells

The Runecrafter Table shows how many spell slots you have to cast your runes for 1st level and higher. To cast one of these spells, you must expend a slot of the rune's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of Runecrafter spells that are available for you to cast. To do so, choose a number of Runecrafter spells from your runebook equal to your Intelligence modifier + half your Runecrafter level (minimum of one spell). The runes must be of a level allowed by Runecrafter Spell Level Table.

For example, if you're a 3rd-level Runecrafter, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared runes can include four runes of 1st or 2nd level, in any combination, chosen from your runebook. If you prepare the 1st-level rune Reinforce, you can cast it using 1st-level or a 2nd-level slot. casting the spell doesn't remove it from your list of prepared runes.You can change your list of prepared runes when you finish a long rest. Preparing a new list of Runecrafter runes requires time spent studying your runebook and memorizing the incantations and strokes you must make to cast the spell: at least 1 minute per rune level for each spell on your list.

Runecrafting Ability

Intelligence is your Runecrafting ability for Runecrafter spells, since you learn your runes through dedicated study and memorization. You use your Intelligence whenever a rune refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Rune save DC = 8 + your proficiency bonus + your Intelligence modifier

Rune attack modifier = your proficiency bonus + your Intelligence modifier

Runecrafting Focus

You can use any writing implement as a Runecrafting focus for your Runecrafter runes.

Learning Spells of 1st Level and Higher

Each time you gain a Runecrafter level, you can add three Runecrafter runes of your choice to your runebook for free. Each of these runes must be of a level which you are allowed to cast according to Runecrafter Spell Level Table. On your adventures, you might find other runes that you can add to your runebook (see the "Runebook" section at the end).

2: Spectral Shield

As a reaction to an ally being targeted, you may point at them allowing some of your energy to course out of you and into them. For the next minute, while you concentrate on this, their AC increases by 2 and your AC decreases by 2.

You may only use Spectral Shield once per short rest.

4: Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

3: Runic Career

Runecrafter's specialties are tied with what they work on day and night. Although any Runecrafter can learn most abilities from other careers, there is more power to casting spells from your own career. Also, a Runecrafter may only learn level 8 and higher runes of their career.

3: Runic Preparation

Any rune from your runic career takes half the time to cast.

6: Greater Duration

When you cast a non-instantaneous rune from your Runic Career it lasts 50% longer than normal.

8: Ability Score Improvement (lvl 8)

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

10: Easy Inscription

Some spells you have cast so often that they have become second nature to you. Sometimes you don't even feel the strain of using them.

When you cast a rune from your Runic Career roll a d10. On a 10 you do not feel any strain from the rune (you do not expend a spell slot).

12: Ability Score Improvement (lvl 12)

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

14: Interwoven Glyph

Glyphs are merely a pattern. A carefully woven pattern can be twisted slightly to flow around another pattern. The result intermingles the two runes creating something far greater than its parts.

At level 14 you may now place two glyphs from your Runic Career Rune List on the same object, or creature. Both glyphs must be placed at the same time and placing them takes a casting time equal to twice the larger of the two casting times (due to the care of combining the runes without making one of them impotent).

16: Ability Score Improvement (lvl 16)

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

18: Runic Surge

At level 18 a Runecrafter gains the ability to release a surge of energy from their body to accelerate a single rune's crafting by up to one hour. This ability may not be used again until after a long rest.

19: Ability Score Improvement (lvl 19)

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

20: More Power!

Working with runes repeatedly has allowed you to add a few extra flourishes which supercharge the rune.

When you cast a rune from your Runic Career it has the effect of one spell slot higher than the spell slot you used.

26: Rapid Inscription

The amount of time it takes to inscribe any rune with an inscription time longer than 1 action is cut in half.

40: Master Inscriber

The time it takes you to inscribe any rune of your Runic Career decreases by one hour.

If the rune normally has an inscription time of one hour or less you may inscribe it with either a bonus action or an action.

Archetypes

Farmer***

Using magic allows a common farmer to grow crops far bigger than previously imaginable.

3: Farmer Runes

Cantrips

Fertile Ground

Level 1

Flying Seed Pouch

Level 2

Accelerated Growth

Level 3

Level 4

Level 5

Level 6

Level 7

Level 8

Level 9

Fletcher***

Weaving magic into trees prepares the wood, then imbuing it on crafting makes a bow without equal.

3: Fletcher Runes

Cantrips

Tree Guidance

Level 1

Animate Tree

Level 2

Sniper's Scope

Level 3

Level 4

Level 5

Level 6

Level 7

Level 8

Level 9

Hacker***

Powerful runecrafters make their runes so that they will only work for a select few. Hackers specialize in overcoming such restrictions.

3: Hacker Runes

Cantrips

Rune Diagnostics

Level 1

Give it Away

Level 2

Dispel Rune

Level 3

Level 4

Bypass Magical Marker

Level 5

Level 6

Level 7

Level 8

Level 9

Hunter***

Hunting is not easy, would it not be easier to use a bit of magic?

3: Hunter Runes

Cantrips

Masked Scent

Level 1

Tracer Rune

Level 2

Level 3

Baited Lure

Level 4

Domestic Beast

Level 5

Level 6

Beast Magnet

Level 7

Tranquilizer

Level 8

Level 9

Tame Monster

Medic***

Being healed is great, but it is even better if you can prepare it in advance.

3: Medic Runes

Cantrips

Invigorating Time

Level 1

Blissful Naps

Level 2

Emergency Resuscitator

Level 3

Renewed Life

Level 4

Newts Tail

Level 5

Level 6

Level 7

Level 8

Level 9

Celestial Blessing

Miner***

Digging through heavy stones all day is the definition of hard work. Way not be a bit lazier and let magic do some of the work for you?

3: Miner Runes

Cantrips

Mineral Detector

Level 1

Hole in the Wall

Level 2

Air Recycler

Level 3

Level 4

Level 5

Level 6

Level 7

Level 8

Level 9

Sailor***

The oceans bring many riches, but also many dangers. A bit of magic may just tip the odds in your favor

3: Sailor Runes

Cantrips

Don't Slip

Level 1

Lightning Rod

Level 2

Level 3

Arrow Repellent

Level 4

Level 5

Level 6

Level 7

Level 8

Level 9

Security Expert***

When you make powerful magic, you might not want it to fall into the wrong hands. A security expert can lay down careful restrictions to prevent its misuse.

3: Security Expert Runes

Cantrips

It's Yours

Level 1

It's For Family

Level 2

Level 3

Level 4

Magical Marker

Level 5

Level 6

Level 7

Level 8

Level 9

Sky Pirate***

Few things are as exhilarating, or as dangerous, as flying throw the sky on a ship. Magic may just be what keeps you alive.

3: Sky Pirate Runes

Cantrips

Emergency Chute

Level 1

Uncutable Rope

Level 2

Metal to Wood Glue

Level 3

Soaring Commando

Level 4

Level 5

Level 6

Level 7

Level 8

Level 9

Stone Mason***

Building something to stand the test of time takes hard work, and strong magic.

3: Stone Mason Runes

Cantrips

Test of Fortitude

Level 1

Reinforce

Level 2

Lightweight Stone

Level 3

Level 4

Magical Highway

Level 5

Level 6

Level 7

Level 8

Level 9

Stylist***

Let's be honest, even runecrafters have a certain level of vanity.

3: Stylistic Runes

Cantrips

Clean Shave

Level 1

Painting Strike

Polished Nails

Spiked Cut

Level 2

Frozen Helmet

Infernal Beret

Level 3

Level 4

Level 5

Level 6

Level 7

Level 8

Level 9

3: The Language of Color

Most Stylistic runes will have effects based on the cut and shaping of the hair. The color of the hair effects the damage type:

Color Type
Green Acid
White Ice
Red Fire
Yellow Lightning
Jet Black Necrotic
Purple Poison
Blue Psychic
Gold Radiant
Orange Thunder

Trap Expert***

When you want to build a dungeon with crazy magical traps, the trap expert is who you want to hire to set them up.

3: Trap Expert Runes

Cantrips

Acid Bath

Arctic Slow

Lava Mine

Level 1

Ice Bomb

Level 2

Baited Trap

Level 3

Level 4

Mild Paralysis

Level 5

Level 6

Infighting

Level 7

Level 8

Level 9

Phantom Loot

Sorcerer*

Sorcerer Archetype Table of Contents

Destined Bloodline***

Draconic Bloodline*

Maestro***

Shadowslinger***

Time Sorcery***

Copy Left Notice: This class is from the System Reference Document under the Open Gaming License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

Many of the archetypes are from different sources are are individually marked.

Class Features

As a Sorcerer you gain the following class features.

Hit Points

Hit Dice: 1d6 per sorcerer level

Hit Points at 1st Level: 6 + your Constitution modifier

Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st

Proficiencies

Armor: None

Weapons: Daggers, darts, slings, light crossbows, quarterstaffs

Tools: None

Saving Throws: Constitution, Charisma

Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion.

Equipment

You get either A) a Light Crossbow, 20 bolts and a Quiver, or B) any Simple Melee Weapon.

You get either A) a Component Pouch or B) an Arcane Focus.

You get either A) a Dungeoneer's Pack or B) an Explorer's Pack.

You get two Daggers.

The Sorcerer

-Spell Slots per Spell Level-
Level Proficiency Bonus Sorcery Points Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 - Spellcasting, Sorcerous Origin 4 2 2 - - - - - - - -
2nd +2 2 Font of 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

1: Sorcerous Origin

Different sorcerers claim different origins for their innate magic, such as a draconic bloodline.

Choose a sorcerous origin, which describes the source of your innate magical power, such as Draconic Bloodline. Your Choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th levels.

1: Spellcasting

An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin fuels your spells.

Cantrips

At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of The Sorcerer Table.

Spell Slots

The Sorcerer Table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the sorcerer spells list.

The Spells Known column of The Sorcerer Table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, Which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your sorcerer spells.

2: Font of Magic

At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.

Sorcery Points

You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of The Sorcerer Table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.

Flexible Casting

You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.

Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.

Any spell slot you create with this feature vanishes when you finish a long rest.

Creating Spell Slots

Spell Slot Level Sorcery Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7

Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.

3: Metamagic

At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

Careful Spell

When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

Distant Spell

When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.

When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.

Empowered Spell

When you roll damage for a spell, you can spend 1 sorcery point to re-roll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.

You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.

Extended Spell

When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.

Heightened Spell

When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.

Quickened Spell

When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

Subtle Spell

When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.

Twinned Spell

When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spells level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).

To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, Magic Missile and Scorching Ray aren't eligible, but Ray of Frost is.

4: Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

8: Ability Score Improvement (lvl 8)

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

10: Metamagic (level 10)

At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

Careful Spell

When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

Distant Spell

When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.

When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.

Empowered Spell

When you roll damage for a spell, you can spend 1 sorcery point to re-roll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.

You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.

Extended Spell

When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.

Heightened Spell

When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.

Quickened Spell

When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

Subtle Spell

When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.

Twinned Spell

When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spells level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).

To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, Magic Missile and Scorching Ray aren't eligible, but Ray of Frost is.

12: Ability Score Improvement (lvl 12)

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

16: Ability Score Improvement (lvl 16)

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

17: Metamagic (level 17)

At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

Careful Spell

When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

Distant Spell

When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.

When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.

Empowered Spell

When you roll damage for a spell, you can spend 1 sorcery point to re-roll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.

You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.

Extended Spell

When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.

Heightened Spell

When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.

Quickened Spell

When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

Subtle Spell

When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.

Twinned Spell

When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spells level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).

To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, Magic Missile and Scorching Ray aren't eligible, but Ray of Frost is.

19: Ability Score Improvement (lvl 19)

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

20: Sorcerous Restoration

At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.

Archetypes

Destined Bloodline***

The Destined Bloodline is a Sorcerous Origin

You are cloaked in the mantle of destiny, and fate itself is the origin of you innate magical prowess.

Copy Left Notice: This archetype is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

1: Lucky

When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can re-roll the die and must use the new roll.

1: Fortunate Blow

Beginning at level 1, when you hit a target you may roll a d20. If you roll your sorcerer level or lower you may add your Charisma modifier to the attack damage.

6: Close Call

Whenever you fail a saving throw or are about to be hit, roll a d20. If you roll a 20, the stars align and you miraculously escape. If not, then whatever would have happened, still happens.

14: Tomorrows Destiny

Beginning at 14th level, When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.

18: Curse of Misfortune

Beginning at 18th level, When you cast a spell you may impose a -5 penalty to any number of targets for their saving throw. You can't use this feature again until you finish a long rest.

Draconic Bloodline*

Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.

Copy Left Notice: This archetype is from the System Reference Document under the Open Gaming License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

1: Draconic Resilience

As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit points maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + Dexterity modifier.

1: Dragon Ancestor

At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.

Draconic Ancestry

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

You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.

6: Elemental Affinity

Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.

14: Dragon Wings

At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.

You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

18: Draconic Presence

Beginning at 18th level, you can channel the dead presence of your dragon ancestor, causing those around you to be awestruck or Frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be Charmed (if you chose awe) or Frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.

Maestro***

Not many have died and lived to tell the tale. Fewer yet make it past the outer courts and into the inner celestial chambers before being sent back to your body. In the few minutes between your death and your return you beheld angelic choirs singing and felt your very being shape and change with their song. It pulsed through you and you felt truly alive for the first time. Then a pesky mage cast Reverse Gravity. The struggle was great, and even a few more seconds and you would likely have refused to return, but you did. And when you did, you discovered that you had been irrevocably changed. Your songs may not hold the majesty of those choirs, yet they do hold a power that pulls others toward those chambers... away from the life they know.

Copy Left Notice: This archetype is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

1: Musical Aptitude

At the 1st level, you gain proficiency in Performance and two musical instruments. When you make ability checks with that skill or those instruments, you may double your proficiency bonus. You may treat a musical instrument with which you have proficiency as an arcane focus when you cast a sorcerer spell.

6: Heavenly Song

At the 6th level, you gain the ability to utilize your musical gifts to create a Heavenly Song which pulls others toward the afterlife. As an action, you may spend 2 Sorcery Points and perform a short song or series of chords that affects creatures within a 60 ft radius, and they must be able to hear you.

Affected creatures (hostile and friendly) must roll a Wisdom saving throw against your Sorcerer Spell Save DC as their willpower is tested by the honeyed song. On a failure, they take 2d8 psychic damage.

You may spend additional sorcery points (up to a total of 6 SP). For each additional SP spent beyond 2, you add one extra damage die dealt by this feature. This ability can be manipulated by your metamagics as though you were casting a spell equal to the amount of sorcery points spent using this feature.

14: Potent Chord

Starting at 14th level, you may add your Charisma modifier to the damage of spells you cast that deal thunder or psychic damage, including the damage dealt by your Heavenly Song.

18: Magnum Opus

At level 18, you roll d10s when you use your Heavenly Song feature, and you learn how to immunize allies to your song over the course of a short rest. By playing a special song for 10 minutes of a short rest, those who hear it will take no psychic damage from Heavenly Song for 24 hours.

Shadowslinger***

Shadowslinger are people born with the power to control shadows to their will.

Copy Left Notice: This archetype is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

1: Shadowfall 10 feet

Starting at 1st level, you can teleport up to 10 feet as a bonus action on your turn. You must be in dim light or darkness to do this, or your destination must be in dim light or darkness.

1: Covered Darkness

When standing in darkness or dim light you can warp shadows around you making you extremely hard to see. This gives you advantage on Stealth checks. Enemies have disadvantage on attack roles against you. Covered Darkness lasts until it encounters a light source or 2 minutes have passed. You cannot use this feature again until after a long rest.

6: Shadowfall 20 feet

Starting at 6th level, you can teleport up to 20 feet as a bonus action on your turn. You must be in dim light or darkness to do this, or your destination must be in dim light or darkness.

6: Transcendence

From 6th level onward, you can take an action on your turn to create one of the following effects for 1 minute:

  • Your AC increases by 2 but cannot exceed 20.
  • A 15ft aura of darkness surrounds a point of your choice. A creature with Darkvision cannot see through it, and nonmagical light can't illuminate it. If the point you choose is an object that you are holding or one that isn't being worn or carried, the darkness emanates from that object and moves with it. This benefit lasts for 10 minutes.
  • Enemies have disadvantage on attack rolls against you.
  • A Darkvision ability that lets you see 120 feet even in magical darkness (that blocks normal Darkvision).

You regain the ability to do this when you finish a long rest. Also, creatures with Truesight ignore Transcendence bonuses.

14: Shadowfall 30 feet

Starting at 14th level, you can teleport up to 30 feet as a bonus action on your turn. You must be in dim light or darkness to do this, or your destination must be in dim light or darkness.

14: Shadow Weaving

From 14th level onward, you can create a 10ft by 10ft panel made of shadows as an action. You can have a number of these equal to your Charisma Modifier existing at once. You can connect them to one another. You can see through them, but other creatures cannot. It can be dispelled by a Daylight spell of 5th level or higher. From 16th level onward, it can only be dispelled by a Daylight spell of 6th level or higher, or similar magic. (This wall is not solid, you can walk through it, shoot through it, or other similar things.)

18: Superior Transcendence

From 18th level onward, you can reuse Transcendence after finishing a short rest.

Your Transcendence effects cannot be dispelled, or negated via Truesight.

Time Sorcery***

Your innate magic comes from the fabric of time. Perhaps you were exposed to very powerful temporal magic, leaving its arcane signature upon your very being and making you attuned to similar effects. Maybe a deity of time chose you for reasons unknown and bestowed upon you his boon.

Due to their ability to instinctually warp time around them and escape harm, an ability they sadly could not extend to their comrades, time sorcerers tend to survive encounters that their companions do not, and a good fraction become struck with survivor guilt. Most of those who do develop this guilt embrace solitude and give up adventuring entirely, while others continue exploring the world but are wary of accepting companionship, should similar events occur once more.

Copy Left Notice: This archetype is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

1: Acceleration

At 1st level, you gain the ability to warp time ever so slightly to give you advantage in and out of battle. Add your proficiency bonus to your initiative rolls and half your proficiency bonus, rounded down, to all other Dexterity ability checks.

6: Arcane Alacrity

At 6th level, when faced with danger, you manage to slow time just enough to narrowly avoid the brunt of it. You gain proficiency in Dexterity saving throws.

If you already have proficiency in Dexterity saving throws then you gain +2 to your Dexterity ability score.

14: Expert Chronomancy

At 14th level, your mastery over time has improved enough that you become more efficient in spellcasting and can choose to ignore the effects of temporal magic should they be detrimental to you. You spend only 1 sorcery point when you use your Quicken Spell Metamagic option and your Extended Spell Metamagic option triples a spell's duration, to a maximum duration of 24 hours. You can also use these Metamagic options even if you have already used a different Metamagic option during the casting of a spell.

Unless you wish to be affected, you are immune to the Haste, Slow, and Time Stop spells and other similar magical effects.

Your movement speed increases by 10 feet.

18: Time Soul

At 18th level, you gain the ability to use time to your utmost advantage in battle. You may allow your temporal blood to boil to the surface, casting Time Stop as a bonus action without expending a spell slot. You must finish a long rest before you can do this again.

(When Time Stop ends, the turn immediately passes to the next actor in the combat tracker. You do not get to finish that "turn".)

Warlock*

Warlock Archetype Table of Contents

Misty Scales***

The Fiend*

Copy Left Notice: This class is from the System Reference Document under the Open Gaming License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

Many of the archetypes are from different sources are are individually marked.

Class Features

As a Warlock you gain the following class features.

Hit Points

Hit Dice: 1d8 per warlock level

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per warlock level after 1st

Proficiencies

Armor: Light armor

Weapons: Simple weapons

Tools: None

Saving Throws: Wisdom, Charisma

Skills: Choose two from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion.

Equipment

You get either A) a Light Crossbow, 20 Crossbow Bolts, and a Quiver, or B) any Simple Melee Weapon.

You get either A) a Component Pouch or B) an Arcane Focus.

You get either A) a Scholar's Pack or B) a Dungeoneer's Pack.

You get a Simple Melee Weapon.

You get Leather Armor and two Daggers.

The Warlock

Level Proficiency Bonus Features Cantrips Known Spells Known Spell Slots Slot Level Invocations 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 3 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

1: Otherworldly Patrons

The beings that serve as patrons for warlocks are mighty inhabitants of other planes of existence - not gods, but almost godlike in their power. Various patrons give their warlocks access to different powers and invocations, and expect significant favors in return.

Some patrons collect warlocks, doling out mystic knowledge relatively freely or boasting of their ability to bind mortals to their will. Others patrons bestow their power only grudgingly, and might make a pact with only one warlock. Warlocks who serve the same patron might view each other as allies, siblings, or rivals.

1: Pact Magic

Your arcane research and the magic bestowed on you by your patron have given you facility with warlock spells.

Cantrips

You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of The Warlock Table.

Spell slots

The Warlock Table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell Thunderwave, you must spend one of those slots, and you cast it as a 3-rd level spell.

Spells Known of 1st Level and Higher

At 1st level, you know two 1st-level spells of your choice from the warlock spell list.

The Spells Known column of The Warlock Table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of warlock spells you know and replace it with another spell from the Warlock Spell List, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use an Arcane Focus as a spellcasting focus for your warlock spells.

Eldritch Invocations

In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.

At 2nd level, you gain two Eldritch Invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of The Warlock Table.

Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.

2: Eldritch Invocations

If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Agonizing Blast

Prerequisite: Eldritch Blast cantrip

When you cast Eldritch Blast, add your Charisma modifier to the damage it deals on a hit.

Armor of Shadows

You can cast Mage Armor on yourself at will, without expending a spell slot or material components.

Ascendant Step

Prerequisite: 9th level

You can cast levitate on yourself at will, without expending a spell slot or material components.

Beast Speech

You can cast Speak with Animals at will, without expending a spell slot.

Beguiling Influence

You gain proficiency in Deception and Persuasion skills

Bewitching Whispers

Prerequisite: 7th level

You can cast Compulsion once using a warlock spell slot. You can't do so again until you finish a long rest.

Book of Ancient Secrets

Prerequisite: Pact of Tome feature

You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list (the two don't need to be from the same list). The spells appear in the book and don't count against the number of spells you know. with your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.

On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 GP for the rare inks needed to inscribe it.

Chains of Hell

Prerequisite: 15th level, Pact of the chain feature

You can cast hold monster at will - targeting a celestial, fiend, or elemental - without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.

Devil's Sight

You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Dreadful Word

Prerequisite: 7th level

You can cast Confusion once using a warlock spell slot. You can't do so again until you finish a long rest.

Eldritch Sight

You can cast Detect Magic at will, without expending a spell slot.

Eldritch Spear

Prerequisite: Eldritch Blast cantrip

When you cast Eldritch Blast, its range is 300 feet.

Eyes of the Rune Keeper

You can read all writing.

Fiendish Vigor

You can cast False Life on yourself at will as a 1st-level spell, without expending a spell slot or material components

Gaze of Two Minds

You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are Blinded and Deafened to your own surroundings.

Life drinker

Prerequisite: 12th level, Pact of the Blade feature

When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).

Mask of Many Faces

You can cast Disguise Self at will, without expending a spell slot.

Master of Myriad Forms

Prerequisite: 15th level

You can cast Alter Self at will, without expending a spell slot.

Minions of Chaos

Prerequisite: 9th level

You can cast Conjure Elemental once using a warlock spell slot. You can't do so again until you finish a long rest.

Mire the Mind

Prerequisite: 5th level

You can cast Slow once using a warlock spell slot. You can't do so again until you finish a long rest.

Misty Visions

You can cast Silent Image at will, without expending a spell slot or material components.

One with Shadows

Prerequisite: 5th level

When you are in an area of dim light or darkness, you can use your action to become Invisible until you move or take an action or reaction.

Otherworldly Leap

Prerequisite: 9th level

You can cast Jump on yourself at will, without expending a spell slot or material components.

Repelling Blast

Prerequisite: Eldritch Blast cantrip

When you hit a creature with Eldritch Blast, you can push the creature up to 10 feet away from you in a straight line.

Sculptor of Flesh

Prerequisite: 7th level

You can cast Polymorph once using a warlock spell slot. You can't do so again until you finish a long rest.

Sign of Ill Omen

Prerequisite: 5th level

You can cast Bestow Curse once using a warlock spell slot. You can't do so again until you finish a long rest.

Thief of Five Fates

You can cast Bane once using a warlock spell slot. You can't do so again until you finish a long rest.

Thirsting Blade

Prerequisite: 5th level, Pact of the Blade feature

You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.

Visions of Distant Realms

Prerequisite: 15th level

You can cast Arcane Eye at will, without expending a spell slot.

Voice of the Chain Master

Prerequisite: Pact of the Chain feature

You can communicate telepathically with your familiar as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.

Whispers of the Grave

Prerequisite: 9th level

You can cast Speak with Dead at will, without expending a spell slot.

Witch Sight

Prerequisite: 15th level

You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.

3: Pact Boon

At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.

Pact of the Chain

You learn the Find Familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known.

When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, or sprite.

Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its reaction.

Pact of the Blade

You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.

You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extra-dimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extra-dimensional space when the bond breaks.

Pact of the Tome

Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list (the three needn't be from the same list). While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. If they don't appear on the warlock spell list, they are nonetheless warlock spells for you.

If you loose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.

4: Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th levels, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

8: Ability Score Improvement (lvl 8)

When you reach 4th level, and again at 8th, 12th, 16th, and 19th levels, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

11: Mystic Arcanum (6th-level spell)

At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

At higher levels, you gain more warlock spells for your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. you regain all uses of your Mystic Arcanum when you finish a long rest.

12: Ability Score Improvement (lvl 12)

When you reach 4th level, and again at 8th, 12th, 16th, and 19th levels, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

13: Mystic Arcanum (7th-level spell)

At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

At higher levels, you gain more warlock spells for your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. you regain all uses of your Mystic Arcanum when you finish a long rest.

15: Mystic Arcanum (8th-level spell)

At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

At higher levels, you gain more warlock spells for your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. you regain all uses of your Mystic Arcanum when you finish a long rest.

16: Ability Score Improvement (lvl 16)

When you reach 4th level, and again at 8th, 12th, 16th, and 19th levels, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

17: Mystic Arcanum (9th-level spell)

At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

At higher levels, you gain more warlock spells for your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. you regain all uses of your Mystic Arcanum when you finish a long rest.

19: Ability Score Improvement (lvl 19)

When you reach 4th level, and again at 8th, 12th, 16th, and 19th levels, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

20: Eldritch Master

At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.

Archetypes

Misty Scales***

Your patron is an ancient being fundamentally in tune with the flow of time and consequence. This being can implement small changes in reality that have long lasting and wide spread effects. While you don't know its ultimate goal, you do know that it seeks to make these small changes to tip the scales of the world to favor its desired outcome.

Credits

Thank you Arria for submitting the original version of this. It only required minor fixing to re-balance. I look forward to what you will write in the future.

1: Expanded Spell List (Misty Scales)

Serving the Misty Scales lets you choose from certain additional spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Spell Level - Spell

Level 1 - Disguise Self

Level 1 - Sleep

Level 2 - Enhance Ability

Level 2 - Branding Smite

Level 3 - Clairvoyance

Level 3 - Slow

Level 4 - Confusion

Level 4 - Phantasmal Killer

Level 5 - Animate Objects

Level 5 - Passwall

1: Simple Push/Pull

Starting at 1st level you gain the ability pull objects toward you or push them away from you. As a bonus action you can affect any object weighing no more than 3 lbs within 60 feet of you by pulling it toward you or pushing it away. Objects currently being held by other creatures cannot be affected. The object moves in a straight line directly to or away from you. You may catch the object with an empty hand if pulling it toward you. You can move the object no more than 60 ft per round.

6: Triggering Pull

Starting at 6th level you gain the ability to pull creatures feet out from under them. As a bonus action you can choose one creature within 60 feet of you to try to trip. That creature must make a dexterity save vs your spell save DC. On a failed save the creature falls Prone. On a successful save nothing happens.

This ability can be used once per short or long rest.

10: Shielding Push

Starting at 10th level you gain the ability to use your power to protect yourself from attack. When attacked (before the attack is rolled) you can use a reaction to slow and turn the blow. Roll a d4 and subtract it from the attack. If this reduces the attack below your AC the attack misses. If it doesn't reduce the attack below your AC the attack deals half the nonmagical piercing, slashing, and bludgeoning damage.

This ability can be used an amount of times equal to your charisma modifier per short or long rest.

14: Crushing Lift

Starting at 14th level you gain the ability to use your power to deal large amounts of damage. As an action you can choose one creature within 60 feet of you. Your power wraps around that creature and deals 10d10 force damage. If the creature is Large or smaller it is lifted in the air while this damage is dealt and then they are dropped. It must make a dexterity save vs your spell save DC or fall Prone.

This ability can be used once per long rest.

The Fiend*

You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Fiends powerful enough to forge a pact include demon lords, archdevils, pit fiends, and other such beings.

Copy Left Notice: This archetype is from the System Reference Document under the Open Gaming License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

1: Dark One's Blessing

Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).

1: Expanded Spell List (Fiend)

The Fiend lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Spell Level - Spell

Level 1 - Burning Hands

Level 1 - Command

Level 2 - Blindness/Deafness

Level 2 - Scorching Ray

Level 3 - Fireball

Level 3 - Stinking Cloud

Level 4 - Fire Shield

Level 4 - Wall of Fire

Level 5 - Flame Strike

Level 5 - Hallow

6: Dark One's Own Luck

Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur.

Once you use this feature, you can't use it again until you finish a short or long rest.

10: Fiendish Resilience

Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or cold-forged iron weapons ignores this resistance.

14: Hurl Through Hell

Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.

At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.

Once you use this feature, you can't use it again until you finish a long rest.

Your Pact Boon

Each Pact Boon option produces a special creature or an object that reflects your patron's nature.

Pact of the Chain. Your familiar is more cunning than a typical familiar. Its default form can be a reflection of your patron, with imps and quasits tied to the Fiend.

Pact of the Blade. If you serve the Fiend, your weapon could be an ax made of black metal and adorned with decorative flames.

Pact of the Tome. Your Book of Shadows could be a weighty tome bound in demon hide studded with iron, holding spells of conjuration and a wealth of forbidden lore about the sinister regions of the cosmos, a gift of the Fiend.

Wizard*

Wizard Archetype Table of Contents

Defiled School***

School of Awaiting***

School of Big Sticks***

School of Darkness***

School of Evocation*

School of Purity***

School of Recomposition***

School of Stones***

School of the Tacticians***

School of Weaving***

Copy Left Notice: This class is from the System Reference Document under the Open Gaming License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

Many of the archetypes are from different sources are are individually marked.

Class Features

As a Wizard you gain the following class features.

Hit Points

Hit Dice: 1d6 per wizard level

Hit Points at 1st Level: 6 + your Constitution modifier

Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per wizard level after 1st

Proficiencies

Armor: None

Weapons: Daggers, darts, slings, quarterstaffs, light crossbows

Tools: None

Saving Throws: Intelligence, Wisdom

Skills: Choose two from,,,,, and Arcana History Insight Investigation Medicine Religion

Equipment

You get either A) a Quarterstaff or B) a Dagger.

You get either A) a Component Pouch or B) an Arcane Focus.

You get either A) a Scholar's Pack or B) an Explorer's Pack.

You start with a Spellbook.

The Wizard

-Spell Slots per Spell Level-
Level Proficiency Bonus Features Cantrips 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

1: Arcane Recovery

You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. the spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.

For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.

1: Spellcasting

As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of true power.

Cantrips

At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of The Wizard Table.

Spellbook

At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.

Preparing and Casting Spells

The Wizard Table shows how many spell slots you have to cast your spells for 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you're a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell Magic Missile, you can cast it using 1st-level or a 2nd-level slot. casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting

You can cast a wizard spell as a ritual if that spell has a ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.

Spellcasting Focus

You can use an Arcane Focus as a spellcasting focus for your wizard spells.

Learning Spells of 1st Level and Higher

Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots. as shown on The Wizard Table. On your adventures, you might find other spells that you can add to your spellbook (see the "Your Spellbook" section at the end).

1: Spellbook

The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library.

Copying a Spell into the Book . When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it.

Copying that spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.

For each level of the spell, the process takes 2 hours and costs 50 GP. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent the time and money, you can prepare the spell just like your other spells.

Replacing the Book . You can copy a spell from your own spellbook into another book - for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 GP for each level of the copied spell.

If you loose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.

The Book's Appearance . Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.

2: Arcane Tradition

The study of wizardry is ancient, stretching back to the earliest mortal discoveries of magic. It is firmly established in fantasy gaming worlds, with various traditions dedicated to its complex study.

The most common arcane traditions in the multiverse revolve around the schools of magic. Wizards through the ages have cataloged thousands of spells, grouping them into either categories called schools. In some places, these traditions are literally schools. In other institutions, schools are more like academic departments, with rival faculties competing for students and funding. even wizards who train apprentices in the solitude of their own towers use the division of magic into schools as a learning device, since the spells of each school require mastery of different techniques.

When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of many schools, such as Evocation.

Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

4: Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

8: Ability Score Improvement (lvl 8)

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

12: Ability Score Improvement (lvl 12)

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

16: Ability Score Improvement (lvl 16)

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

18: Spell Mastery

At 18th level, you have achieved such mastery of certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are inn your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.

By spending 8 hours in study, you can exchange one or both of the spells you choose for different spells of the same levels.

19: Ability Score Improvement (lvl 19)

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

20: Signature Spells

When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You also have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.

If you want to cast either spell at a higher level, you must expend a spell slot as normal.

Archetypes

Defiled School***

Defilers harness the flawed structure of the planet's magical weave to fuel their spells with the life-force of other living things. Doing so kills and sterilizes the land around them, eventually resulting in places where nothing can grow. Some planets have large empty, barely-habitable deserts as a result of centuries of misrule by defilers and their ilk. Furthermore, using magic in this way is addictive, and has flesh-warping physical effects on its practitioners.

A defiler who wishes to change his or her evil ways must first shed his or her evil alignment and demonstrate their sincere desire for atonement. Then, they must find a teacher of another arcane tradition and spend at least one adventure refraining from using their Life Drain class feature, until the teacher is satisfied their addiction to defiling has been broken. Only then do they gain the class features associated with the new tradition. No teacher will take a defiler who has relapsed after seemingly defeating their addiction.

Because of the villainous nature of this tradition, seek your GM's approval before selecting it.

Copy Left Notice: This archetype is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

2: Life Drain

Starting at 2nd level when you choose this tradition, you learn to use other life as fuel for your magic. When you cast a spell of first level or higher, you may use a bonus action to defile the earth beneath you to enhance it. Doing so kills all plant life in a sphere centered on you, with a diameter of a number of feet equal to the level of the spell times five. If there is no plant life in that area, the earth is instead defiled, drained of all life such that nothing can ever grow there unless it is somehow mended through magical means or careful tending over the course of years. You can't use this ability while there is no undefiled land inside of the sphere, nor while less than half of the sphere contains either plant life or undefiled earth.

When you use this ability, you regain your wizard's level in hit points. You may use this ability a number of times per short rest equal to your spellcasting modifier (minimum 1).

2: Terrifying Reputation

When you adopt this tradition at 2nd level, you gain proficiency in the Intimidation skill if you don't already have it. When you cast magic in the presence of an intelligent creature, you can attempt to make an Intimidation check as a bonus action.

6: Arcane Sustenance

Starting at 6th level, you can expend one use of your Life Drain power to instead regain one expended spell slot of your level divided by five or lower, or to instantly cast Lesser Restoration on yourself with no verbal, somatic, or material components. Doing so defiles the land around you as usual. When you use this power, you don't have to sleep or consume any food or water to gain the benefits of rest for twenty-four hours.

10: Monstrous Thirst

Starting at 10th level, you undergo a hideous transformation. You are covered in a thin layer of scales, and may have other monstrous physical traits, marking what you are physically for all to see. When you aren't wearing armor your AC is equal to 13 plus your Dexterity modifier, and your temporary hit points are set to your wizard level every short rest (unless they are already higher).

However, you have become addicted to the sensation of defiling. Whenever you take a long rest without having expended a number of your daily uses of Life Drain equal to half your wizard levels, you begin to suffer withdrawal symptoms, as described below.

If you are one day into withdrawal you suffer a level of Exhaustion. If you are one week into withdraw you suffer the Poisoned condition. If you are two weeks into withdraw you suffer an additional level of Exhaustion. After four weeks you cease suffering withdraw symptoms and you have broken your addiction. Any spell, effect, or Wish that would remove these conditions instead suspends them for a period of one minute, after which they resume. Expending a use of Life Drain at any point in this process resets the timer on withdraw, but does not remove its effects. Expending half your wizard level uses of Life Drain (your daily ration) removes all symptoms of withdraw.

14: Hunger for Life

Starting at 14th level, your hunger for life force is a weapon in its own right. When you use your Life Drain, choose one creature within the radius of the sphere. that creature must make a Constitution saving throw or suffer Xd8 necrotic damage where X is equal to the spell's level. A successful saving throw halves this damage. Whenever you kill a creature with this damage, you may immediately gain one benefit of your Arcane Sustenance class feature. As long as you choose a creature in this way, only a quarter of the sphere must contain plant life or undefiled earth.

School of Awaiting***

Those in the School of Awaiting have dedicated their lives to watching for and seeking out artifacts.

Copy Left Notice: This archetype is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

2: Watcher's Training

At 2nd level, you gain proficiency with simple weapons. Also, you become proficient in History. (If you already have History you may choose another.)

2: Expertise

At 2nd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

6: Arcane Teachings

At 6th level, you can spend 1 month teaching the uninitiated. At the end of this training they have learned enough about the arcane to have half proficiency in the skill. An npc may attempt to learn this much in a day. To study at that rate they must make an Intelligence DC 20 check with disadvantage.

10: Teachers Benefits

At the 10th level, your renown has grown enough that your students are more differential. You have advantage with NPCs you have trained on Persuasion checks. Furthermore your presence brings prestige to magic shops allowing you to receive a special discount. (Magical components now cost half price. Beware, if you are buying components for others you may sully your reputation.)

14: Investigator of the Archaic

You have advantage on all skill checks made that have to do with artifacts. This includes but is not limited to, History checks to remember tales, and Investigation checks to figure out how to make an artifact work.

Furthermore, your deep reverence and passion for artifacts mean that upon finding one, you can train to be proficient with it in half the normal time.

School of Big Sticks***

Early Alpha Content - will receive major rewrites

Wizards pride themselves in their intellect. They can think a way through any problem... except lugging heavy objects. Lets be perfectly honest, using Levitate to do menial chores is just a waste of time and energy. It is much better to have some stupid brawny guys to help out, and if we could just trick them into working for free. And with that thought the School of Big Sticks was born. It started out as an honorary school to dump the stupid into and have them do the heavy lifting. Over the past hundred years, they even came up with some spells that work better when cast spectacularly poorly. These are the "secret techniques" of the School of Big Sticks.

2: The Bigger Stick

Powerful enchantments can make doors almost unbreakable. If those same enchantments are poorly applied to a quarterstaff, the result is a staff shooting off random magical strands that inflict extra damage. The more poorly cast the more volatile the stick, but the quicker the magic will be dispelled. The casting of this spell is measured with an Arcana check.

Arcana Check Effect Length of Effect
17+ adamantine 10 hours
13-16 spell fails
9-12 +1 7 hours
6-8 +2 5 hours
4-5 +3 3 hours
1-3 +4 2 hours
0 or less +5 1 hour

If you roll a 0 or less the spell is super unstable and after 1 hour it explodes dealing 2d8 true damage to all creatures within 20 feet (friendly fire possible).

Casting

To cast The Bigger Stick costs your two highest level spell slots not exceeding lvl 3. (ie. At lvl 1 it will cost two lvl 1 spell slots. At lvl 5 it will cost 2 lvl 3 spell slots. At lvl 11 it will still cost 2 lvl 3 spell slots..)

2: Arcanic Stumbling

When you take this school, you become so confused that you may loose any and all proficiency, expertise, and/or half proficiency in Arcana.

6: Exploding Stick

If you pour in enough power, anything can blow up... even a random stick off of the ground.

Arcana Check Damage
18+ 1d2 lightning
16-17 1d4 slashing
14-15 1d6 fire
12-13 1d8 bludgeoning
10-11 1d10 acid
8-9 2d6 cold
6-7 2d8 force
4-5 2d10 radiant
2-3 2d12 necrotic
0-1 3d8 poison
-2 - -1 3d10 fire
-4 - -3 3d12 psychic
-6 - -5 4d10 acid
-8 - -7 6d8 cold
-10 - -9 8d8 lightning
-11 or less 10d8 fire
Casting

To cast Exploding Stick you expend a lvl 3 spell slot. At higher levels you receive a -2 to your Arcana check for each level above 3.

10: Inaccurate Studies

You have spent so long studying the inaccurate texts of the School of Big Sticks that most of what you know about magic is wrong. You now have disadvantage on Arcana checks.

14: Extra Attack

Years spent swinging your stick has made you an expert of stick swinging.

Beginning at 14th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

School of Darkness***

Black Mages specialize in destructive magic. They strike from the dark with the very shadows being their allies. They delight in death and destruction, some as vigilantes slaying abominations, but some in pursuit of their own power.

Copy Left Notice: This archetype is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

2: Black Magic Form

Starting at 2nd level, you can manipulate magic to create items. Such manipulation expends spell slots and the casting grows stronger the higher level slots that are used. They disappear at sunrise. Your choices are:

Black Healing

You summon a black, gelatinous substance in a vial. Drinking this restores 1d8 HP per level of the spell slot you used. When drunk, the vial disappears.

Shadow Carapace

You conjure a bone-like, brittle suit of armor to protect yourself. Your AC increases by an amount equal to the level of the spell slot you used while your Carapace is active. You are proficient with your Carapace. A Carapace cannot be worn by a creature other than you. The Carapace qualifies as medium armor so you cannot wear any other armor while the Carapace is worn. This armor is made of shadows and is therefore not metallic.

The spell slot you are allowed to use for the Shadow Carapace is limited by your Wizard level as follows:

Wizard Level Maximum Spell Slot
1-4 1
5-10 2
11-16 3
17+ 4

Ghostly Crossbow

You conjure a ghostly Crossbow. It deals Xd4 piercing damage, with X being the level of the spell slot you used to create it. It counts as magical for the purposes of overcoming resistance and immunity, and you are proficient with it. It has a range of 80/320. To any other creature it is a normal Crossbow (that vanishes at sunrise). It takes a bonus action to summon a ghostly bolt for it to fire.

2: Black Magic Savant

Loving death and pain, your spells seem to seek life making them even harder to evade and resist.

Starting at 2nd level, your spells may seek the life force of the target. You have advantage on an attack with a spell or your target has disadvantage on its save. You may use this ability as many times as your Intelligence modifier per day.

6: Black Magic Detonation

Starting at 6th level, you can use an action to cause one of your Black Magic Form items to detonate. This deals 1d10 Necrotic damage per spell slot level you used, and this damage cannot be avoided except via resistance or immunity. It damages all creatures within 15 feet of it (friendly fire possible).

10: Intensified Black Magic

Starting at 10th level, you may add your Intelligence to either a Black Magic Form or Black Magic Detonation. This effect only applies to the Black Magic Form for the next round. You cannot use this ability on Shadow Carapace.

14: Enveloping Darkness

Starting at 14th level, when you land a critical hit on an enemy with a spell, you may choose to deal triple damage dice instead of double. You must finish a long rest before you do so again.

School of Evocation*

You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits. adventurers, or aspiring tyrants.

Copy Left Notice: This archetype is from the System Reference Document under the Open Gaming License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

2: Evocation Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved.

2: Sculpt Spells

Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.

6: Potent Cantrip

Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip's damage (if any) but suffers no additional effects from the cantrip.

10: Empowered Evocation

Beginning at 10th level, you can add your Intelligence modifier to one damage roll of any wizard evocation spell you cast.

14: Overchannel

Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 1st through 5th level that deals damage, you can deal the maximum damage of that spell.

The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases 1d12. This damage ignores resistance and immunity.

School of Purity***

White Mages believe that through thought, negotiation, and manipulation that most combat can be avoided. They go to great lengths to avoid shedding blood. However, if push comes to shove they will use these same techniques to disable their foes and then slit their throats. Just because they do not delight in death, as the School of Darkness does, does not mean that they are weaklings or can be overlooked.

Copy Left Notice: This archetype is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

2: White Magic Savant

Starting at 2nd level, the save DC of any spell you cast that does not directly do damage increases by 2.

2: Gift

When push comes to shove, sometimes it is best to let one of your allies do the hitting.

Starting at 2nd level, you have gained the ability to channel your energy to restore that of others. As an action, you can sacrifice a spell slot to give an ally within 60 feet of you two spell slots of that level. You regain the ability to do so after you finish a short rest. An ally cannot gain more spell slots than they started the day with, and they must finish a long rest before they can benefit from this feature again.

6: Deep Magic

Starting at 6th level, you have access to some kinds of spells that modern wizards have lost the ability to learn. You add Cure Wounds, Healing Word, Entrall, and Mass Healing Word to your spellbook. They are now and always wizard spells to you (if you loose your spell book you can find them and relearn them).

10: Trained Manipulator

Controlling your opponents mind and knowing what they are thinking is critical to avoiding bloodshed. If you can alter their perception of events to see you as an ally, then there is no reason to kill them.

Starting at 10th level, you have expertise (double proficiency) in Deception, Persuasion and Insight.

14: Further Deep Magic

Starting at 14th level, you have access to some kinds of spells that modern wizards have lost the ability to learn. You add Mass Cure Wounds, Heal, Compulsion, and Irresistible Dance to your spellbook. They are now and always wizard spells to you (if you loose your spell book you can find them and relearn them).

School of Recomposition***

Occasionally the very source of magic is enough to peak a wizard's curiosity. These wizards aren't interested in a particular school of magic, and instead delve into its deeper workings and the parts which make up spells. As a follower of this tradition, you learn to weave together spells of different schools, and gain the ability to manipulate and break down spells formulaically and reassemble them. With these abilities, you become an expert in countering magical effects.

The few colleges that specialize in recomposition are said to be phenomenally skilled in dispelling and redirecting magic. It is said that a circle of 7 masters can sabotage even the most powerful magic in the most powerful of magical items.

Copy Left Notice: This archetype is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

2: Formula Master

Beginning when you select this spell at 2nd level, the gold and time you must spend to copy any spell into your spellbook is as though the spell was of a level two levels lower than it actually is (minimum 1st level).

2: Braid Spell

Starting at 2nd level, when you cast a spell you may braid a second spell into it as part of the same action. The secondary spell must be of a different school and approximately the same area of effect (you cannot weave a single target spell as a secondary into an area of effect nor a much smaller area into a larger area). The second spell hits immediately after the primary in exactly the same shape as the primary. You can only use braid spell once per short rest.

For example, you could cast Burning Hands (evocation) with Sleep (enchantment) braided into it. This would cause a 15 ft cone of damage that would attempt to put any survivors to sleep. This would cost two first level spells (unless you were casting them at a higher level).

6: Capture Spell

At 6th level, when you successfully counter or dispel a spell by means of Counterspell or Dispel Magic, you gain the ability to cast that spell as if you had prepared it. You may only cast this spell if it is of a level for which you have spell slots, and the spell vanishes from your memory at sunrise. This spell is a wizard spell for you until sunrise. Writing it into your spellbook does not make it remain a wizard spell any longer, however if it actually is a wizard spell this would be a way of acquiring it at half cost and half time (because recording prepared spells is half cost and half time).

10: Sabotage Spell

At 10th level, when you successfully counter a spell or dispel a magical effect by means of Counterspell or Dispel Magic, you can use the residual energy to power a spell of your own which is cast immediately. The spell must have the same target and can be of a level no higher than one level below the countered effect.

For example, if you successfully counter or dispel an enemy's Dominate Person spell on an ally, you can immediately cast Mage Armor on that same ally if you have it prepared, and without the expenditure of a 1st level spell slot. You may use this once before needing a short or long rest to use it again.

14: Sap Spell

Beginning at 14th level, when you successfully counter or dispel a spell by means of Counterspell or Dispel Magic, you regain a spell slot of the negated spell's level. You cannot dispel your own spell to regain a spell slot this way. If the dispelled is of a higher level slot than you have, then you gain a spell of your highest level slot (but cannot gain more uses than your normal maximum). You may use this twice before needing a short or long rest to use again.

School of Stones***

Some wizards seek new heights and fancy spells. For those in the school of stones, they look for something far more fundamental.

Copy Left Notice: This archetype is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

2: Stone Lover

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a stone oriented spell into your spellbook is halved. All stone oriented spells are wizard spells to you. The following are stone oriented spells (a GM may consider others if you make a convincing case):

Cantrips:

Earth Shot

1st Level:

Creeping Stone

2nd Level:

Darkvision

3rd Level:

Meld into Stone

4th Level:

Conjure Minor Elementals

Stone Shape

Stoneskin

5th Level:

Conjure Elemental

Wall of Stone

6th Level:

Flesh to Stone

Move Earth

7th Level:

Reverse Gravity

8th Level:

Earthquake

9th Level:

Meteor Swarm

2: Magic Stones

At 2nd level, you gain the ability to command small stones. You can use your action to touch a pebble or chunk of rock no larger than a sling bullet. The infused pebble rises and orbits you, requiring no concentration, and it does so until it is expended or until your next long rest. After the third pebble is commanded, you cannot use this ability again until the end of a long rest.

When a creature moves adjacent to you, you can use your reaction to expend a magic stone. The creature must succeed on a Dexterity saving throw or take 1d6 damage.

You can use a bonus action to fire a magic stone at a target within 30 feet. This expends the stone. Make a ranged spell attack against the target. On a hit the target takes 1d6 damage.

6: Communicate with Earth

Beginning at 6th level, you can speak with the old magic that flows through the very earth itself. This magic speaks very slowly, so it takes 1 minute to ask a question and receive the answer. You then gain one of the following pieces of knowledge:

  • The shape of the surface landscape within 3 miles of you
  • The layout of natural underground formations within 300 feet of you
  • The location of minerals or crystals within 90 feet of you
  • The approximate size and quantity of the last group of creatures passing by. The rocks will indicate that the creatures passed by "just now" (up to 1 year ago), "recently" (up to 10 years), "a short time ago" (up to 100 years) or "a long time ago" (up to 1000 years).

You must finish a short or long rest to be able to use this ability again.

10: Stone Wardens

Starting at 10th level, you have advantage on Constitution saving throws that you make to maintain your concentration on a Conjure Elemental or conjure minor elemental spell. This only applies if you use the spell to conjure an earth elemental, dust mephit, magma mephit or mud mephit.

14: Stone-shaping

Starting at 14th level, you can shape rocks with a touch. You can use your action to perform one of the following effects.

  • You touch a piece of rock, or patch of earth or sand - no larger than a 5-foot cube - to resemble an item of the same size and mass. This can be used to make furnishings, statues, bludgeoning melee weapons, sling bullets, and other items with no moving or flexible parts. Constructions of hard stone are permanent, while loose earth, sand or mud retains it shape while you concentrate on it, up to 10 minutes.
  • You touch the ground and flatten rock or earthen difficult terrain and obstacles no higher than 5 feet, such that they no longer hinder movement. The area of effect is a 10-foot diameter circle centered on you.
  • You touch a nonmagical stone door, gate or chest, permanently warping it so that it no longer presents a barrier.

You can only use this feature once per minute.

School of the Tacticians***

Some wizards prefer using precise strikes and strategy to bring their foes into submission.

Copy Left Notice: This archetype is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

2: Evocation Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved.

2: Focused Magic

Starting at 2nd level, when you cast an area of effect spell you may half its area of effect (radius or length of side) to double the damage dice.

For example, a Focused Burning Hands would create a 7.5 foot cone and would do 6d6 fire damage on a failed save (and half as much on a successful one).

6: Magical Trap

The secrets of the School of Tacticians allows you to add the Glyph of Warding to your spellbook for free. Further you may now cast the Glyph of Warding without any Material components (including the powdered diamond).

10: Anticipated Maneuver

At 10th level, your ability to anticipate attacks lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

14: Critical Planning

Those who know what their opponents will do before they do it have control over the battle field.

Whenever an enemy triggers one of your glyphs of warding that does damage you may do an extra 2d8 damage.

School of Weaving***

Wizards study how to manipulate the Weave. A few decided to look to actual weavers for inspirations. They realized that there are strings of connections throughout the world and that these can be used to move things through space and connect various creatures in various ways. Who ever knew that a needle could be so powerful?

Copy Left Notice: This archetype is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

2: Learning the Basics

When you select this school at 2nd level, you gain proficiency with Weaver's Tools. You also learn to imbue a sewing needle with magic, allowing you to use it as an arcane focus.

2: Starting the Stitch

You cannot see the weave of the universe as of yet, but you have learned how to use your powers in the physical world. Starting at the 2nd level, as an action, you can sew people or objects to other people, objects, walls, or the ground. The objects and creatures must be within 30 feet of you and each other. The ties last for one minute. The targets make a Dexterity saving throw against your spell save DC or are Restrained. If you choose to target two creatures, only one needs to succeed on the saving throw. At the end of the Restrained creature's turn they may make a strength saving throw against your spell save DC to escape. You can use this feature a number of times equal to your Intelligence modifier (minimum of 1).

6: Weft and Weave

You have learned to see the weave of the universe and can pull the strings. As an action you can open two connected portals, both within 30 feet of you. They stay open for 6 hours or until you use a bonus action to close them (whichever comes first). They can be places that you can see, you can visualize, or you can describe by stating distance and direction, such as "20 feet beyond this wall."

Passing in one portal and out the other costs 5 ft. of movement. The gate is paper thin and therefore no creature can end its turn inside of the gate (attempting to end halfway through the gate results in taking 2d6 force damage and being pushed out of the gate) The gate is the same size as the creature who opens it.

You must finish a short or long rest before you can use this ability again.

10: Switching the Stitch

Starting at 10th level you may use a reaction to open a tiny portal for just a fraction of a second. This allows for the redirection of a single spell or ranged attack to aim it at a different target. Spells have a chance of destroying the portal (and still hitting their original target at full force). If you redirect a spell roll a d10. If you roll the spells level or higher then you successfully redirect it.

14: The Final Thread of Fate

At the 14th level, as a bonus action you choose 2 creatures within 60 feet of you. You connect these two creatures through the weave so that anything that happens to one also happens to the other. This includes damage, effects, and healing. This connection lasts for one minute. Once you use this feature you can't use it again until you finish a short or long rest.

Your Spellbook

The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library.

Copying a Spell into the Book. When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it.

Copying that spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.

For each level of the spell, the process takes 2 hours and costs 50 GP. The cost represents the material components you expend as you experiment with the spell to master it, as well 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 other spells.

Replacing the Book. You can copy a spell from your own spellbook into another book - for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already known how to cast the spell. You need spend only 1 hour and 10 GP for each level of the copied spell.

If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.

The Book's Appearance. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.

Equipment

You may only start off with a few items from your background and class, but as you grow and adventure you will gain access to a host of items. From magical weapons and armor, to that fun tidbit the GM came up to make your back-story come to alive, the gear we collect opens countless opportunities before us. Carefully add to your toolbox and soon you will be able to take on powerful foes.

The official content also has information about Equipment, Selling Treasure, Armor, Donning and Doffing Armor, Weapons, and Expenses.

Equipment Table of Contents

Weapon

Armor

Adventuring Gear

Mounts

Item Summary Tables

Weapon

Simple Melee Weapon

Simple Ranged Weapon

Martial Melee Weapon

Martial Ranged Weapon

Simple Melee Weapons
Name Cost Damage Weight Properties
Acupuncture Needle*** 15 GP 1d6 piercing 0.01 lb. Finesse, light
Atok*** 1 GP 1d6 bludgeoning 4 lb. Versatile (1d8)
Club* 1 SP 1d4 bludgeoning 2 lb. Light
Dagger** 2 GP 1d4 piercing 1 lb. Finesse, light, thrown (range 20/60)
Greatclub* 2 SP 1d8 bludgeoning 10 lb. Two-handed
Handaxe* 5 GP 1d6 slashing 2 lb. Light, thrown (range 20/60)
Javelin* 5 SP 1d6 piercing 2 lb. Thrown (range 30/120)
Light Hammer* 2 GP 1d4 bludgeoning 2 lb. Light, thrown (range 20/60)
Mace* 5 GP 1d6 bludgeoning 4 lb. -
Pitchfork*** 5 SP 1d4 piercing 2 lb.
Quarterstaff** 2 SP 1d6 bludgeoning 4 lb. Versatile (1d8)
Sickle* 1 GP 1d4 slashing 2 lb. Light
Spear* 1 GP 1d6 piercing 3 lb. Thrown (range 20/60), versatile (1d8)
Spiky Boots*** 50 GP 1d4 piercing 3 lb.
Simple Ranged Weapons
Name Cost Damage Weight Properties
Crossbow, Light** 25 GP 1d8 piercing 5 lb. Ammunition (range 80/320), loading, two-handed
Dart* 5 CP 1d4 piercing 0.25 lb. Finesse, thrown (range 20/60)
Shortbow* 25 GP 1d6 piercing 2 lb. Ammunition (range 80/320), two-handed
Sling* 1 SP 1d4 bludgeoning 0.5 lb. Ammunition (range 30/120)
Tiny Shortbow*** 50 GP 1d6 piercing 0.5 lb. Ammunition (range 50/200), two-handed
Martial Melee Weapons
Name Cost Damage Weight Properties
Azinga*** 30 GP 2d6 slashing 1 lb. Two-handed
Battleaxe* 10 GP 1d8 slashing 4 lb. Versatile (1d10)
Flail* 10 GP 1d8 bludgeoning 2 lb. -
Glaive* 20 GP 1d10 slashing 6 lb. Heavy, reach, two-handed
Greataxe* 30 GP 1d12 slashing 7 lb. Heavy, two-handed
Greatsword* 50 GP 2d6 slashing 6 lb. Heavy, two-handed
Halberd* 20 GP 1d10 slashing 6 lb. Heavy, reach, two-handed
Lance* 10 GP 1d12 piercing 6 lb. Reach, special
Longsword* 15 GP 1d8 slashing 3 lb. Versatile (1d10)
Maul* 10 GP 2d6 bludgeoning 10 lb. Heavy, two-handed
Morningstar* 15 GP 1d8 piercing 4 lb. -
Pike* 5 GP 1d10 piercing 18 lb. Heavy, reach, two-handed
Rapier* 25 GP 1d8 piercing 2 lb. Finesse
Scimitar* 25 GP 1d6 slashing 3 lb. Finesse, light
Shortsword* 10 GP 1d6 piercing 2 lb. Finesse, light
Trident* 5 GP 1d6 piercing 4 lb. Thrown (range 20/60), versatile (1d8)
War Pick* 5 GP 1d8 piercing 2 lb.
Warhammer* 15 GP 1d8 bludgeoning 2 lb. Versatile (1d10)
Whip* 2 GP 1d4 slashing 3 lb. Finesse, reach
Martial Ranged Weapons
Name Cost Damage Weight Properties
Blowgun* 10 GP 1 piercing 1 lb. Ammunition (range 25/100), loading
Crossbow, Hand** 75 GP 1d6 piercing 3 lb. Ammunition (range 30/120), light, loading
Crossbow, Heavy** 50 GP 1d10 piercing 18 lb. Ammunition (range 100/400), heavy, loading, two-handed
Longbow* 50 GP 1d8 piercing 2 lb. Ammunition (range 150/600), heavy, two-handed
Net* 1 GP 3 lb. Special, thrown (range 5/15)

Armor

Light Armor

Medium Armor

Heavy Armor

Shield

Light Armor
Name Cost Armor Class (AC) Strength Stealth Weight
Leather Armor* 10 GP 11 + Dex modifier 10
Padded Armor* 5 GP 11 + Dex modifier Disadvantage 8
Studded Leather Armor* 45 GP 12 + Dex modifier 13
Medium Armor
Name Cost Armor Class (AC) Strength Stealth Weight
Breastplate Armor* 400 GP 14 + Dex modifier (max 2) 20
Chain Shirt* 50 GP 13 + Dex modifier (max 2) 20
Half Plate Armor* 750 GP 15 + Dex modifier (max 2) Disadvantage 40
Hide Armor* 10 GP 12 + Dex modifier (max 2) 12
Scale Mail Armor* 50 GP 14 + Dex modifier (max 2) Disadvantage 45
Heavy Armor
Name Cost Armor Class (AC) Strength Stealth Weight
Chain Mail Armor* 75 GP 16 13 Disadvantage 55
Plate Armor* 1,500 GP 18 15 Disadvantage 65
Ring Mail Armor* 30 GP 14 Disadvantage 40
Splint Armor* 200 GP 17 15 Disadvantage 60
Shield
Name Cost Armor Class (AC) Strength Stealth Weight
Shield* 10 GP + 2 6
Shield (Wooden)** 10 GP + 2 6

Adventuring Gear

Ammunition

Alcohol

Arcane Focus

Artisan's Tools

Books

Containers

Druidic Focus

Equipment Kits

Gaming Sets

Holy Symbols

Land Vehicles

Musical Instruments

Poisons

Standard

Status Juice

Tack

Tools

Ammunition
Name Cost Weight
Arrow* 5 CP 0.05
Arrows (20)* 1 GP 1
Blowgun Needle* 2 CP 0.02
Blowgun Needles (50)* 1 GP 1
Crossbow Bolt* 5 CP 0.075
Crossbow Bolts (20)* 1 GP 1.5
Nail*** 5 CP 0.01
Sling Bullet* 1 CP 0.1
Sling Bullets (20)* 2 SP 2
Tiny Arrow*** 5 SP 0.01
Tiny Arrows (20)*** 10 GP 0.2
Alcohol
Name Cost Weight
Beer, Small Keg of Celestial Quality*** 100 GP 10
Beer, Small Keg of Common Quality*** 2 GP 10
Beer, Small Keg of Greater Quality*** 5 GP 10
Beer, Small Keg of Legendary Quality*** 50 GP 10
Beer, Small Keg of Superior Quality*** 10 GP 10
Beer, Small Keg of Supreme Quality*** 20 GP 10
Hard Apple Cider, Small Cask of Celestial Quality*** 500 GP 9
Hard Apple Cider, Small Cask of Common Quality*** 10 GP 9
Hard Apple Cider, Small Cask of Greater Quality*** 20 GP 9
Hard Apple Cider, Small Cask of Legendary Quality*** 200 GP 9
Hard Apple Cider, Small Cask of Superior Quality*** 50 GP 9
Hard Apple Cider, Small Cask of Supreme Quality*** 100 GP 9
Mead, Small Keg of Celestial Quality*** 5,000 GP 7
Mead, Small Keg of Common Quality*** 100 GP 7
Mead, Small Keg of Greater Quality*** 200 GP 7
Mead, Small Keg of Legendary Quality*** 2,000 GP 7
Mead, Small Keg of Superior Quality*** 500 GP 7
Mead, Small Keg of Supreme Quality*** 1,000 GP 7
Vodka, Small Flask of Celestial Quality*** 10,000 GP 2
Vodka, Small Flask of Common Quality*** 200 GP 2
Vodka, Small Flask of Greater Quality*** 500 GP 2
Vodka, Small Flask of Legendary Quality*** 5,000 GP 2
Vodka, Small Flask of Superior Quality*** 1,000 GP 2
Vodka, Small Flask of Supreme Quality*** 2,000 GP 2
Whiskey, Flask of Celestial Quality*** 5,000 GP 3
Whiskey, Flask of Common Quality*** 100 GP 3
Whiskey, Flask of Greater Quality*** 200 GP 3
Whiskey, Flask of Legendary Quality*** 2,000 GP 3
Whiskey, Flask of Superior Quality*** 500 GP 3
Whiskey, Flask of Supreme Quality*** 1,000 GP 3
Wine, Small Cask of Celestial Quality*** 2,000 GP 7
Wine, Small Cask of Common Quality*** 10 GP 7
Wine, Small Cask of Greater Quality*** 25 GP 7
Wine, Small Cask of Legendary Quality*** 1,000 GP 7
Wine, Small Cask of Superior Quality*** 70 GP 7
Wine, Small Cask of Supreme Quality*** 200 GP 7
Arcane Focus
Name Cost Weight
Crystal* 10 GP 1
Orb* 20 GP 3
Rod* 10 GP 2
Staff** 5 GP 4
Wand* 10 GP 1
Artisan's Tool
Name Cost Weight
Alchemist's Supplies*** 50 GP 8
Artisan's Tools*** 40 GP 14
Brewer's Supplies** 20 GP 9
Calligrapher's Supplies** 10 GP 5
Candle Maker's Tools** 2 GP 4
Carpenter's Tools** 8 GP 6
Cartographer's Tools** 15 GP 6
Clockmaker's Kit** 10 GP 10
Cobbler's Tools** 5 GP 5
Cook's Utensils** 1 GP 8
Craftsman Tools*** 5 GP 0
Disguise Kit** 25 GP 3
Doctor's Tools*** 20 GP 10
Forgery Kit** 15 GP 5
Glassblower's Tools** 30 GP 5
Grooming Brush*** 3 CP 1
Jeweler's Tools** 25 GP 2
Leatherworker's Tools** 5 GP 5
Mason's Tools** 10 GP 8
Painter's Supplies** 10 GP 5
Potter's Tools** 10 GP 3
Prospector's Tools*** 2 GP 3
Smith's Tools** 20 GP 8
Tinker's Tools** 50 GP 10
Weaver's Tools** 1 GP 5
Woodcarver's Tools** 1 GP 5
Book
Name Cost Weight
Book, Arcana*** 3 GP 5
Book, Historical*** 5 GP 5
Book, Medical*** 5 GP 5
Book, Novel*** 3 GP 5
Book, Philosophy*** 5 GP 5
Historical Tome*** 1 GP 2
Container
Name Cost Weight
Backpack* 2 GP 5
Backpack (tiny)*** 1 GP 0.5
Barrel* 2 GP 70
Basket* 4 SP 2
Bottle, Glass* 2 GP 2
Bucket* 5 CP 2
Chest* 5 GP 25
Flask or Tankard* 2 CP 1
Jug or Pitcher* 2 CP 4
Pot, Iron* 2 GP 10
Pouch* 5 SP 1
Sack* 1 CP 0.5
Vial* 1 GP 0.1
Waterskin* 2 SP 5
Cosmetic
Name Cost Weight
Clothes, Apprentice Robes*** 2 GP 3
Clothes, Barmaid Outfit*** 5 GP 3
Clothes, Common* 5 SP 3
Clothes, Costume* 5 GP 4
Clothes, Dark Common*** 5 GP 3.5
Clothes, Elegant Robe*** 5 GP 3
Clothes, Fine* 15 GP 6
Clothes, Guard's Uniform*** 5 GP 3
Clothes, Singed Common*** 3 GP 3
Clothes, Tattered*** 1 SP 3
Clothes, Traveler's* 2 GP 4
Clothes, Traveler's (w/ hat)*** 2 GP 4
Clothes, Vestments*** 3 GP 2
Clothes, Well-fitting Colorful*** 3 GP 3
Clothes, Work*** 5 SP 3
Clothes, Yi*** 5 SP 3
Druidic Focus
Name Cost Weight
Sprig Of Mistletoe* 1 GP 0.1
Totem* 1 GP 0.1
Wooden Staff** 5 GP 4
Yew Wand** 10 GP 1
Equipment Kits
Name Cost Weight
Chess Set** 5 GP 1
Dice Set** 1 SP 0.2
Keg of Ale** 2 GP 10
Klimon Arm Wrestling Set*** 2 GP 1
Matching Cards** 5 SP 0.5
Playing Card Set** 5 SP 0.5
Gaming Set
Name Cost Weight
Chess Set** 5 GP 1
Dice Set** 1 SP 0.2
Keg of Ale** 2 GP 10
Klimon Arm Wrestling Set*** 2 GP 1
Matching Cards** 5 SP 0.5
Playing Card Set** 5 SP 0.5
Holy Symbol
Name Cost Weight
Amulet* 5 GP 1
Emblem* 5 GP 0.1
Reliquary* 5 GP 2
Land Vehicle
Name Cost Weight
Carriage* 100 GP 600
Cart* 15 GP 200
Chariot* 250 GP 100
Sled* 20 GP 300
Wagon* 35 GP 400
Wheelbarrow*** 2 GP 7
Musical Instrument
Name Cost Weight
Bagpipes** 30 GP 6
Drum** 6 GP 3
Dulcimer** 25 GP 10
Flute** 2 GP 1
Harmonica** 50 GP 0.5
Harp** 50 GP 3
Horn** 3 GP 2
Lute** 35 GP 2
Lyre** 30 GP 2
Pan Flute** 12 GP 2
Shawm** 2 GP 1
Viol** 30 GP 1
Poisons
Name Cost Weight
Assassin's Blood (Ingested)** 50 GP 0.5
Burnt Other Fumes (Inhaled)** 100 GP 0.5
Drow Poison (Injury)** 50 GP 0.5
Essence Of Ether (Inhaled)** 100 GP 0.5
Malice (Inhaled)** 200 GP 0.5
Midnight Tears (Ingested)** 700 GP 0.5
Oil Of Taggit (Contact)** 200 GP 0.5
Pale Tincture (Ingested)** 100 GP 0.5
Purple Worm Poison (Injury)** 800 GP 0.5
Serpent Venom (Injury)** 100 GP 0.5
Spider Venom (Injury)** 50 GP 0.5
Torpor (Ingested)** 200 GP 0.5
Truth Serum (Ingested)*** 800 GP 0.5
Wyvern Poison (Injury)** 600 GP 0.5
Standard
Name Cost Weight
Abacus* 2 GP 2
Acid (Vial)* 25 GP 1
Alchemist's Fire (Flask)* 50 GP 1
Alchemist's Fire, Greater (Flask)*** 100 GP 1
Alchemist's Fire, Infernal (Flask)*** 1,600 GP 1
Alchemist's Fire, Legendary (Flask)*** 800 GP 1
Alchemist's Fire, Superior (Flask)*** 200 GP 1
Alchemist's Fire, Supreme (Flask)*** 400 GP 1
Alms Box*** 5 SP 1
Antitoxin (Vial)* 50 GP 0.5
Assassin's Mark*** - 0.01
Badge showing patron's crest*** 1 GP 0.1
Bag (Sand)*** 1 SP 0.25
Ball Bearings (1,000)* 1 GP 2
Ball Bearings (100)* 1 SP 0.2
Bar of Soap*** 3 CP 0.1
Bedroll* 1 GP 7
Bedroll (tiny)*** 1 SP 1
Bell* 1 GP 0.1
Blanket* 5 SP 3
Block And Tackle* 1 GP 5
Book*** 25 GP 5
Book of Lore*** 1 SP 1
Bottle of Cooking Oil*** 5 SP 1
Broach*** 5 SP 0.2
Caltrops (bag of 20)* 1 GP 2
Candle* 1 CP 0.01
Carved Wooden Animal*** 3 SP 0.5
Case, Crossbow Bolt** 1 GP 1
Case, Map Or Scroll** 1 GP 1
Censer* 1 SP 1
Chain (10 Feet)* 5 GP 10
Chain (5 Feet)* 2 GP 5
Chalk (1 Piece)* 1 CP 0.01
City Insignia on a Necklace*** 1 SP 0.1
Client List*** - 0.1
Cloak* 2 GP 2
Cloak, Dark*** 2 GP 2
Cloak, Guard's*** 3 GP 2
Coin Pouch - Small** 1 CP 0.1
Component Pouch* 25 GP 2
Crowbar** 2 GP 5
Dossier on Local Criminals*** 3 GP 2
Eagle Engraved Scabbard*** 10 GP 3
Embalming Salts*** 3 GP 0.1
Exploding Powder*** 50 GP 1
Family Heirloom*** priceless, but only to you 1
Fancy Pair of Shoes*** 3 GP 2
Fishing Tackle*** 1 GP 4
Flask of Alcohol*** 3 SP 1
Grappling Hook* 2 GP 4
Hammer* 1 GP 3
Hammer, Sledge* 2 GP 4
Holy Water (Flask)* 25 GP 1
Horse Whip*** 1 GP 1
Hourglass* 25 GP 1
Hunting Trap*** 5 GP 25
Incense (One Block)* 1 GP 1
Ink (1-ounce Bottle)* 10 GP 0.1
Ink Pen* 2 CP 0.1
Inventory*** 1 SP 0.1
Juggling Pins*** 1 GP 2
Key, to Shackles*** 3 SP 0.1
Knife (Small)** 5 SP 0.25
Knife (table)*** 2 SP 0.3
Ladder (10-foot)* 1 SP 25
Lamp* 5 SP 1
Lantern, Bullseye* 10 GP 2
Lantern, Hooded* 5 GP 2
Letter from Master*** 3 GP 0.1
Letter from Patron*** 1 GP 0.01
Letter of Employment*** 3 GP 0.1
Lock*** 10 GP 1
Magnifying Glass* 100 GP 0.1
Manacles* 2 GP 6
Mask*** 2 SP 0.1
Merchant's Scale*** 1 GP 1
Metal Flask*** 2 SP 0.5
Mirror, Steel*** 5 GP 0.5
Moccasins*** 5 SP 1
Oil (Flask)* 1 SP 1
Paper (One Sheet)* 2 SP 0.1
Parchment (One Sheet)* 1 SP 0.1
Perfume (Vial)* 5 GP 0.1
Pick, Miner's*** 2 GP 10
Pirate Map*** 5 SP 0.3
Piton* 5 CP 0.25
Poison, Basic (Vial)** 100 GP 0.1
Pole (10-foot)* 5 CP 7
Portrait of Your Family - Pocket Sized*** 1 CP 0.1
Pouch of Demon Claws*** 1 GP 1
Pouch of spices*** 5 GP 1
Proof of First Contract*** priceless, but only to you 0.5
Quill Pen*** 1 CP 0.01
Quiver*** 1 GP 1
Ram, Portable* 4 GP 35
Rations (1 Day)* 5 SP 2
Rations (tiny)*** 2 SP 0.25
Recipe book*** 3 GP 5
Repugnant Vial*** 50 GP 1
Robes** 1 GP 4
Rope, Hempen (50 Feet)* 1 GP 10
Rope, Silk (50 Feet)* 10 GP 5
Royal Signet Ring*** 5 GP 1
Runebook*** 50 GP 3
Scale, Merchant's*** 5 GP 3
Scales of Justice*** 1 GP 1
Scroll** 1 SP 0.2
Sealing Wax*** 5 SP 0.1
Shackles* 1 GP 4
Shovel* 2 GP 5
Shrunken Head*** - 1
Signal Whistle* 5 CP 0.1
Signet Ring* 5 GP 0.1
Smoke Bomb*** 100 GP 1
Soap* 2 CP 0.1
Soothing Aroma*** 50 GP 1
Souvenir*** 2 GP 1
Spellbook* 50 GP 3
Spike, Iron (10)* 1 GP 5
Splitter Wedge*** 3 SP 2
Spyglass* 1,000 GP 1
String (10 Feet)* 2 SP 0.1
Tent, 2-man* 3 GP 1
Thick Gloves*** 4 GP 0.5
Tinderbox* 5 SP 1
Tome, Religious*** 5 GP 3
Torch* 1 CP 1
Trophy*** priceless 2
Unsellable Item*** 10 GP 3
Vague Map*** 2 GP 0.1
Waterskin (tiny)*** 1 SP 2
Whetstone* 1 CP 1
Winter Blanket*** 1 GP 5
Wooden Ladder (24 feet long)*** 1 GP 20
Status Juice
Name Cost Weight
Berserker Juice, Common*** 300 GP 1
Berserker Juice, Greater*** 600 GP 1
Berserker Juice, Infernal*** 10,000 GP 1
Berserker Juice, Legendary*** 5,000 GP 1
Berserker Juice, Superior*** 1,200 GP 1
Berserker Juice, Supreme*** 2,500 GP 1
Tack
Name Cost Weight
Exotic Saddle* 60 GP 40
Military Saddle* 20 GP 30
Pack* 5 GP 15
Riding Saddle* 10 GP 25
Saddlebags* 4 GP 8
Tool
Name Cost Weight
Herbalism Kit** 5 GP 3
Navigator's Tools** 25 GP 2
Poisoner's Kit** 50 GP 2
Thieves' Tools** 25 GP 1
Mounts
Name Cost Speed Carrying Capacity
Camel** 50 GP 50 ft. 480 lb.
Donkey Or Mule* 8 GP 40 ft. 420 lb.
Elephant* 200 GP 40 lb. 1,320 lb.
Horse, Draft* 50 GP 40 ft. 540 lb.
Horse, Riding* 75 GP 60 ft. 480 lb.
Mastiff* 25 GP 40 ft. 195 lb.
Pony* 30 GP 40 ft. 225 lb.
Warhorse* 400 GP 60 ft. 540 lb.

Full Item Details

1 lb. of cinnamon or pepper*

Trade Good

Cost: 2 GP

Weight: 1

1 lb. of copper*

Trade Good

Cost: 5 SP

Weight: 1

1 lb. of flour*

Trade Good

Cost: 2 CP

Weight: 1

1 lb. of ginger*

Trade Good

Cost: 1 GP

Weight: 1

1 lb. of gold*

Trade Good

Cost: 50 GP

Weight: 1

1 lb. of iron*

Trade Good

Cost: 1 SP

Weight: 1

1 lb. of platinum*

Trade Good

Cost: 500 GP

Weight: 1

1 lb. of saffron*

Trade Good

Cost: 15 GP

Weight: 1

1 lb. of salt*

Trade Good

Cost: 5 CP

Weight: 1

1 lb. of silver*

Trade Good

Cost: 5 GP

Weight: 1

1 lb. of wheat*

Trade Good

Cost: 1 CP

Weight: 1

1 sq. yd. of linen*

Trade Good

Cost: 5 GP

Weight: 3

1 sq. yd. of silk*

Trade Good

Cost: 10 GP

Weight: 3

1 sq. yrd. of canvas*

Trade Good

Cost: 1 SP

Weight: 2

1 sq. yrd. of cotton cloth*

Trade Good

Cost: 5 SP

Weight: 3

Abacus*

Adventuring Gear (Standard)

Cost: 2 GP

Weight: 2

Acid (Vial)*

Adventuring Gear (Standard)

Cost: 25 GP

Weight: 1

As an action, you can splash the contents of the vial on a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage.

Acupuncture Needle***

Weapon (Simple Melee Weapon)

Cost: 15 GP

Properties: Finesse, light

Rarity: Very Rare

Weight: 0.01

This tiny needle can be used to jab at veins and nerves underneath the skin of a targeted foe.

These needles are normally made of a mithril/adamantine/iron alloy that is both light weight and durable. It makes these needles very strong, but they can still be broken if stressed.

This weapon is tiny. Small and medium creatures can use it with a -5 modifier on their attack rolls. Large, huge, and gargantuan creatures cannot attempt to use it.

Alchemist's Fire (Flask)*

Adventuring Gear (Standard)

Cost: 50 GP

Weight: 1

This sticky, adhesive fluid ignites when exposed to air. as an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.

Alchemist's Fire, Greater (Flask)***

Adventuring Gear (Standard)

Cost: 100 GP

Weight: 1

This sticky, adhesive fluid ignites when exposed to air. as an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 2d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 12 Dexterity check to extinguish the flames.

Alchemist's Fire, Infernal (Flask)***

Adventuring Gear (Standard)

Cost: 1,600 GP

Weight: 1

This sticky, adhesive fluid ignites when exposed to air. as an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 6d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 20 Dexterity check to extinguish the flames.

Alchemist's Fire, Legendary (Flask)***

Adventuring Gear (Standard)

Cost: 800 GP

Weight: 1

This sticky, adhesive fluid ignites when exposed to air. as an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 5d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 18 Dexterity check to extinguish the flames.

Alchemist's Fire, Superior (Flask)***

Adventuring Gear (Standard)

Cost: 200 GP

Weight: 1

This sticky, adhesive fluid ignites when exposed to air. as an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 3d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 14 Dexterity check to extinguish the flames.

Alchemist's Fire, Supreme (Flask)***

Adventuring Gear (Standard)

Cost: 400 GP

Weight: 1

This sticky, adhesive fluid ignites when exposed to air. as an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 4d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 16 Dexterity check to extinguish the flames.

Alchemist's Supplies***

Tool (Artisan's Tool)

Cost: 50 GP

Weight: 8

Skill Coding: Alchemist's Supplies

Scales with tiny precise metal weights, a Sieve, a Crucible (tiny clay dish that is nearly fire proof), a few tiny bags of miscellaneous chemicals you have refined, 3 small glass vials, and a pair of gloves with scorch marks on them.

Rules for Using Alchemist's Supplies

Alms Box***

Adventuring Gear (Standard)

Cost: 5 SP

Weight: 1

A hinged box with a slot in the top and a lock holding it closed. Great for collecting donations.

Amulet*

Adventuring Gear (Holy Symbol)

Cost: 5 GP

Weight: 1

A holy symbol is a representation of a god or pantheon. It might be an amulet depicting a symbol representing a deity, the same symbol carefully engraved or inlaid as an emblem on a shield, or a tiny box holding a fragment of a sacred relic. A cleric or paladin can use a holy symbol as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield.

Angelic Feather***

Ingredient

Cost: 800 GP

Rarity: Artifact

Weight: 0.1

Legend says that this feather was given as a gift from a friendly angelic creature. That creature supposedly imparted some magic into it that allows its use in creating certain products.

Products

Celestial Potion of Healing

Unidentified Name: Feather

Antitoxin (Vial)*

Adventuring Gear (Standard)

Cost: 50 GP

Weight: 0.5

A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs.

Arrow*

Weapon (Ammunition)

Cost: 5 CP

Weight: 0.05

Unidentified Name: Arrow

Arrows (20)*

Weapon (Ammunition)

Cost: 1 GP

Weight: 1

Unidentified Name: Arrows (20)

Artisan's Tools***

Tool (Artisan's Tool)

Cost: 40 GP

Weight: 14

A random Artisan's Tool.

Assassin's Blood (Ingested)**

Adventuring Gear (Poisons)

Cost: 50 GP

Rarity: Common

Weight: 0.5

A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 6 (1d12) poison damage and is Poisoned for 24 hours. On a successful save, the creature takes half damage and isn't Poisoned.

Assassin's Mark***

Adventuring Gear (Standard)

Cost: -

Rarity: Rare

Weight: 0.01

This tiny slip of paper includes a seemingly innocent shopping list. In reality this describes a target you are supposed to kill, how hard they will be to get and how much you will be paid on their death.

Atok***

Weapon (Simple Melee Weapon)

Cost: 1 GP

Properties: Versatile (1d8)

Weight: 4

Syrinscape: Staff

Description

An Atok is a specialized quarterstaff which has a pen built into it. Runecrafter's specialize in using this unique weapon to give them just a tiny bit of reach to either bop people over the head or quickly write a rune onto their weapon or armor. To any but a Runecrafter, it is just an oddly balanced quarterstaff with one end that is easier to break than normal.

(Proficiency with an Atok allows for writing runes on things 10 feet away.)

Runecrafter

Unidentified Name: Atok

A sturdy quarterstaff with an odd pen like nub on one end and a strange hollow cavity.

Azinga***

Weapon (Martial Melee Weapon)

Cost: 30 GP

Properties: Two-handed

Rarity: Very Rare

Weight: 1

This tiny blade has taken generations of Mikon Blacksmiths to perfect. It is incredibly sharp and weighted so that a strong warrior can slash into large foes. An experienced warrior then performs a slight twist inside of the foe opening a gash and pulling the weapon back out.

This weapon is bulky for a tiny creature, as such it takes a strength of 16 to properly wield. Lower strength creatures get a -5 modifier.

This weapon is tiny. Small and medium creatures can use it with a -5 modifier on their attack rolls. Large, huge, and gargantuan creatures cannot attempt to use it.

Backpack*

Adventuring Gear (Container)

Cost: 2 GP

Holding Capacity: 1 cubic foot/30 pounds of gear

Weight: 5

Backpack (tiny)***

Adventuring Gear (Container)

Cost: 1 GP

Holding Capacity: 20 cubic inches/5 pounds of gear

Weight: 0.5

This backpack holds much less than a normal backpack.

Badge showing patron's crest***

Adventuring Gear (Standard)

Cost: 1 GP

Rarity: Rare

Weight: 0.1

This badge can be worn to publicly declare who you serve. In friendly places this earns you respect, but be careful of the enemies it may bring with it.

Bag (Sand)***

Adventuring Gear (Standard)

Cost: 1 SP

Weight: 0.25

A small burlap bag filled with two cups of fine sand.

Bag of Beans***

Adventuring Gear

Cost: 3 SP

Rarity: Common

Weight: 3

Just plain ordinary beans... might be good in a soup, or you can plant them and grow... more ordinary beans.

Unidentified Name: Bag with beans

A small leather bag filled with dried beans.

Bagpipes**

Tool (Musical Instrument)

Cost: 30 GP

Weight: 6

Skill Reference

A large bag with one pipe leading in and three pipes leading out. By blowing into the bag and squeezing the air out of the other three pipes you can play songs.

Rules for Using a Musical Instrument

Ball Bearings (1,000)*

Adventuring Gear (Standard)

Cost: 1 GP

Weight: 2

As an action, you can spill these tiny metal balls from their pouch to cover a level, square area that is 10 feet on a side. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall Prone. A creature moving through the area at half speed doesn't need to make the save.

Ball Bearings (100)*

Adventuring Gear (Standard)

Cost: 1 SP

Weight: 0.2

As an action, you can spill these tiny metal balls from their pouch to cover a level, square area that is 10 feet on a side. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall Prone. A creature moving through the area at half speed doesn't need to make the save.

Bar of Soap***

Adventuring Gear (Standard)

Cost: 3 CP

Rarity: Uncommon

Weight: 0.1

Even in a culture with many people who smell most strongly, there is some use for soap. Some people even believe that it can help prevent disease!

Barrel*

Adventuring Gear (Container)

Cost: 2 GP

Holding Capacity: 40 gallons liquid, 4 cubic feet solid

Weight: 70

Basket*

Adventuring Gear (Container)

Cost: 4 SP

Holding Capacity: 2 cubic feet/40 pounds of gear

Weight: 2

Battleaxe*

Weapon (Martial Melee Weapon)

Cost: 10 GP

Properties: Versatile (1d10)

Weight: 4

Unidentified Name: Battleaxe

A sharp battleaxe.

Bedroll*

Adventuring Gear (Standard)

Cost: 1 GP

Weight: 7

Bedroll (tiny)***

Adventuring Gear (Standard)

Cost: 1 SP

Weight: 1

This bedroll is only big enough for a tiny creature.

Beer, Small Keg of Celestial Quality***

Adventuring Gear (Alcohol)

Cost: 100 GP

Rarity: Very Rare

Weight: 10

This Keg of Beer has 10 portion for a medium creature. Upon drinking a portion, the creature must make a Constitution saving throw DC 20 or increase one Stage of Drunkenness.

Beer, Small Keg of Common Quality***

Adventuring Gear (Alcohol)

Cost: 2 GP

Rarity: Common

Weight: 10

This Keg of Beer has 10 portions for a medium creature. Upon drinking a portion, the creature must make a Constitution saving throw DC 10 or increase one Stage of Drunkenness.

Beer, Small Keg of Greater Quality***

Adventuring Gear (Alcohol)

Cost: 5 GP

Rarity: Uncommon

Weight: 10

This Keg of Beer has 10 portion for a medium creature. Upon drinking a portion, the creature must make a Constitution saving throw DC 12 or increase one Stage of Drunkenness.

Beer, Small Keg of Legendary Quality***

Adventuring Gear (Alcohol)

Cost: 50 GP

Rarity: Rare

Weight: 10

This Keg of Beer has 10 portion for a medium creature. Upon drinking a portion, the creature must make a Constitution saving throw DC 18 or increase one Stage of Drunkenness.

Beer, Small Keg of Superior Quality***

Adventuring Gear (Alcohol)

Cost: 10 GP

Rarity: Rare

Weight: 10

This Keg of Beer has 10 portion for a medium creature. Upon drinking a portion, the creature must make a Constitution saving throw DC 14 or increase one Stage of Drunkenness.

Beer, Small Keg of Supreme Quality***

Adventuring Gear (Alcohol)

Cost: 20 GP

Rarity: Rare

Weight: 10

This Keg of Beer has 10 portion for a medium creature. Upon drinking a portion, the creature must make a Constitution saving throw DC 16 or increase one Stage of Drunkenness.

Bell*

Adventuring Gear (Standard)

Cost: 1 GP

Weight: 0.1

Berserker Juice, Common***

Adventuring Gear (Status Juice)

Cost: 300 GP

Rarity: Rare

Weight: 1

This vial has enough juice for a single creature to drink. Upon drinking the creature gets the following status:

Berserk

Whenever a hostile creature damages you during the next 24 hours, you must succeed on a DC 10 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to your main weapon/attack. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.

Unidentified Name: Vial of Juice

This juice has a deep red color and smells of grapes, but with a harsh metallic scent.

Berserker Juice, Greater***

Adventuring Gear (Status Juice)

Cost: 600 GP

Rarity: Very Rare

Weight: 1

This vial has enough juice for a single creature to drink. Upon drinking the creature gets the following status:

Berserk

Whenever a hostile creature damages you during the next 2 days, you must succeed on a DC 13 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to your main weapon/attack. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.

Unidentified Name: Vial of Juice

This juice has a deep red color and smells of grapes, but with a harsh metallic scent.

Berserker Juice, Infernal***

Adventuring Gear (Status Juice)

Cost: 10,000 GP

Rarity: Artifact

Weight: 1

This vial has enough juice for a single creature to drink. Upon drinking the creature gets the following status:

Berserk

Whenever a hostile creature damages you during the next 7 days, you must succeed on a DC 25 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to your main weapon/attack. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.

Unidentified Name: Vial of Juice

This juice has a deep red color and smells of grapes, but with a harsh metallic scent.

Berserker Juice, Legendary***

Adventuring Gear (Status Juice)

Cost: 5,000 GP

Rarity: Artifact

Weight: 1

This vial has enough juice for a single creature to drink. Upon drinking the creature gets the following status:

Berserk

Whenever a hostile creature damages you during the next 5 days, you must succeed on a DC 22 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to your main weapon/attack. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.

Unidentified Name: Vial of Juice

This juice has a deep red color and smells of grapes, but with a harsh metallic scent.

Berserker Juice, Superior***

Adventuring Gear (Status Juice)

Cost: 1,200 GP

Rarity: Legendary

Weight: 1

This vial has enough juice for a single creature to drink. Upon drinking the creature gets the following status:

Berserk

Whenever a hostile creature damages you during the next 3 days, you must succeed on a DC 16 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to your main weapon/attack. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.

Unidentified Name: Vial of Juice

This juice has a deep red color and smells of grapes, but with a harsh metallic scent.

Berserker Juice, Supreme***

Adventuring Gear (Status Juice)

Cost: 2,500 GP

Rarity: Artifact

Weight: 1

This vial has enough juice for a single creature to drink. Upon drinking the creature gets the following status:

Berserk

Whenever a hostile creature damages you during the next 4 days, you must succeed on a DC 19 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to your main weapon/attack. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.

Unidentified Name: Vial of Juice

This juice has a deep red color and smells of grapes, but with a harsh metallic scent.

Blanket*

Adventuring Gear (Standard)

Cost: 5 SP

Weight: 3

Blink Dog***

Mounts and Other Animals (Pet)

Cost: priceless

Rarity: Rare

Weight: 0

NPC Coding

Blink Dog

Block And Tackle*

Adventuring Gear (Standard)

Cost: 1 GP

Weight: 5

A set of pulleys with a cable threaded through them and a hook to attach to objects, a block and tackle allows you to host up to four times the weight you can normally lift.

Blowgun*

Weapon (Martial Ranged Weapon)

Cost: 10 GP

Properties: Ammunition (range 25/100), loading

Weight: 1

Unidentified Name: Blowgun

A blowgun.

Blowgun Needle*

Weapon (Ammunition)

Cost: 2 CP

Weight: 0.02

Unidentified Name: Blowgun Needle

Blowgun Needles (50)*

Weapon (Ammunition)

Cost: 1 GP

Weight: 1

Book***

Adventuring Gear (Standard)

Cost: 25 GP

Weight: 5

A book might contain poetry, historical accounts, information pertain to a particular field of lore, diagrams and notes on gnomish contraptions, or just about anything else that can be represented using text or pictures. a book of spells is a spellbook (described later int his section).

Book of Lore***

Adventuring Gear (Standard)

Cost: 1 SP

Weight: 1

A small book containing travel notes.

Book, Arcana***

Adventuring Gear (Book)

Cost: 3 GP

Rarity: Very Rare

Weight: 5

This book talks about various magical topics.

Book, Historical***

Adventuring Gear (Book)

Cost: 5 GP

Rarity: Very Rare

Weight: 5

This book covers something significant from history, this may range from a war, plague, or even the chronicles of a king.

Book, Medical***

Adventuring Gear (Book)

Cost: 5 GP

Rarity: Very Rare

Weight: 5

This is a medical book that has specialized in one field.

Book, Novel***

Adventuring Gear (Book)

Cost: 3 GP

Rarity: Very Rare

Weight: 5

This is a story about some adventure. Is it fiction or did this legend actually happen?

Book, Philosophy***

Adventuring Gear (Book)

Cost: 5 GP

Rarity: Very Rare

Weight: 5

This is a book about an esoteric philosophy.

Bottle of Cooking Oil***

Adventuring Gear (Standard)

Cost: 5 SP

Rarity: Uncommon

Weight: 1

This bottle contains cooking oil. It is very useful for making tasty treats as most things taste better with a bit of oil. It is almost essential in all pastries. In a pinch it can be turned into a Molotov Cocktail by shoving a piece of cloth down its lip and throwing it dealing 1d4 fire damage... but why waste such fine oil?

Bottle, Glass*

Adventuring Gear (Container)

Cost: 2 GP

Holding Capacity: 1 1/2 points liquid

Weight: 2

Syrinscape: Glass Smash - Tavern Brawl

Breastplate Armor*

Armor (Medium Armor)

Cost: 400 GP

Rarity: Uncommon

Weight: 20

This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered.

Unidentified Name: Breastplate

A well-forged Breastplate.

Brewer's Supplies**

Tool (Artisan's Tool)

Cost: 20 GP

Weight: 9

Skill Reference

5 Burlap Sacks, a Fine Mesh sieve, a Collapsible Metal Stand with a Large Metal Pot, a Pouch of your families starter yeast.

Rules for Using Brewer's Supplies

Broach***

Adventuring Gear (Standard)

Cost: 5 SP

Rarity: Common

Weight: 0.2

A broach you received from your family member.

Unidentified Name: Broach

Bucket*

Adventuring Gear (Container)

Cost: 5 CP

Holding Capacity: 3 gallons liquid, 1/2 cubic foot solid

Weight: 2

Burnt Other Fumes (Inhaled)**

Adventuring Gear (Poisons)

Cost: 100 GP

Rarity: Uncommon

Weight: 0.5

A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 3 (1d6) poison damage.

After three successful saves, the poison ends.

Calligrapher's Supplies**

Tool (Artisan's Tool)

Cost: 10 GP

Rarity: Uncommon

Weight: 5

Skill Reference

4 quills with different sized nibs, 5 bottles of inks of different colors, 3 types of different colored wax, and one wax seal.

Rules for Using Calligrapher's Supplies

Caltrops (bag of 20)*

Adventuring Gear (Standard)

Cost: 1 GP

Weight: 2

As an action you can spread a bag of caltrops to cover a square area that is 5 feet on a side. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1 piercing damage. Taking this damage reduces the creature's walking speed by 10 feet until the creature regains at least 1 hit point. A creature moving through the area at half speed doesn't need to make the save.

Camel**

Mounts and Other Animals (Mount)

Carrying Capacity: 480 lb.

Cost: 50 GP

Speed: 50 ft.

Weight: 0

NPC Coding

Camel

Candle*

Adventuring Gear (Standard)

Cost: 1 CP

Weight: 0.01

For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet.

Candle Maker's Tools**

Tool (Artisan's Tool)

Cost: 2 GP

Rarity: Uncommon

Weight: 4

Big bundle of wicks, tubes to mold candles in, and a sharp knife to cut candles apart.

Carpenter's Tools**

Tool (Artisan's Tool)

Cost: 8 GP

Weight: 6

Skill Reference

Leather apron, fine tipped adamantine chisel (only the very tip is adamantine, so this chisel will not get dull, however trying to use it on anything other than wood has a chance to break the metal connecting it to the handle), carving chisel, wooden hammer, metal hammer, and a small saw.

Rules for Using Carpenter's Tools

Carriage*

Tack, Harness, and Drawn Vehicles (Land Vehicle)

Cost: 100 GP

Weight: 600

Cart*

Tack, Harness, and Drawn Vehicles (Land Vehicle)

Cost: 15 GP

Weight: 200

Cartographer's Tools**

Tool (Artisan's Tool)

Cost: 15 GP

Weight: 6

Skill Reference

A quill, a protractor (used to precisely measure and draw angles and circles), and a precise ruler.

Rules for Using Cartographer's Tools

Carved Wooden Animal***

Adventuring Gear (Standard)

Cost: 3 SP

Rarity: Common

Weight: 0.5

A small wooding carving of a random animal.

Unidentified Name: Carved Wooden Animal

Case, Crossbow Bolt**

Adventuring Gear (Standard)

Cost: 1 GP

Weight: 1

Syrinscape:Open scrollcase - Wizard Spells E

Syrinscape:Close scrollcase - Wizard Spells E

Description

This wooden case can hold up to twenty crossbow bolts.

Case, Map Or Scroll**

Adventuring Gear (Standard)

Cost: 1 GP

Weight: 1

Syrinscape:Open scrollcase - Wizard Spells E

Syrinscape:Close scrollcase - Wizard Spells E

Description

This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment.

Censer*

Adventuring Gear (Standard)

Cost: 1 SP

Weight: 1

A small metal basket used for lighting materials on fire.

Chain (10 Feet)*

Adventuring Gear (Standard)

Cost: 5 GP

Weight: 10

A chain has 10 hit points. It can be burst with a successful DC 20 Strength check.

Chain (5 Feet)*

Adventuring Gear (Standard)

Cost: 2 GP

Rarity: Common

Weight: 5

A chain has 10 hit points. It can be burst with a successful DC 20 Strength check.

Chain Mail Armor*

Armor (Heavy Armor)

Cost: 75 GP

Stealth: Disadvantage

Strength: 13

Weight: 55

Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.

Unidentified Name: Chain Mail Armor

Some well-crafted chain mail armor.

Chain Shirt*

Armor (Medium Armor)

Cost: 50 GP

Rarity: Common

Weight: 20

Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.

Unidentified Name: Chain Shirt

Some well-crafted chain shirt armor.

Chalk (1 Piece)*

Adventuring Gear (Standard)

Cost: 1 CP

Weight: 0.01

Chariot*

Tack, Harness, and Drawn Vehicles (Land Vehicle)

Cost: 250 GP

Weight: 100

Chess Set**

Tool (Gaming Set)

Cost: 5 GP

Weight: 1

Skill Reference

To protect your own king while capturing the other, much like everyday life around here.

Rules for Using Chess Set

Chest*

Adventuring Gear (Container)

Cost: 5 GP

Holding Capacity: 12 cubic feet/300 pounds of gear

Weight: 25

Chicken*

Trade Good

Cost: 2 CP

Weight: 3

City Insignia on a Necklace***

Adventuring Gear (Standard)

Cost: 1 SP

Rarity: Common

Weight: 0.1

This necklace marks that you are from a particular city and that you were a guard there.

Client List***

Adventuring Gear (Standard)

Cost: -

Rarity: Common

Weight: 0.1

Keeping track of your clients is one of the most valuable parts of your business, unfortunately it is also your most vulnerable. Therefore, you write down all of your client information in a code that only you know.

Unidentified Name: List with Cryptic Code

Can you crack it?

Climber's Kit*

Adventuring Gear (Equipment Kits)

Cost: 25 GP

Weight: 12

A climber's kit includes special pitons, boot tips, gloves, and a harness. You can use the climber's kit as an action to anchor yourself; when you do, you can't fall more than 25 feet from the point where you anchored yourself, and you can't climb more than 25 feet away from the point without undoing the anchor.

Cloak*

Adventuring Gear (Standard)

Cost: 2 GP

Weight: 2

Cloak, Dark***

Adventuring Gear (Standard)

Cost: 2 GP

Rarity: Common

Weight: 2

This mundane cloak is a dark gray or black allowing the wearer to blend in with the shadows.

Cloak, Guard's***

Adventuring Gear (Standard)

Cost: 3 GP

Rarity: Common

Weight: 2

This signature cloak in the colors of the guard's city make it easy to tell who is in the guard, even on a cold snowy day.

Clockmaker's Kit**

Tool (Artisan's Tool)

Cost: 10 GP

Rarity: Very Rare

Weight: 10

Dozens of tiny gears and springs in all sizes and shapes, 3 tiny tweezers of different shapes, an iron file (will become smooth over time), a punch set, 5 pieces of strong wood, and a tiny wooden hammer.

Clothes, Apprentice Robes***

Adventuring Gear (Cosmetic)

Cost: 2 GP

Weight: 3

Syrinscape:Robe Swoosh - Wizard Spells E

Description

Clothes, Barmaid Outfit***

Adventuring Gear (Cosmetic)

Cost: 5 GP

Weight: 3

This is the outfit is the typical uniform of a barmaid of a specific tavern. Usually the colors indicate the city this tavern is located in and the quality indicates how prosperous of a clients the tavern has.

Clothes, Common*

Adventuring Gear (Cosmetic)

Cost: 5 SP

Weight: 3

Clothes, Costume*

Adventuring Gear (Cosmetic)

Cost: 5 GP

Weight: 4

Clothes, Dark Common***

Adventuring Gear (Cosmetic)

Cost: 5 GP

Rarity: Common

Weight: 3.5

These dark clothes are great for sneaking through shadows and dark alleys. It even comes with a hood to help disguise your face.

Clothes, Elegant Robe***

Adventuring Gear (Cosmetic)

Cost: 5 GP

Weight: 3

Syrinscape:Robe Swoosh - Wizard Spells E

Description

This elegant robe implies the great status of the wearer.

Clothes, Fine*

Adventuring Gear (Cosmetic)

Cost: 15 GP

Weight: 6

Clothes, Guard's Uniform***

Adventuring Gear (Cosmetic)

Cost: 5 GP

Weight: 3

Definitely a uniform, hopefully for a city nearby.

Clothes, Singed Common***

Adventuring Gear (Cosmetic)

Cost: 3 GP

Weight: 3

This set of clothing has small burns all across it where frequent sparks have landed.

Clothes, Tattered***

Adventuring Gear (Cosmetic)

Cost: 1 SP

Rarity: Common

Weight: 3

This pile of rags makes it clear how little money you have. If their sight does not, then the smell certainly will.

Clothes, Traveler's*

Adventuring Gear (Cosmetic)

Cost: 2 GP

Weight: 4

Clothes, Traveler's (w/ hat)***

Adventuring Gear (Cosmetic)

Cost: 2 GP

Weight: 4

This set of Traveler's set includes an adventurer's hat much like that of the famous Indiana Jones... if you knew who that was that is.

Clothes, Vestments***

Adventuring Gear (Cosmetic)

Cost: 3 GP

Weight: 2

Robes used by clergy when officiating religious ceremonies.

Clothes, Well-fitting Colorful***

Adventuring Gear (Cosmetic)

Cost: 3 GP

Rarity: Rare

Weight: 3

These colorful flamboyant clothes are often worn by performers.

Clothes, Work***

Adventuring Gear (Cosmetic)

Cost: 5 SP

Weight: 3

These rugged, thick, patched clothes are meant to protect your skin from the challenges of the woods. From snagging thorns to rips and tears these clothes were made to last... and if not that be patched.

Clothes, Yi***

Adventuring Gear (Cosmetic)

Cost: 5 SP

Weight: 3

This is a type of robe often worn by monks.

Club*

Weapon (Simple Melee Weapon)

Cost: 1 SP

Properties: Light

Weight: 2

Unidentified Name: Club

A sturdy club.

Cobbler's Tools**

Tool (Artisan's Tool)

Cost: 5 GP

Weight: 5

Skill Reference

Some leather, needle, thread, chisel.

Rules for Using Cobbler's Tools

Coin Pouch - Small**

Adventuring Gear (Standard)

Cost: 1 CP

Rarity: Common

Weight: 0.1

Syrinscape: Coin-purse - Wizard Spells E

Description

This tiny leather pouch is perfect for keeping your coins close at hand. Just watch out for someone trying to cut it off of your belt.

Collar of Talking Beast***

Wondrous Item

Cost: 170 GP

Rarity: Uncommon

Weight: 1

This collar allows any beast wearing it to speak one language of its maker's choice. This collar will disintegrate one month after it was made.

Talking Beast

Unidentified Name: A shiny woven gold collar

Collar of Talking Beast, Greater***

Wondrous Item

Cost: 300 GP

Rarity: Uncommon

Weight: 1

This collar allows any beast wearing it to speak one language of its maker's choice. This collar will disintegrate three months after it was made.

Talking Beast

Unidentified Name: A shiny woven gold collar

Collar of Talking Beast, Legendary***

Wondrous Item

Cost: 2,400 GP

Rarity: Very Rare

Weight: 1

This collar allows any beast wearing it to speak one language of its maker's choice. This collar will will not disintegrate unless destroyed

Talking Beast

Unidentified Name: A shiny woven gold collar

Collar of Talking Beast, Lesser***

Wondrous Item

Cost: 60 GP

Rarity: Uncommon

Weight: 1

This collar allows any beast wearing it to speak one language of its maker's choice. This collar will disintegrate two weeks after it was made.

Talking Beast

Unidentified Name: A shiny woven gold collar

Collar of Talking Beast, Minor***

Wondrous Item

Cost: 30 GP

Rarity: Uncommon

Weight: 1

This collar allows any beast wearing it to speak one language of its maker's choice. This collar will disintegrate one day after it was made.

Talking Beast

Unidentified Name: A shiny woven gold collar

Collar of Talking Beast, Superior***

Wondrous Item

Cost: 600 GP

Rarity: Rare

Weight: 1

This collar allows any beast wearing it to speak one language of its maker's choice. This collar will disintegrate six months after it was made.

Talking Beast

Unidentified Name: A shiny woven gold collar

Collar of Talking Beast, Supreme***

Wondrous Item

Cost: 1,200 GP

Rarity: Rare

Weight: 1

This collar allows any beast wearing it to speak one language of its maker's choice. This collar will disintegrate one year after it was made.

Talking Beast

Unidentified Name: A shiny woven gold collar

Component Pouch*

Adventuring Gear (Standard)

Cost: 25 GP

Weight: 2

A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in the spell's description).

Cook's Utensils**

Tool (Artisan's Tool)

Cost: 1 GP

Weight: 8

Skill Reference

An iron pot, a couple small pouches of spices, a small pouch of salt, a ladle, and a wooden spoon.

Rules for Using Cook's Utensils

Cow*

Trade Good

Cost: 10 GP

Weight: 200

Craftsman Tools***

Tool (Artisan's Tool)

Cost: 5 GP

Rarity: Very Rare

Weight: 0

You gain a set of craftsman's tools based on your craftsman specialty.

Crossbow Bolt*

Weapon (Ammunition)

Cost: 5 CP

Weight: 0.075

Unidentified Name: Crossbow Bolt

Crossbow Bolts (20)*

Weapon (Ammunition)

Cost: 1 GP

Weight: 1.5

Unidentified Name: Crossbow Bolts (20)

Crossbow, Hand**

Weapon (Martial Ranged Weapon)

Cost: 75 GP

Properties: Ammunition (range 30/120), light, loading

Weight: 3

Syrinscape:Crossbow

Unidentified Name: Crossbow, Hand

A hand crossbow.

Crossbow, Heavy**

Weapon (Martial Ranged Weapon)

Cost: 50 GP

Properties: Ammunition (range 100/400), heavy, loading, two-handed

Weight: 18

Syrinscape:Crossbow

Unidentified Name: Crossbow, Heavy

A heavy crossbow.

Crossbow, Light**

Weapon (Simple Ranged Weapon)

Cost: 25 GP

Properties: Ammunition (range 80/320), loading, two-handed

Weight: 5

Syrinscape:Crossbow

Unidentified Name: Crossbow, Light

A light crossbow.

Crowbar**

Adventuring Gear (Standard)

Cost: 2 GP

Weight: 5

Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied.

Crystal*

Adventuring Gear (Arcane Focus)

Cost: 10 GP

Weight: 1

An arcane focus is a special item - an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item - designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.

Crystal Ball**

Wondrous Item

Cost: 2,700 GP

Rarity: Very Rare

Weight: 3

The typical crystal ball, a very rare item, is about 6 inches in diameter. While touching it, you can cast the Scrying spell (save DC 17) with it.

Unidentified Name: Crystal Ball

Dagger**

Weapon (Simple Melee Weapon)

Cost: 2 GP

Properties: Finesse, light, thrown (range 20/60)

Rarity: Common

Weight: 1

Syrinscape: Dagger

Unidentified Name: Dagger

A finely crafted dagger.

Dart*

Weapon (Simple Ranged Weapon)

Cost: 5 CP

Properties: Finesse, thrown (range 20/60)

Weight: 0.25

Unidentified Name: Dart

A dart. Anyone got a board for me to practice on?

Dice Set**

Tool (Gaming Set)

Cost: 1 SP

Weight: 0.2

Skill Reference

Care for a game of chance? Let us throw some dice and see who comes out on top!

Rules for Using Dice Set

Disguise Kit**

Tool (Artisan's Tool)

Cost: 25 GP

Weight: 3

Skill Reference

This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise.

Rules for Using Disguise Kit

Doctor's Tools***

Tool (Artisan's Tool)

Cost: 20 GP

Rarity: Very Rare

Weight: 10

Skill Reference

A stethoscope, some splints, a bone saw, and a magnifying glass.

Donkey Or Mule*

Mounts and Other Animals (Mount)

Carrying Capacity: 420 lb.

Cost: 8 GP

Speed: 40 ft.

Weight: 0

NPC Coding

Mule

Dossier on Local Criminals***

Adventuring Gear (Standard)

Cost: 3 GP

Rarity: Common

Weight: 2

This bulky document has details about all sorts of details on who is who in the underworld in the area.

Dragonslayers Spear***

Weapon (Simple Melee Weapon)

Cost: 5 GP

Properties: Thrown (range 20/60), versatile (1d8)

Rarity: Very Rare

Weight: 4

This heavy duty spear seems to be charged with a mystical lightning energy which discharges on impact.

On a hit, the target cannot take any reactions until the start of its next turn.

Link to Class Feature

Dragonslayers Spear

Unidentified Name: Dragonslayer's Spear

This heavy duty spear seems to be charged with a mystical energy.

Drow Poison (Injury)**

Adventuring Gear (Poisons)

Cost: 50 GP

Rarity: Common

Weight: 0.5

This poison is typically made only by the drow, and only in a place far removed from sunlight. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be Poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also Unconscious while Poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.

Drum**

Tool (Musical Instrument)

Cost: 6 GP

Weight: 3

Skill Reference

Thump thump, thump thump. With leather stretched tight over this wooden shell you can set the beat. Make sure to keep it dry or the metal will rust and the leather will mold. If that happens your thump thump, will become a thick thock.

If you have a dexterity of less than 10, then you have disadvantage on Performance checks made with a drum.

Rules for Using a Musical Instrument

Dulcimer**

Tool (Musical Instrument)

Cost: 25 GP

Weight: 10

Skill Reference

A long narrow stringed instrument that normally has either three or four strings. This instrument is normally about 2 to 2 and a half feet long and about 6 inches wide.

If you have a dexterity check of less than 11 then you have disadvantage with Performance checks made with a dulcimer.

Rules for Using a Musical Instrument

Eagle Engraved Scabbard***

Adventuring Gear (Standard)

Cost: 10 GP

Weight: 3

A fine scabbard with an engraving of an eagle on it. Only masters are supposed to wear such sheaths, hope your skill is up to it.

Elephant*

Mounts and Other Animals (Mount)

Carrying Capacity: 1,320 lb.

Cost: 200 GP

Speed: 40 lb.

Weight: 0

NPC Coding

Elephant

Embalming Salts***

Adventuring Gear (Standard)

Cost: 3 GP

Rarity: Rare

Weight: 0.1

A bag with enough salts to shrink and preserve 1 head of a medium sized creature. Other sizes according to the following table:

Size of Creature Number of Heads Number of Salts
Minuscule 10 1
Tiny 5 1
Small 2 1
Medium 1 1
Large 1 2
Huge 1 5
Gargantuan 1 10

Unidentified Name: Embalming Salts

Emblem*

Adventuring Gear (Holy Symbol)

Cost: 5 GP

Weight: 0.1

A holy symbol is a representation of a god or pantheon. It might be an amulet depicting a symbol representing a deity, the same symbol carefully engraved or inlaid as an emblem on a shield, or a tiny box holding a fragment of a sacred relic. A cleric or paladin can use a holy symbol as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield.

Essence Of Ether (Inhaled)**

Adventuring Gear (Poisons)

Cost: 100 GP

Rarity: Uncommon

Weight: 0.5

A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become Poisoned for 8 hours. The Poisoned creature is Unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.

Executioner's Greataxe***

Weapon (Martial Melee Weapon)

Cost: 100 GP

Properties: Heavy, two-handed

Rarity: Very Rare

Weight: 6

Unidentified Name: Greataxe

A glowing greataxe.

Exotic Saddle*

Tack, Harness, and Drawn Vehicles (Tack)

Cost: 60 GP

Weight: 40

Exploding Powder***

Adventuring Gear (Standard)

Cost: 50 GP

Rarity: Common

Weight: 1

This powder has a bit of power to it. If stuffed into an airtight container and lit on fire, it causes a rapid release of gas. The pressure builds until most containers will burst. An airtight pot filled with this powder will explode making a loud noise about a minute after it was lit. The shrapnel will also deal 1d6 piercing damage to any creatures within 10 feet.

Family Heirloom***

Adventuring Gear (Standard)

Cost: priceless, but only to you

Rarity: Common

Weight: 1

Most families have heirlooms of one kind or another.

Fancy Pair of Shoes***

Adventuring Gear (Standard)

Cost: 3 GP

Rarity: Rare

Weight: 2

A pair of elaborately made shoes. You get the impression that wearing them outside, especially adventuring, would quickly destroy such delicate things.

Feather Token**

Wondrous Item

Cost: 900 GP

Rarity: Rare

Weight: 0.2

This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The GM chooses the kind of token or determines it randomly.

d100 Feather Token
01-20 Anchor
51-65 Swan boat
21-35 Bird
66-90 Tree
36-50 Fan
91-00 Whip

Anchor . You can use an action to touch the token to a boat or ship. For the next 24 hours, the vessel can't be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears.

Bird . You can use an action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a roc, but it obeys your simple commands and can't attack. It can carry up to 500 pounds while flying at its maximum speed (16 miles an hour for a maximum of 144 miles per day, with a one-hour rest for every 3 hours of flying), or 1,000 pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 hit points. You can dismiss the bird as an action.

Fan . If you are on a boat or ship, you can use an action to toss the token up to 10 feet in the air. The token disappears, and a giant flapping fan takes its place. The fan floats and creates a wind strong enough to fill the sails of one ship, increasing its speed by 5 miles per hour for 8 hours. You can dismiss the fan as an action.

Swan Boat . You can use an action to touch the token to a body of water at least 60 feet in diameter. The token disappears, and a 50-foot-long, 20-foot- wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per hour. You can use an action while on the boat to command it to move or to turn up to 90 degrees. The boat can carry up to thirty-two Medium or smaller creatures. A Large creature counts as four Medium creatures, while a Huge creature counts as nine. The boat remains for 24 hours and then disappears. You can dismiss the boat as an action.

Tree . You must be outdoors to use this token. You can use an action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius.

Whip . You can use an action to throw the token to a point within 10 feet of you. The token disappears, and a floating whip takes its place. You can then use a bonus action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of +9. On a hit, the target takes 1d6 + 5 force damage. As a bonus action on your turn, you can direct the whip to fly up to 20 feet and repeat the attack against a creature within 10 feet of it. The whip disappears after 1 hour, when you use an action to dismiss it, or when you are Incapacitated or die.

Unidentified Name: Feather

This tiny object looks like a feather.

Felling Ax***

Adventuring Gear (Improvised Weapon)

Cost: 1 GP

Rarity: Uncommon

Weight: 4

The felling ax is great for cutting down trees. This tool does an extra 2d6 slashing damage when used on plants and other wood.

Fishing Tackle***

Adventuring Gear (Standard)

Cost: 1 GP

Weight: 4

This kit includes a wooden rod, silken line, cork wood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting.

Flail*

Weapon (Martial Melee Weapon)

Cost: 10 GP

Properties: -

Weight: 2

Unidentified Name: Flail

A blunt flail.

Flask of Alcohol***

Adventuring Gear (Standard)

Cost: 3 SP

Rarity: Common

Weight: 1

This flask contains a small amount of either hard cider a weaker ale.

Flask or Tankard*

Adventuring Gear (Container)

Cost: 2 CP

Holding Capacity: 1 pint liquid

Weight: 1

Flute**

Tool (Musical Instrument)

Cost: 2 GP

Weight: 1

Skill Reference

A hollow piece of wood that has an embouchure hole to blow over on one end and several holes that can be covered by the player's fingers to change the sound of the flute.

Rules for Using a Musical Instrument

Forgery Kit**

Tool (Artisan's Tool)

Cost: 15 GP

Weight: 5

Skill Reference

This small box contains a variety of papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a physical forgery of a document.

Rules for Using Forgery Kit

Galley*

Waterborne Vehicles

Cost: 30,000 GP

Speed: 4 mph

Weight: 0

Glaive*

Weapon (Martial Melee Weapon)

Cost: 20 GP

Properties: Heavy, reach, two-handed

Weight: 6

Unidentified Name: Glaive

A sharp glaive.

Glamored Studded Leather Armor**

Armor (Light Armor)

Cost: 600 GP

Rarity: Rare

Weight: 13

While wearing this armor, you gain a +1 bonus to AC.

You can also use a bonus action to speak the armor's command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor.

Unidentified Name: Studded Leather Armor

Some well-crafted studded leather armor.

Glassblower's Tools**

Tool (Artisan's Tool)

Cost: 30 GP

Weight: 5

Skill Reference

A thin metal pipe, a long metal pole with some small grabbers on it, and an extremely sharp cutting implement.

Rules for Using Glassblower's Tools

Goat*

Trade Good

Cost: 1 GP

Weight: 30

Grappling Hook*

Adventuring Gear (Standard)

Cost: 2 GP

Weight: 4

Gray Bag***

Adventuring Gear

Cost: 1 SP

Rarity: Common

Weight: 0.5

Just an ordinary gray bag.

Unidentified Name: Gray Bag

A small gray bag, it seems to be empty.

Greataxe*

Weapon (Martial Melee Weapon)

Cost: 30 GP

Properties: Heavy, two-handed

Weight: 7

Unidentified Name: Greataxe

A sharp greataxe.

Greatclub*

Weapon (Simple Melee Weapon)

Cost: 2 SP

Properties: Two-handed

Weight: 10

Unidentified Name: Greatclub

A sturdy greatclub.

Greatsword*

Weapon (Martial Melee Weapon)

Cost: 50 GP

Properties: Heavy, two-handed

Weight: 6

Unidentified Name: Greatsword

A sharp greatsword.

Grooming Brush***

Tool (Artisan's Tool)

Cost: 3 CP

Rarity: Common

Weight: 1

This grooming brush is perfect for building rapport with animals with fur coats. While grooming you have advantage on Animal Handling checks.

Halberd*

Weapon (Martial Melee Weapon)

Cost: 20 GP

Properties: Heavy, reach, two-handed

Weight: 6

Unidentified Name: Halberd

A sharp halberd.

Half Plate Armor*

Armor (Medium Armor)

Cost: 750 GP

Stealth: Disadvantage

Weight: 40

Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps.

Unidentified Name: Half Plate

Some well-crafted half plate armor.

Hammer*

Adventuring Gear (Standard)

Cost: 1 GP

Weight: 3

Hammer, Sledge*

Adventuring Gear (Standard)

Cost: 2 GP

Weight: 4

Handaxe*

Weapon (Simple Melee Weapon)

Cost: 5 GP

Properties: Light, thrown (range 20/60)

Weight: 2

Unidentified Name: Handaxe

A sharp stout handaxe.

Hard Apple Cider, Small Cask of Celestial Quality***

Adventuring Gear (Alcohol)

Cost: 500 GP

Rarity: Very Rare

Weight: 9

This Cask has 10 portions for a medium creature. Upon drinking a portion, the creature must make a Constitution saving throw of DC 21 or increase one Stage of Drunkenness.

Hard Apple Cider, Small Cask of Common Quality***

Adventuring Gear (Alcohol)

Cost: 10 GP

Rarity: Uncommon

Weight: 9

This Cask has 10 portions for a medium creature. Upon drinking a portion, the creature must make a Constitution saving throw of DC 11 or increase one Stage of Drunkenness.

Hard Apple Cider, Small Cask of Greater Quality***

Adventuring Gear (Alcohol)

Cost: 20 GP

Rarity: Uncommon

Weight: 9

This Cask has 10 portions for a medium creature. Upon drinking a portion, the creature must make a Constitution saving throw of DC 13 or increase one Stage of Drunkenness.

Hard Apple Cider, Small Cask of Legendary Quality***

Adventuring Gear (Alcohol)

Cost: 200 GP

Rarity: Rare

Weight: 9

This Cask has 10 portions for a medium creature. Upon drinking a portion, the creature must make a Constitution saving throw of DC 19 or increase one Stage of Drunkenness.

Hard Apple Cider, Small Cask of Superior Quality***

Adventuring Gear (Alcohol)

Cost: 50 GP

Rarity: Uncommon

Weight: 9

This Cask has 10 portions for a medium creature. Upon drinking a portion, the creature must make a Constitution saving throw of DC 15 or increase one Stage of Drunkenness.

Hard Apple Cider, Small Cask of Supreme Quality***

Adventuring Gear (Alcohol)

Cost: 100 GP

Rarity: Rare

Weight: 9

This Cask has 10 portions for a medium creature. Upon drinking a portion, the creature must make a Constitution saving throw of DC 17 or increase one Stage of Drunkenness.

Harmonica**

Tool (Musical Instrument)

Cost: 50 GP

Rarity: Very Rare

Weight: 0.5

Skill Reference

A finely crafted metal rectangle with a number of holes through it. Blowing through different holes produces different pitches.

Rules for Using a Musical Instrument

Harp**

Tool (Musical Instrument)

Cost: 50 GP

Rarity: Rare

Weight: 3

Skill Reference

A stringed instrument with a shape similar to a bow, except a flatter base and a greater less regular curve. There are strings of different lengths that go from the bottom to the top in a number of locations. The different length strings produce different pitches when plucked.

If you have a dexterity less than 16 then you have disadvantage to Performance checks made with a harp.

Rules for Using a Musical Instrument

Healer's Kit*

Adventuring Gear (Equipment Kits)

Cost: 5 GP

Weight: 3

This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check.

Herbalism Kit**

Tool (Tool)

Cost: 5 GP

Weight: 3

Skill Reference

This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and 3 vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and potions of healing .

Rules for Using Herbalism Kit

Hide Armor*

Armor (Medium Armor)

Cost: 10 GP

Rarity: Common

Weight: 12

This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.

Unidentified Name: Hide Armor

Some well-crafted hide armor.

Historical Tome***

Adventuring Gear (Book)

Cost: 1 GP

Rarity: Rare

Weight: 2

This tome contains a history of some rare and obscure settlement or culture.

Holy Water (Flask)*

Adventuring Gear (Standard)

Cost: 25 GP

Weight: 1

As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged attack against the target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage.

A cleric or paladin may create holy water by performing a special ritual. The ritual takes 1 hour to perform, uses 25 GP worth of powdered silver, and requires the caster to expend a 1st-level spell slot.

Horn**

Tool (Musical Instrument)

Cost: 3 GP

Weight: 2

Skill Reference

Made from the horn of a bovidae, such as a goat, this instrument is made by removing the cartilage inside of the horn and then adding a hole on the point. This hollowed out horn can then be blown through to make a loud musical noise.

Rules for Using a Musical Instrument

Horse Whip***

Adventuring Gear (Standard)

Cost: 1 GP

Rarity: Uncommon

Weight: 1

This short oak stick has a bundle of tiny tassels at the end making it so that you can hit the horse to encourage it to move, yet not do any damage.

Horse, Draft*

Mounts and Other Animals (Mount)

Carrying Capacity: 540 lb.

Cost: 50 GP

Speed: 40 ft.

Weight: 0

NPC Coding

Draft Horse

Horse, Riding*

Mounts and Other Animals (Mount)

Carrying Capacity: 480 lb.

Cost: 75 GP

Speed: 60 ft.

Weight: 0

NPC Coding

Riding Horse

Hourglass*

Adventuring Gear (Standard)

Cost: 25 GP

Weight: 1

Hunting Trap***

Adventuring Gear (Standard)

Cost: 5 GP

Weight: 25

When you use your action to set it, this trap forms a saw-toothed steal ring that snaps shut when a creature steps on a pressure plate in the center. the trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature.

Incense (One Block)*

Adventuring Gear (Standard)

Cost: 1 GP

Weight: 1

A block of incense.

Ink (1-ounce Bottle)*

Adventuring Gear (Standard)

Cost: 10 GP

Weight: 0.1

Ink Pen*

Adventuring Gear (Standard)

Cost: 2 CP

Weight: 0.1

Inventory***

Adventuring Gear (Standard)

Cost: 1 SP

Rarity: Common

Weight: 0.1

Why you brought the inventory list from your old job, no one else will ever understand, but to you this piece of paper must have some special meaning. Were you framed for thefts by someone else? Was your boss into the black market? Were you tracking a valuable item to steal it? (Work with your GM on this.)

Unidentified Name: A piece of paper

This piece of paper is covered with columns, abbreviations and numbers.

Javelin*

Weapon (Simple Melee Weapon)

Cost: 5 SP

Properties: Thrown (range 30/120)

Weight: 2

Unidentified Name: Javelin

A strong javelin.

Jeweler's Tools**

Tool (Artisan's Tool)

Cost: 25 GP

Weight: 2

Skill Reference

A fine brush, a tiny file, a tiny hammer, a magnifying glass that hangs in front of your eye from a headband, tiny pliers.

Rules for Using Jeweler's Tools

Jug or Pitcher*

Adventuring Gear (Container)

Cost: 2 CP

Holding Capacity: 1 gallon liquid

Weight: 4

Juggling Pins***

Adventuring Gear (Standard)

Cost: 1 GP

Rarity: Rare

Weight: 2

Skill Reference

These juggling pins may be used for Performances.

Keelboat*

Waterborne Vehicles

Cost: 3,000 GP

Speed: 1 mph

Weight: 0

Keg of Ale**

Tool (Gaming Set)

Cost: 2 GP

Weight: 10

Skill Reference

Drink up and see who tips over. This small keg has enough for a two-person competition. (Needs to be refilled between each use. Average price of refilling with common beer is 1 GP)

Key, to Shackles***

Adventuring Gear (Standard)

Cost: 3 SP

Rarity: Uncommon

Weight: 0.1

If you have a pair of shackles, you should really have a key. Ideally you would like a key to that particular pair of shackles, but any key can still be good for a bluff.

Klimon Arm Wrestling Set***

Tool (Gaming Set)

Cost: 2 GP

Weight: 1

Skill Reference

Two very sharp knives with mounts that hold the points only 6 inches from the backs of arm wrestling opponents. The loser will wish they had not.

Rules for Using Klimon Arm Wrestling Set

Knife (Small)**

Adventuring Gear (Standard)

Cost: 5 SP

Weight: 0.25

A small kitchen knife. It won't do much in a fight, but it might be useful for other things.

Knife (table)***

Adventuring Gear (Standard)

Cost: 2 SP

Rarity: Common

Weight: 0.3

A small table knife. Perfect for cutting up fruit or meat into bite sized pieces.

Unidentified Name: Knife (table)

Ladder (10-foot)*

Adventuring Gear (Standard)

Cost: 1 SP

Weight: 25

Lamp*

Adventuring Gear (Standard)

Cost: 5 SP

Weight: 1

A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil

Lance*

Weapon (Martial Melee Weapon)

Cost: 10 GP

Properties: Reach, special

Weight: 6

You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted.

Unidentified Name: Lance

A pointy lance.

Lantern, Bullseye*

Adventuring Gear (Standard)

Cost: 10 GP

Weight: 2

A bullseye lantern casts bright light in a 60-foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.

Lantern, Hooded*

Adventuring Gear (Standard)

Cost: 5 GP

Weight: 2

A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius.

Large Burlap Bag***

Adventuring Gear

Cost: 2 SP

Holding Capacity: 1 cubic yard

Rarity: Common

Weight: 15

Great for carrying stuff around and the like.

Unidentified Name: Large burlap bag.

This large burlap bag is approximately 2 feet in diameter at its mouth and 4 feet deep.

Leather Armor*

Armor (Light Armor)

Cost: 10 GP

Rarity: Common

Weight: 10

The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

Unidentified Name: Leather Armor

Some well-crafted leather armor.

Leatherworker's Tools**

Tool (Artisan's Tool)

Cost: 5 GP

Weight: 5

Skill Reference

An awl, chisel, sharp blade, ruler, and a set of pliers.

Rules for Using Leatherworker's Tools

Letter from Master***

Adventuring Gear (Standard)

Cost: 3 GP

Rarity: Rare

Weight: 0.1

This letter of introduction from your master so that people know that you studied under/serve her.

Letter from Patron***

Adventuring Gear (Standard)

Cost: 1 GP

Rarity: Rare

Weight: 0.01

This letter is from your patron. If your patron is powerful and you are on a plane where they have influence then this letter may allow you to get into meetings with powerful people. If you try to use the letter to influence an enemy of your patron it very well may end with your imprisonment or death.

Letter of Employment***

Adventuring Gear (Standard)

Cost: 3 GP

Rarity: Rare

Weight: 0.1

This letter is from a local official saying that the bearer of the letter is under the orders of the local official.

Light Hammer*

Weapon (Simple Melee Weapon)

Cost: 2 GP

Properties: Light, thrown (range 20/60)

Weight: 2

Unidentified Name: Light Hammer

A light hammer.

Lock***

Adventuring Gear (Standard)

Cost: 10 GP

Weight: 1

A key is provided with the lock. Without the key, a creature proficient with thieves' tools can pick this lock with a successful DC 15 Dexterity check. Your GM may decide that better locks are available for higher prices.

Longbow*

Weapon (Martial Ranged Weapon)

Cost: 50 GP

Properties: Ammunition (range 150/600), heavy, two-handed

Rarity: Common

Weight: 2

Unidentified Name: Longbow

A well oiled longbow.

Longship*

Waterborne Vehicles

Cost: 10,000 GP

Speed: 3 mph

Weight: 0

Longsword*

Weapon (Martial Melee Weapon)

Cost: 15 GP

Properties: Versatile (1d10)

Rarity: Common

Weight: 3

Unidentified Name: Longsword

A sharp longsword.

Lute**

Tool (Musical Instrument)

Cost: 35 GP

Weight: 2

Skill Reference

A stringed instrument with a neck coming out of a large hollow round section. The hollowed out section magnifies the sound of plucking the strings.

If you have a dexterity check of less than 14 then you have disadvantage with Performance checks made with a lute.

Rules for Using a Musical Instrument

Lyre**

Tool (Musical Instrument)

Cost: 30 GP

Weight: 2

Skill Reference

A U shaped instrument that has strings connected from the bottom of the U up to a crossbar which connects the tips of the U.

If you have a dexterity check of less than 15 then you have disadvantage with Performance checks made with a lyre.

Rules for Using a Musical Instrument

Mace*

Weapon (Simple Melee Weapon)

Cost: 5 GP

Properties: -

Rarity: Common

Weight: 4

Unidentified Name: Mace

A strong mace, got anything to smash?

Magnifying Glass*

Adventuring Gear (Standard)

Cost: 100 GP

Weight: 0.1

This lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite. a magnifying glass grants advantage on any ability check made to appraise or inspect an item that is small or highly detailed.

Malice (Inhaled)**

Adventuring Gear (Poisons)

Cost: 200 GP

Rarity: Rare

Weight: 0.5

A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become Poisoned for 1 hour. The Poisoned creature is Blinded.

Manacles*

Adventuring Gear (Standard)

Cost: 2 GP

Weight: 6

These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of manacles comes with one key. Without the key, a creature proficient with thieves' tools can pick the manacles' lock with a successful DC 15 Dexterity check. Manacles have 15 hit points.

Mask***

Adventuring Gear (Standard)

Cost: 2 SP

Rarity: Uncommon

Weight: 0.1

This is a mask that you may use to try to disguise your identity.

Mason's Tools**

Tool (Artisan's Tool)

Cost: 10 GP

Weight: 8

Skill Reference

A 5lb metal hammer, a trowel, and a recipe to make good mortar.

Rules for Using Mason's Tools

Mastiff*

Mounts and Other Animals (Mount)

Carrying Capacity: 195 lb.

Cost: 25 GP

Speed: 40 ft.

Weight: 0

NPC Coding

Mastiff

Matching Cards**

Tool (Gaming Set)

Cost: 5 SP

Weight: 0.5

Skill Reference

26 pairs of matching cards, each that are only minutely different from the others. As each is flipped out each player tries to grab it and a matching one that is already on the table. Grabbing an incorrect match means having to put one of your own back.

Rules for Using Matching Cards

Maul*

Weapon (Martial Melee Weapon)

Cost: 10 GP

Properties: Heavy, two-handed

Weight: 10

Unidentified Name: Maul

A blunt maul.

Mead, Small Keg of Celestial Quality***

Adventuring Gear (Alcohol)

Cost: 5,000 GP

Rarity: Very Rare

Weight: 7

This Cask has 10 portions for a medium creature. Upon drinking a portion, the creature must make a Constitution saving throw of DC 26 or increase one Stage of Drunkenness.

Mead, Small Keg of Common Quality***

Adventuring Gear (Alcohol)

Cost: 100 GP

Rarity: Rare

Weight: 7

This Cask has 10 portions for a medium creature. Upon drinking a portion, the creature must make a Constitution saving throw of DC 16 or increase one Stage of Drunkenness.

Mead, Small Keg of Greater Quality***

Adventuring Gear (Alcohol)

Cost: 200 GP

Rarity: Rare

Weight: 7

This Cask has 10 portions for a medium creature. Upon drinking a portion, the creature must make a Constitution saving throw of DC 18 or increase one Stage of Drunkenness.

Mead, Small Keg of Legendary Quality***

Adventuring Gear (Alcohol)

Cost: 2,000 GP

Rarity: Very Rare

Weight: 7

This Cask has 10 portions for a medium creature. Upon drinking a portion, the creature must make a Constitution saving throw of DC 24 or increase one Stage of Drunkenness.

Mead, Small Keg of Superior Quality***

Adventuring Gear (Alcohol)

Cost: 500 GP

Rarity: Rare

Weight: 7

This Cask has 10 portions for a medium creature. Upon drinking a portion, the creature must make a Constitution saving throw of DC 20 or increase one Stage of Drunkenness.

Mead, Small Keg of Supreme Quality***

Adventuring Gear (Alcohol)

Cost: 1,000 GP

Rarity: Very Rare

Weight: 7

This Cask has 10 portions for a medium creature. Upon drinking a portion, the creature must make a Constitution saving throw of DC 22 or increase one Stage of Drunkenness.

Merchant's Scale***

Adventuring Gear (Standard)

Cost: 1 GP

Rarity: Rare

Weight: 1

For weighing expenses a scale is necessary to know if their coin has been shaved down or is undersized. It is also very useful for measuring exact doses of medicine.

Mess Kit**

Adventuring Gear (Equipment Kits)

Cost: 2 SP

Weight: 1

This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.

Mess Kit (tiny)***

Adventuring Gear (Equipment Kits)

Cost: 1 SP

Rarity: Rare

Weight: 0.25

This tiny tin box's lid serves as a plate or shallow bowl and the other side may be used as a pan to heat things over the fire.

Metal Flask***

Adventuring Gear (Standard)

Cost: 2 SP

Rarity: Common

Weight: 0.5

This metal flask is perfect for toting around a precious liquid. Whether alcohol, medicine, or a rare magical elixir, this flask will give it some protection against dropping and spilling the liquid.

Midnight Tears (Ingested)**

Adventuring Gear (Poisons)

Cost: 700 GP

Rarity: Legendary

Weight: 0.5

A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one.

Mikon Crossbow***

Weapon (Simple Ranged Weapon)

Cost: 10 GP

Properties: Ammunition (range 40/120), loading

Rarity: Very Rare

Weight: 0.2

Syrinscape:Crossbow

Description

This tiny crossbow can be used to fire regular acupuncture needles at the enemies weak points.

Special Ammunition

The Mikon Crossbow can only fire special tiny ammunition.

It normally fires nails which have a 50% chance of breaking on impact.

Nail

It can also fire Acupuncture Needles which deal 1d8 piercing damage and are almost indestructible, but they are so tiny that they tend to get lost.

Acupuncture Needle

Tiny Weapon

This weapon is tiny. Small and medium creatures can use it with a -5 modifier on their attack rolls. Large, huge, and gargantuan creatures cannot attempt to use it.

Military Saddle*

Tack, Harness, and Drawn Vehicles (Tack)

Cost: 20 GP

Weight: 30

Mirror, Steel***

Adventuring Gear (Standard)

Cost: 5 GP

Weight: 0.5

Moccasins***

Adventuring Gear (Standard)

Cost: 5 SP

Rarity: Common

Weight: 1

A set of light weight shoes that are great for padding through a forest while hunting down your dinner.

Unidentified Name: Moccasins

Morningstar*

Weapon (Martial Melee Weapon)

Cost: 15 GP

Properties: -

Weight: 4

Unidentified Name: Morningstar

A pointy morningstar.

Nail***

Weapon (Ammunition)

Cost: 5 CP

Weight: 0.01

Great for holding pieces of wood together, but I guess you could shoot it at someone in a pinch.

Unidentified Name: Nail

Navigator's Tools**

Tool (Tool)

Cost: 25 GP

Weight: 2

Skill Reference

This set of instruments is used for navigation at sea. Proficiency with navigator's tools lets you chart a ship's course and follow navigation charts. In addition, these tools allow you to add your proficiency bonus to any ability check you make to avoid getting lost at sea.

Rules for Using Navigator's Tools

Net*

Weapon (Martial Ranged Weapon)

Cost: 1 GP

Properties: Special, thrown (range 5/15)

Weight: 3

A Large or smaller creature hit by a net is Restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.

When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.

Unidentified Name: Net

A throwing net.

Oil (Flask)*

Adventuring Gear (Standard)

Cost: 1 SP

Weight: 1

Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.

Oil Of Taggit (Contact)**

Adventuring Gear (Poisons)

Cost: 200 GP

Rarity: Rare

Weight: 0.5

A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or become Poisoned for 24 hours. The Poisoned creature is Unconscious. The creature wakes up if it takes damage.

Orb*

Adventuring Gear (Arcane Focus)

Cost: 20 GP

Weight: 3

An arcane focus is a special item - an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item - designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.

Ox*

Trade Good

Cost: 15 GP

Weight: 400

Pack*

Tack, Harness, and Drawn Vehicles (Tack)

Cost: 5 GP

Weight: 15

Padded Armor*

Armor (Light Armor)

Cost: 5 GP

Rarity: Common

Stealth: Disadvantage

Weight: 8

Padded armor consists of quilted layers of cloth and batting

Unidentified Name: Padded Armor

Some well-crafted padded armor.

Painter's Supplies**

Tool (Artisan's Tool)

Cost: 10 GP

Weight: 5

Skill Reference

3 paint brushes, a set of paints in a variety of colors.

Rules for Using Painter's Supplies

Pale Tincture (Ingested)**

Adventuring Gear (Poisons)

Cost: 100 GP

Rarity: Uncommon

Weight: 0.5

A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or take 3 (1d6) poison damage and become Poisoned. The Poisoned creature must repeat the saving throw every 24 hours, taking 3 (1d6) poison damage on a failed save. Until this poison ends, the damage the poison deals can't be healed by any means. After seven successful saving throws, the effect ends and the creature can heal normally.

Pan Flute**

Tool (Musical Instrument)

Cost: 12 GP

Weight: 2

Skill Reference

A series of tubes of different lengths that may be blown over to create different pitches. The pipes are normally connected by string, a sticky resin, or both.

Rules for Using a Musical Instrument

Paper (One Sheet)*

Adventuring Gear (Standard)

Cost: 2 SP

Weight: 0.1

Parchment (One Sheet)*

Adventuring Gear (Standard)

Cost: 1 SP

Weight: 0.1

Perfume (Vial)*

Trade Good (Standard)

Cost: 5 GP

Weight: 0.1

Pick, Miner's***

Adventuring Gear (Standard)

Cost: 2 GP

Weight: 10

Pike*

Weapon (Martial Melee Weapon)

Cost: 5 GP

Properties: Heavy, reach, two-handed

Weight: 18

Unidentified Name: Pike

A pointy pike.

Pirate Map***

Adventuring Gear (Standard)

Cost: 5 SP

Rarity: Common

Weight: 0.3

A map that supposed leads to pirate treasure. It only depicts a few landmarks in a small region, and unfortunately not enough to find the region. You will probably recognize the region when you find it, but where could it be? Does it actually hold treasure or is it just a forgery?

Unidentified Name: Pirate Map

Pitchfork***

Weapon (Simple Melee Weapon)

Cost: 5 SP

Rarity: Common

Weight: 2

Sometimes an expert with a common weapon can be truly stunning. A common swordsman should not underestimate a farmer with his pitchfork. He has used it every day and knows it inside and out. To anyone else it is clunky and awful, but to him it is a part of who he is.

(no predefined mechanic this is ENTIRELY up to the GM... and should only be used against overconfident swordsmen)

Piton*

Adventuring Gear (Standard)

Cost: 5 CP

Weight: 0.25

Plate Armor*

Armor (Heavy Armor)

Cost: 1,500 GP

Rarity: Rare

Stealth: Disadvantage

Strength: 15

Weight: 65

Plate consists of shaped, interlocking metal plates that cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.

Unidentified Name: Plate Armor

Some well-crafted plate armor.

Playing Card Set**

Tool (Gaming Set)

Cost: 5 SP

Weight: 0.5

Skill Reference

Rules for Using Playing Card Set

Poison, Basic (Vial)**

Adventuring Gear (Standard)

Cost: 100 GP

Weight: 0.1

You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the Poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before draying.

Poisoner's Kit**

Tool (Tool)

Cost: 50 GP

Weight: 2

Skill Reference

A poisoner's kit includes the 5 vials, chemicals, and other equipment necessary for the creation of poisons. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to craft or use poisons.

Rules for Using Poisoner's Kit

Pole (10-foot)*

Adventuring Gear (Standard)

Cost: 5 CP

Weight: 7

Pony*

Mounts and Other Animals (Mount)

Carrying Capacity: 225 lb.

Cost: 30 GP

Speed: 40 ft.

Weight: 0

NPC Coding

Pony

Portrait of Your Family - Pocket Sized***

Adventuring Gear (Standard)

Cost: 1 CP

Rarity: Rare

Weight: 0.1

This tiny portrait is of your family. Hand drawn it keeps them close.

Pot, Iron*

Adventuring Gear (Container)

Cost: 2 GP

Holding Capacity: 1 gallon liquid

Weight: 10

Potion of Healing**

Potion

Cost: 33 GP

Rarity: Common

Weight: 0.5

You regain hit points when you drink this potion.

The number of hit points depends on the potion's rarity, as shown in the Potions of Healing table. Whatever its potency, the potion's red liquid glimmers when agitated.

Potions of Healing
Potion of Rarity HP Regained
Healing Common 2d4 + 2

Unidentified Name: Dull Potion

The potion's red liquid glimmers when agitated.

Potion of Healing, Celestial***

Potion

Cost: 3,200 GP

Rarity: Artifact +

Weight: 0.5

You regain 50d10 +50 hit points when you drink this potion. The potion has vibrant colors swirling around inside of the bottle.

Ingredients

Angelic Feather

Unidentified Name: Vibrantly Glowing Potion

The potion has vibrant colors swirling around inside of the bottle.

Potion of Healing, Greater**

Potion

Cost: 100 GP

Rarity: Uncommon

Weight: 0.5

You regain hit points when you drink this potion.

The number of hit points depends on the potion's rarity, as shown in the Potions of Healing table. Whatever its potency, the potion's red liquid glimmers when agitated.

Potions of Healing
Potion of Rarity HP Regained
Greater healing Uncommon 4d4 + 4

Unidentified Name: Dim Potion

The potion's red liquid glimmers when agitated.

Potion of Healing, Legendary**

Potion

Cost: 800 GP

Rarity: Legendary

Weight: 0.5

You regain hit points when you drink this potion.

The number of hit points depends on the potion's rarity, as shown in the Potions of Healing table. Whatever its potency, the potion's red liquid glimmers when agitated.

Potions of Healing
Potion of Rarity HP Regained
Legendary Legendary 12d4 + 30.

Unidentified Name: Shiny Potion

The potion's red liquid glimmers when agitated.

Potion of Healing, Superior**

Potion

Cost: 200 GP

Rarity: Rare

Weight: 0.5

You regain hit points when you drink this potion.

The number of hit points depends on the potion's rarity, as shown in the Potions of Healing table. Whatever its potency, the potion's red liquid glimmers when agitated.

Potions of Healing
Potion of Rarity HP Regained
Superior healing Rare 8d4 + 8

Unidentified Name: Potion

The potion's red liquid glimmers when agitated.

Potion of Healing, Supreme**

Potion

Cost: 400 GP

Rarity: Very Rare

Weight: 0.5

You regain hit points when you drink this potion.

The number of hit points depends on the potion's rarity, as shown in the Potions of Healing table. Whatever its potency, the potion's red liquid glimmers when agitated.

Potions of Healing
Potion of Rarity HP Regained
Supreme healing Very Rare 10d4 + 20.

Unidentified Name: Shiny Potion

The potion's red liquid glimmers when agitated.

Potter's Tools**

Tool (Artisan's Tool)

Cost: 10 GP

Weight: 3

Skill Reference

  • A Light Cloth Apron
  • Chamois: pieces of soft leather used to smooth the edges of thrown pottery
  • 2 Potter's Needles: thin metal needles used to cut clay or carve patterns
  • Cut-off Wire: a piece of copper wire between two wooden handles
  • 2 Fettling Knives: one is flexible, the other rigid. They are used to remove ridges.
  • 3 Scrapers: Made of oak, these tools can be used to shape the clay as it is on the wheel
  • A Sponge: a rare plant pulled out of the ocean that absorbs a shocking amount of water, it can be used to keep the clay the right moisture while working with it.
  • 1 Course Brush: great for moving water around or applying glazes.
  • (you will likely still need to find a potter's wheel and a kiln to make something)

Rules for Using Potter's Tools

Pouch*

Adventuring Gear (Container)

Cost: 5 SP

Holding Capacity: 1/5 cubic foot/6 pounds of gear

Weight: 1

A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch (described earlier in this section).

Pouch of Demon Claws***

Adventuring Gear (Standard)

Cost: 1 GP

Rarity: Rare

Weight: 1

This pouch contains 12 demon claws that you collected helping with the organizations previous hunts.

Pouch of spices***

Adventuring Gear (Standard)

Cost: 5 GP

Rarity: Very Rare

Weight: 1

This tiny pouch has a small selection of fine spices. It is approximately enough to make 5 fine meals. Spices are extremely rare and very prized, but few know how to use them properly.

Proof of First Contract***

Adventuring Gear (Standard)

Cost: priceless, but only to you

Rarity: Common

Weight: 0.5

You first contract pushed you to your limits, but you succeeded. You managed to kill your target and get away with proof of the deed. You showed your proof to those who needed to see it, but managed to get keep it afterwards and still have it.

Prospector's Tools***

Tool (Artisan's Tool)

Cost: 2 GP

Rarity: Uncommon

Weight: 3

This set of tools includes a mining pick, brush, sloshing pan, and a small crucible.

Pseudodragon***

Mounts and Other Animals (Pet)

Cost: priceless

Rarity: Rare

Weight: 0

NPC Coding

Pseudodragon

Purple Worm Poison (Injury)**

Adventuring Gear (Poisons)

Cost: 800 GP

Rarity: Legendary

Weight: 0.5

This poison must be harvested from a dead or Incapacitated purple worm. A creature subjected to this poison must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.

Quarterstaff**

Weapon (Simple Melee Weapon)

Cost: 2 SP

Properties: Versatile (1d8)

Weight: 4

Syrinscape: Staff

Unidentified Name: Quarterstaff

A sturdy quarterstaff.

Quill Pen***

Adventuring Gear (Standard)

Cost: 1 CP

Rarity: Common

Weight: 0.01

A quill pen is great for writing, and if you ever use it you can easily replace it. Just pluck another from any bird.

Quiver***

Adventuring Gear (Standard)

Cost: 1 GP

Weight: 1

A quiver can hold up to 20 arrows.

Ram, Portable*

Adventuring Gear (Standard)

Cost: 4 GP

Weight: 35

You can use a portable ram to break down doors. When doing so, you gain a +4 bonus on the Strength check. One other character can help you use the ram, giving you advantage on this check.

Rapier*

Weapon (Martial Melee Weapon)

Cost: 25 GP

Properties: Finesse

Weight: 2

Unidentified Name: Rapier

A pointy rapier.

Rations (1 Day)*

Adventuring Gear (Standard)

Cost: 5 SP

Weight: 2

Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

Rations (tiny)***

Adventuring Gear (Standard)

Cost: 2 SP

Rarity: Common

Weight: 0.25

Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

Tiny Rations contain enough rations for a tiny creature for one day.

Recipe book***

Adventuring Gear (Standard)

Cost: 3 GP

Rarity: Rare

Weight: 5

Each recipe book has its own specialty. This book specializes in the delicacies of random race.

Reliquary*

Adventuring Gear (Holy Symbol)

Cost: 5 GP

Weight: 2

A holy symbol is a representation of a god or pantheon. It might be an amulet depicting a symbol representing a deity, the same symbol carefully engraved or inlaid as an emblem on a shield, or a tiny box holding a fragment of a sacred relic. A cleric or paladin can use a holy symbol as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield.

Repugnant Vial***

Adventuring Gear (Standard)

Cost: 50 GP

Rarity: Common

Weight: 1

A creature who has this vial applied to it will attract beasts for the next 24 hours. The beasts will be especially aggressive to the marked creature. This individual will also have a -2 to any Animal Handling checks while affected by this potion.

Restorative Ointment**

Wondrous Item

Cost: 300 GP

Rarity: Uncommon

Weight: 0.5

This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe.

As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be Poisoned, and is cured of any disease.

Unidentified Name: Glass jar

Riding Saddle*

Tack, Harness, and Drawn Vehicles (Tack)

Cost: 10 GP

Weight: 25

Ring Mail Armor*

Armor (Heavy Armor)

Cost: 30 GP

Stealth: Disadvantage

Weight: 40

This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to Chain mail, and it's usually worn only by those who can't afford better armor.

Unidentified Name: Ring Mail

Some well-crafted ring mail armor.

Robes**

Adventuring Gear (Standard)

Cost: 1 GP

Weight: 4

Syrinscape: Robe Swoosh - Wizard Spells E

Rod*

Adventuring Gear (Arcane Focus)

Cost: 10 GP

Weight: 2

An arcane focus is a special item - an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item - designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.

Unidentified Name: Rod

A metal rod.

Rope, Hempen (50 Feet)*

Adventuring Gear (Standard)

Cost: 1 GP

Weight: 10

Rope, whether made of hemp or silk has 2 hit points and can be burst with a DC 17 Strength check.

Rope, Silk (50 Feet)*

Adventuring Gear (Standard)

Cost: 10 GP

Weight: 5

Rope, whether made of hemp or silk has 2 hit points and can be burst with a DC 17 Strength check.

Rowboat*

Waterborne Vehicles

Cost: 50 GP

Speed: 1 1/2 mph

Weight: 0

Royal Signet Ring***

Adventuring Gear (Standard)

Cost: 5 GP

Rarity: Very Rare

Weight: 1

This is a signet ring for the king. If this is a player item it will be for a kingdom not on their current plane. Did some sneaky wizard send you to this plane?

Rubber Soled Boots***

Adventuring Gear

Cost: 150 GP

Rarity: Uncommon

Weight: 1

While you wear these boots, your steps make much less sound. You also have a +2 on Dexterity (Stealth) checks that rely on moving quietly.

Unidentified Name: Boots

A pair of delicately made boots with funny soles.

Runebook***

Adventuring Gear (Standard)

Cost: 50 GP

Weight: 3

Essential for runecrafters, a runebook is a leather-bound tome with 100 blank vellum pages suitable for recording runes.

Rusty Bag***

Adventuring Gear

Cost: 1 SP

Rarity: Common

Weight: 0.5

Just an ordinary rusty bag.

Unidentified Name: Rusty Bag

A small rust colored bag, it seems to be empty.

Sack*

Adventuring Gear (Container)

Cost: 1 CP

Holding Capacity: 1 cubic foot/30 pounds of gear

Weight: 0.5

Saddlebags*

Tack, Harness, and Drawn Vehicles (Tack)

Cost: 4 GP

Weight: 8

Sailing Ship*

Waterborne Vehicles

Cost: 10,000 GP

Speed: 2 mph

Weight: 0

Scale Mail Armor*

Armor (Medium Armor)

Cost: 50 GP

Rarity: Common

Stealth: Disadvantage

Weight: 45

This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.

Unidentified Name: Scale Mail

Some well-crafted scale mail armor.

Scale, Merchant's***

Adventuring Gear (Standard)

Cost: 5 GP

Weight: 3

A scale includes a small balance, pans, and a suitable assortment of weights up to 2 pounds. With it, you can measure the exact weight of small objects, such as raw precious metals or trade goods, to help determine their worth.

Scales of Justice***

Adventuring Gear (Standard)

Cost: 1 GP

Rarity: Rare

Weight: 1

These are a set of scales that can be used for weighing coins, spices, or other small items. The inscription on the side reads "Balance both sides and judge fairly".

Scimitar*

Weapon (Martial Melee Weapon)

Cost: 25 GP

Properties: Finesse, light

Weight: 3

Unidentified Name: Scimitar

A sharp scimitar.

Scroll**

Adventuring Gear (Standard)

Cost: 1 SP

Weight: 0.2

Syrinscape: Unravel scroll - Wizard Spells E

Syrinscape: Ravel Scroll - Wizard Spells E

Description

Need something to write on? This should do the trick.

Sealing Wax***

Adventuring Gear (Standard)

Cost: 5 SP

Weight: 0.1

Serpent Venom (Injury)**

Adventuring Gear (Poisons)

Cost: 100 GP

Rarity: Uncommon

Weight: 0.5

This poison must be harvested from a dead or Incapacitated giant poisonous snake. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

Shackles*

Adventuring Gear (Standard)

Cost: 1 GP

Rarity: Uncommon

Weight: 4

This pair of shackles is made of good stout iron. It is well forged and has 10 hit points. It takes a DC 20 strength check to break them.

Shawm**

Tool (Musical Instrument)

Cost: 2 GP

Weight: 1

Skill Reference

A hollow wooden instrument where the player blows through the mouthpiece to make sound. There are usually holes along the length of the pipe that change the sound when covered by the player's fingers.

Rules for Using a Musical Instrument

Sheep*

Trade Good

Cost: 2 GP

Weight: 50

Shield*

Armor (Shield)

Cost: 10 GP

Weight: 6

Unidentified Name: Shield

A well crafted shield.

Shield (Wooden)**

Armor (Shield)

Cost: 10 GP

Rarity: Common

Weight: 6

Unidentified Name: Shield

A well crafted shield.

Shortbow*

Weapon (Simple Ranged Weapon)

Cost: 25 GP

Properties: Ammunition (range 80/320), two-handed

Weight: 2

Unidentified Name: Shortbow

A perfect light bow for the ranger on the go.

Shortsword*

Weapon (Martial Melee Weapon)

Cost: 10 GP

Properties: Finesse, light

Weight: 2

Unidentified Name: Shortsword

For when you want something longer than a dagger but shorter than a longsword, the shortsword is for you.

Shovel*

Adventuring Gear (Standard)

Cost: 2 GP

Weight: 5

Shrunken Head***

Adventuring Gear (Standard)

Cost: -

Rarity: Common

Weight: 1

Unidentified Name: A Shrunken Head

Sickle*

Weapon (Simple Melee Weapon)

Cost: 1 GP

Properties: Light

Weight: 2

Unidentified Name: Sickle

A sharp sickle.

Signal Whistle*

Adventuring Gear (Standard)

Cost: 5 CP

Weight: 0.1

Signet Ring*

Adventuring Gear (Standard)

Cost: 5 GP

Weight: 0.1

This ring shows to the whole world who you serve and which house you are a part of.

Sled*

Tack, Harness, and Drawn Vehicles (Land Vehicle)

Cost: 20 GP

Weight: 300

Sling*

Weapon (Simple Ranged Weapon)

Cost: 1 SP

Properties: Ammunition (range 30/120)

Weight: 0.5

Unidentified Name: Sling

Who needs a big weapon, one well placed stone and you can take down even large foes... or maybe 50 of them.

Sling Bullet*

Weapon (Ammunition)

Cost: 1 CP

Weight: 0.1

Unidentified Name: Sling Bullet

Sling Bullets (20)*

Weapon (Ammunition)

Cost: 2 SP

Weight: 2

Unidentified Name: Sling Bullets (20)

Smith's Tools**

Tool (Artisan's Tool)

Cost: 20 GP

Rarity: Uncommon

Weight: 8

Skill Reference

Two Metal Files (fine and rough), Three Metal Hammers (1 lb, 2 lb, 3lb), a Small Vial of Oil.

Rules for Using Smith's Tools

Smoke Bomb***

Adventuring Gear (Standard)

Cost: 100 GP

Weight: 1

When lit on fire, this bundle of leaves and powders puts up a cloud of smoke heavily obscuring a 15 foot radius. The smoke lasts for 10 minutes. A light breeze will disperse it after 1 minute or a strong breeze will disperse it after 2 rounds.

Soap*

Adventuring Gear (Standard)

Cost: 2 CP

Weight: 0.1

Soothing Aroma***

Adventuring Gear (Standard)

Cost: 50 GP

Rarity: Common

Weight: 1

A creature who has this vial applied to it will attract beasts for the next 2 hours. The individual will have a +2 to Animal Handling checks while affected by this potion.

Souvenir***

Adventuring Gear (Standard)

Cost: 2 GP

Rarity: Uncommon

Weight: 1

This is an item you acquired while in a far off land. Although it is not worth much, it bring back memories of the trip.

Spear*

Weapon (Simple Melee Weapon)

Cost: 1 GP

Properties: Thrown (range 20/60), versatile (1d8)

Weight: 3

Unidentified Name: Spear

A spear.

Spellbook*

Adventuring Gear (Standard)

Cost: 50 GP

Weight: 3

Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells.

Spider Venom (Injury)**

Adventuring Gear (Poisons)

Cost: 50 GP

Rarity: Uncommon

Weight: 0.5

This poison must be harvested from a dead or Incapacitated poisonous spider. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 (2d6) poison damage on a failed save, or half as much damage on a successful one.

Giant Spider

Giant Wolf Spider

Spike, Iron (10)*

Adventuring Gear (Standard)

Cost: 1 GP

Weight: 5

Spiky Boots***

Weapon (Simple Melee Weapon)

Cost: 50 GP

Rarity: Uncommon

Weight: 3

A heavy set of boots with big metal spikes on the bottom and a nasty blade coming out the front.

I would really hate to be kicked by these...

These boots allow you to walk across ice without slipping (ice is no longer difficult terrain while wearing these boots), just don't wear them on my floors.

Unidentified Name: Boots

A heavy set of boots with big metal spikes on the bottom and a nasty blade coming out the front.

Splint Armor*

Armor (Heavy Armor)

Cost: 200 GP

Stealth: Disadvantage

Strength: 15

Weight: 60

This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints.

Unidentified Name: Splint armor

Some well-crafted splint armor.

Splitter Wedge***

Adventuring Gear (Standard)

Cost: 3 SP

Rarity: Common

Weight: 2

This solid iron wedge is great for jamming into a gap and forcing the two ends apart from each other.

Sprig Of Mistletoe*

Adventuring Gear (Druidic Focus)

Cost: 1 GP

Weight: 0.1

A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid can use such an object as a spellcasting focus.

Spyglass*

Adventuring Gear (Standard)

Cost: 1,000 GP

Weight: 1

Objects viewed through a spyglass are magnified to twice their size

Staff**

Weapon (Arcane Focus)

Cost: 5 GP

Properties: Versatile (1d8)

Weight: 4

Syrinscape: Staff

Description

An arcane focus is a special item - an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item - designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.

Unidentified Name: Staff

A magical quarterstaff.

String (10 Feet)*

Adventuring Gear (Standard)

Cost: 2 SP

Weight: 0.1

With a little bit of string and a whole lot of creativity you can accomplish most things.

Studded Leather Armor*

Armor (Light Armor)

Cost: 45 GP

Rarity: Common

Weight: 13

Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.

Unidentified Name: Studded Leather Armor

Some well-crafted studded leather armor.

Tent, 2-man*

Adventuring Gear (Standard)

Cost: 3 GP

Rarity: Common

Weight: 1

A small cloth tent that when pitched can fit 2 men.

Thick Gloves***

Adventuring Gear (Standard)

Cost: 4 GP

Rarity: Uncommon

Weight: 0.5

Thieves' Tools**

Tool (Tool)

Cost: 25 GP

Weight: 1

Skill Reference

This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks.

Rules for Using Thieves' Tools

Tinderbox*

Adventuring Gear (Standard)

Cost: 5 SP

Weight: 1

This small container hold flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch - or anything else with abundant, exposed fuel - takes an action. Lighting any other fire takes 1 minute.

Tinker's Tools**

Tool (Artisan's Tool)

Cost: 50 GP

Weight: 10

Skill Reference

A Magnifying Glass with Headband, Tiny Pliers, 3 Tiny Screwdrivers, a Small Pile of Gears, a Few Springs.

Rules for Using Tinker's Tools

Tiny Arrow***

Weapon (Ammunition)

Cost: 5 SP

Weight: 0.01

Finely crafted by an expert fletcher.

Unidentified Name: Tiny Arrow

Finely crafted by an expert fletcher.

Tiny Arrows (20)***

Weapon (Ammunition)

Cost: 10 GP

Weight: 0.2

Finely crafted by an expert fletcher.

Unidentified Name: Tiny Arrows (20)

Finely crafted by an expert fletcher.

Tiny Shortbow***

Weapon (Simple Ranged Weapon)

Cost: 50 GP

Properties: Ammunition (range 50/200), two-handed

Weight: 0.5

An expert fletcher crafted this so that although it is tiny (only about 1 foot tall) it has almost the range of a normal shortbow. This bow is too small for normal arrows, you need to use specially made arrows crafted by an expert fletcher.

Tiny Arrow

Tiny Arrows (20)

Unidentified Name: Tiny Shortbow

A perfect light bow for the ranger on the go, who is less than 2 feet tall.

Tome, Religious***

Adventuring Gear (Standard)

Cost: 5 GP

Rarity: Very Rare

Weight: 3

This tome describes lore and legends about one of the demihumans on your plane.

Torch*

Adventuring Gear (Standard)

Cost: 1 CP

Weight: 1

A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.

Torpor (Ingested)**

Adventuring Gear (Poisons)

Cost: 200 GP

Rarity: Rare

Weight: 0.5

A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become Poisoned for 4d6 hours. The Poisoned creature is Incapacitated.

Totem*

Adventuring Gear (Druidic Focus)

Cost: 1 GP

Weight: 0.1

A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid can use such an object as a spellcasting focus.

Trident*

Weapon (Martial Melee Weapon)

Cost: 5 GP

Properties: Thrown (range 20/60), versatile (1d8)

Weight: 4

Unidentified Name: Trident

Why have one spike when you can have three?

Trophy***

Adventuring Gear (Standard)

Cost: priceless

Rarity: Rare

Weight: 2

You measure yourself based on how far you have come. You have a trophy that reminds you of your past accomplishments and how much you wish to accomplish in the future.

Truth Serum (Ingested)***

Adventuring Gear (Poisons)

Cost: 800 GP

Rarity: Legendary

Weight: 0.5

A creature subjected to this poison must succeed on a DC 17 Constitution saving throw or become Poisoned for 1 hour. The Poisoned creature can't knowingly speak a lie, as if under the effect of a Zone of Truth spell.

Unsellable Item***

Adventuring Gear (Standard)

Cost: 10 GP

Rarity: Rare

Weight: 3

This is an item of medium worth that you have been unable to sell for several years. It may be a particularly ugly rug, or an item that is somehow damaged or defective. Regardless, you ended up being stuck with it.

Vague Map***

Adventuring Gear (Standard)

Cost: 2 GP

Rarity: Uncommon

Weight: 0.1

This is a vague map of an area. It may be a mine, palace, or other point of interest. Unfortunately although the map gives a little bit of detail about the area, there is not enough to pinpoint the location. You believe there is enough detail that you will know when you find this location.

Vial*

Adventuring Gear (Container)

Cost: 1 GP

Holding Capacity: 4 ounces liquid

Weight: 0.1

Viol**

Tool (Musical Instrument)

Cost: 30 GP

Weight: 1

Skill Reference

A stringed instrument with six strings and a long neck. Normally held on the ground and played with a bow.

If you have a dexterity of less than 12 then you have disadvantage with Performance checks made with a viol.

Rules for Using a Musical Instrument

Vodka, Small Flask of Celestial Quality***

Adventuring Gear (Alcohol)

Cost: 10,000 GP

Rarity: Very Rare

Weight: 2

This flask has 6 portions for a medium creature. Upon drinking a portion, the creature must make a Constitution saving throw of DC 30 or increase one Stage of Drunkenness.

Vodka, Small Flask of Common Quality***

Adventuring Gear (Alcohol)

Cost: 200 GP

Rarity: Rare

Weight: 2

This flask has 6 portions for a medium creature. Upon drinking a portion, the creature must make a Constitution saving throw of DC 18 or increase one Stage of Drunkenness.

Vodka, Small Flask of Greater Quality***

Adventuring Gear (Alcohol)

Cost: 500 GP

Rarity: Very Rare

Weight: 2

This flask has 6 portions for a medium creature. Upon drinking a portion, the creature must make a Constitution saving throw of DC 20 or increase one Stage of Drunkenness.

Vodka, Small Flask of Legendary Quality***

Adventuring Gear (Alcohol)

Cost: 5,000 GP

Rarity: Very Rare

Weight: 2

This flask has 6 portions for a medium creature. Upon drinking a portion, the creature must make a Constitution saving throw of DC 28 or increase one Stage of Drunkenness.

Vodka, Small Flask of Superior Quality***

Adventuring Gear (Alcohol)

Cost: 1,000 GP

Rarity: Very Rare

Weight: 2

This flask has 6 portions for a medium creature. Upon drinking a portion, the creature must make a Constitution saving throw of DC 22 or increase one Stage of Drunkenness.

Vodka, Small Flask of Supreme Quality***

Adventuring Gear (Alcohol)

Cost: 2,000 GP

Rarity: Very Rare

Weight: 2

This flask has 6 portions for a medium creature. Upon drinking a portion, the creature must make a Constitution saving throw of DC 26 or increase one Stage of Drunkenness.

Wagon*

Tack, Harness, and Drawn Vehicles (Land Vehicle)

Cost: 35 GP

Weight: 400

Wand*

Adventuring Gear (Arcane Focus)

Cost: 10 GP

Weight: 1

An arcane focus is a special item - an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item - designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.

Unidentified Name: Wand

A magical wand.

War Pick*

Weapon (Martial Melee Weapon)

Cost: 5 GP

Weight: 2

Unidentified Name: War Pick

Reasons not to mess with miners... 1) their language 2) their large war picks 3) their tempers.

Warhammer*

Weapon (Martial Melee Weapon)

Cost: 15 GP

Properties: Versatile (1d10)

Weight: 2

Unidentified Name: Warhammer

When a skull needs bashed, try the mighty warhammer.

Warhorse*

Mounts and Other Animals (Mount)

Carrying Capacity: 540 lb.

Cost: 400 GP

Speed: 60 ft.

Weight: 0

NPC Coding

Warhorse

Warship*

Waterborne Vehicles

Cost: 25,000 GP

Speed: 2 1/2 mph

Weight: 0

Waterskin*

Adventuring Gear (Container)

Cost: 2 SP

Holding Capacity: 4 pints liquid

Weight: 5

Waterskin (tiny)***

Adventuring Gear (Standard)

Cost: 1 SP

Rarity: Common

Weight: 2

A tiny waterskin holds 1/4 gallon of liquid. This is enough for a tiny creature for one day.

Weaver's Tools**

Tool (Artisan's Tool)

Cost: 1 GP

Weight: 5

Skill Reference

Tapestry Needle, Bent Tapestry Needle, Weaving Fork, Needle, Thread, Thimble and Two Tapestry Bobbins.

Rules for Using Weaver's Tools

Weighted Club***

Weapon (Improvised Weapon)

Cost: 2 CP

Rarity: Common

Weight: 2

This club does not do much damage because it is to teach paying customers to behave and respect the servers.

Wheelbarrow***

Tack, Harness, and Drawn Vehicles (Land Vehicle)

Cost: 2 GP

Rarity: Common

Weight: 7

A Wheelbarrow allows you to transport 200 pounds of material for only 50 pushing pounds. Traveling with an empty wheelbarrow slows you by 5 feet and by 20 feet if it is full.

Whetstone*

Adventuring Gear (Standard)

Cost: 1 CP

Weight: 1

Whip*

Weapon (Martial Melee Weapon)

Cost: 2 GP

Properties: Finesse, reach

Weight: 3

Unidentified Name: Whip

A whip and a lash.

Whiskey, Flask of Celestial Quality***

Adventuring Gear (Alcohol)

Cost: 5,000 GP

Rarity: Legendary

Weight: 3

This Cask has 10 portions for a medium creature. Upon drinking a portion, the creature must make a Constitution saving throw of DC 25 or increase one Stage of Drunkenness.

Whiskey, Flask of Common Quality***

Adventuring Gear (Alcohol)

Cost: 100 GP

Rarity: Rare

Weight: 3

This Cask has 10 portions for a medium creature. Upon drinking a portion, the creature must make a Constitution saving throw of DC 15 or increase one Stage of Drunkenness.

Whiskey, Flask of Greater Quality***

Adventuring Gear (Alcohol)

Cost: 200 GP

Rarity: Rare

Weight: 3

This Cask has 10 portions for a medium creature. Upon drinking a portion, the creature must make a Constitution saving throw of DC 17 or increase one Stage of Drunkenness.

Whiskey, Flask of Legendary Quality***

Adventuring Gear (Alcohol)

Cost: 2,000 GP

Rarity: Very Rare

Weight: 3

This Cask has 10 portions for a medium creature. Upon drinking a portion, the creature must make a Constitution saving throw of DC 23 or increase one Stage of Drunkenness.

Whiskey, Flask of Superior Quality***

Adventuring Gear (Alcohol)

Cost: 500 GP

Rarity: Very Rare

Weight: 3

This Cask has 10 portions for a medium creature. Upon drinking a portion, the creature must make a Constitution saving throw of DC 19 or increase one Stage of Drunkenness.

Whiskey, Flask of Supreme Quality***

Adventuring Gear (Alcohol)

Cost: 1,000 GP

Rarity: Very Rare

Weight: 3

This Cask has 10 portions for a medium creature. Upon drinking a portion, the creature must make a Constitution saving throw of DC 21 or increase one Stage of Drunkenness.

Wine, Small Cask of Celestial Quality***

Adventuring Gear (Alcohol)

Cost: 2,000 GP

Rarity: Legendary

Weight: 7

This Cask has 10 portions for a medium creature. Upon drinking a portion, the creature must make a Constitution saving throw of DC 22 or increase one Stage of Drunkenness.

Wine, Small Cask of Common Quality***

Adventuring Gear (Alcohol)

Cost: 10 GP

Rarity: Uncommon

Weight: 7

This Cask has 10 portions for a medium creature. Upon drinking a portion, the creature must make a Constitution saving throw of DC 12 or increase one Stage of Drunkenness.

Wine, Small Cask of Greater Quality***

Adventuring Gear (Alcohol)

Cost: 25 GP

Rarity: Rare

Weight: 7

This Cask has 10 portions for a medium creature. Upon drinking a portion, the creature must make a Constitution saving throw of DC 14 or increase one Stage of Drunkenness.

Wine, Small Cask of Legendary Quality***

Adventuring Gear (Alcohol)

Cost: 1,000 GP

Rarity: Legendary

Weight: 7

This Cask has 10 portions for a medium creature. Upon drinking a portion, the creature must make a Constitution saving throw of DC 20 or increase one Stage of Drunkenness.

Wine, Small Cask of Superior Quality***

Adventuring Gear (Alcohol)

Cost: 70 GP

Rarity: Rare

Weight: 7

This Cask has 10 portions for a medium creature. Upon drinking a portion, the creature must make a Constitution saving throw of DC 16 or increase one Stage of Drunkenness.

Wine, Small Cask of Supreme Quality***

Adventuring Gear (Alcohol)

Cost: 200 GP

Rarity: Very Rare

Weight: 7

This Cask has 10 portions for a medium creature. Upon drinking a portion, the creature must make a Constitution saving throw of DC 18 or increase one Stage of Drunkenness.

Winter Blanket***

Adventuring Gear (Standard)

Cost: 1 GP

Rarity: Uncommon

Weight: 5

This thick blanket can keep you warm even during an average winter. (good for 0 degree weather as long as you are dry)

Woodcarver's Tools**

Tool (Artisan's Tool)

Cost: 1 GP

Weight: 5

Skill Reference

Leather apron, carving chisel, wooden hammer, metal hammer, and a small saw.

Rules for Using Woodcarver's Tools

Wooden Ladder (24 feet long)***

Adventuring Gear (Standard)

Cost: 1 GP

Rarity: Common

Weight: 20

Unidentified Name: Wooden Ladder (24 feet long)

Wooden Staff**

Weapon (Druidic Focus)

Cost: 5 GP

Properties: Versatile (1d8)

Weight: 4

Syrinscape: Staff

Description

A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid can use such an object as a spellcasting focus.

Wooden Training Sword***

Weapon (Improvised Weapon)

Cost: 1 CP

Rarity: Common

Weight: 3

This wooden training sword is great for the standard farmer who wants to practice with a sword. It lets you practice your swings without cutting off your hand or foot. For those who rarely if ever hit yourself... you will want a better weapon.

Wyvern Poison (Injury)**

Adventuring Gear (Poisons)

Cost: 600 GP

Rarity: Legendary

Weight: 0.5

This poison must be harvested from a dead or Incapacitated wyvern. A creature subjected to this poison must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

Yew Wand**

Adventuring Gear (Druidic Focus)

Cost: 10 GP

Weight: 1

A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid can use such an object as a spellcasting focus.

Unidentified Name: Wand

A magical wand.

Equipment Packs

Equipment Packs TOC

Burglar's Pack - 16 GP*

Diplomat's Pack - 39 GP*

Dungeoneer's Pack - 12 GP*

Entertainer's Pack- 40 GP*

Explorer's Pack - 10 GP*

Priest's Pack - 19 GP*

Scholar's Pack - 40 GP*

Burglar's Pack - 16 GP*

1 Backpack, 1 Ball Bearings (1,000), 1 String (10 Feet), 1 Bell, 5 Candle, 1 Crowbar, 1 Hammer, 10 Piton, 1 Lantern, Hooded, 2 Oil (Flask), 5 Rations (1 Day), 1 Tinderbox, 1 Waterskin (full), 1 Rope, Hempen (50 Feet),

Diplomat's Pack - 39 GP*

1 Chest, 2 Case, Map Or Scroll, 1 Clothes, Fine, 1 Ink (1-ounce Bottle), 1 Ink Pen, 1 Lamp, 1 Oil (Flask), 5 Paper (One Sheet), 1 Sealing Wax, 1 Soap, 1 Perfume (Vial),

Dungeoneer's Pack - 12 GP*

1 Backpack, 1 Crowbar, 1 Hammer, 10 Piton, 10 Torch, 1 Tinderbox, 10 Rations (1 Day), 1 Waterskin (full), 1 Rope, Hempen (50 Feet),

Entertainer's Pack- 40 GP*

1 Backpack, 1 Bedroll, 2 Clothes, Costume, 5 Candle, 5 Rations (1 Day), 1 Waterskin (full), 1 Disguise Kit,

Explorer's Pack - 10 GP*

1 Backpack, 1 Bedroll, 1 Mess Kit, 1 Tinderbox, 10 Torch, 10 Rations (1 Day), 1 Waterskin (full), 1 Rope, Hempen (50 Feet),

Priest's Pack - 19 GP*

1 Backpack, 1 Blanket, 10 Candle, 1 Tinderbox, 1 Alms Box, 2 Incense (One Block), 1 Censer, 1 Clothes, Vestments, 2 Rations (1 Day), 1 Waterskin (full),

Scholar's Pack - 40 GP*

1 Backpack, 1 Book of Lore, 1 Ink Pen, 1 Ink (1-ounce Bottle), 10 Parchment (One Sheet), 1 Bag (Sand), 1 Knife (Small),

Feats

Some GMs will allow players to take feats instead of ability score improvements. Think carefully before choosing one. Although feats can be very very powerful, so is an ability score increase.

The official content also has information about Feats.

Feat Table of Contents

Adept Aviator***

Anatomy Expert***

Arcana Infused***

Archery Champion***

Augment Healing***

Blademaster***

Blindsighted***

Blowgun Expert***

Bone Breaker***

Breadmaster***

Child of War***

City Dweller***

Crippling Striker***

Crystal Flame***

Crystal Wielder***

Dead Shot***

Destruction Master***

Doctor***

Dual Wield Master***

Energized Fists***

Eternal Optimist***

Extra Foot***

Farming Mastery***

Fast-Handed***

Fated Strike***

Fiery Soul***

Flame Adept***

Frozen Fists***

Furious Fists***

Grappler***

Greater Shape-shifting***

Hero's Heart***

Horde Breaker***

Hunter***

Interposing Reaction***

Large Weapon Master***

Last Breath***

Legendary Strength***

Marksman***

Martial Artist***

Master of a Thousand Cuts***

Medium Weapon Master***

Mithridatism***

Monstrous Strength***

Mount Master***

Musical "Talent" ***

Natural Hider***

Off-hand Master***

Opportunist***

Pack Leader***

Pickpocket***

Potent Poisoner***

Rapid Reloader***

Rapier Master***

Reflexive***

Ricochet Master***

Rodeo Expert***

Sea Legs***

Silent Killer***

Silver Tongued***

Snap Shooter***

Springy Form***

Temple Raider***

Track Star***

Trained Sight***

Wild Speech***

Adept Aviator***

Prerequisite: a permanent fly speed

You have honed you ability to fly to the point of near perfection. With the way that you maneuver through the air at high speeds, you have made yourself a force to be reckoned with in the air. You gain the following benefits:

  • Your flight speed increases by 10 feet.
  • You have resistance to damage from falling.
  • You have advantage on any ability check or saving throw to avoid being Grappled, Restrained, or Petrified while you are using your flying speed.
  • If you are a race that has a Talons feature, You gain a +2 bonus to your attack and damage rolls on attacks with your Talons.

Online copy

Anatomy Expert***

Prerequisite: Wisdom or Intelligence of 13 or higher

You have studied certain kinds of creatures and their anatomies, allowing you to recall information about them and know where to strike them most effectively. When you take this feat, choose two types of creatures: aberration, beast, celestial, dragon, elemental, fey, fiend, giant, monstrosity, plants, humanoid, or undead. You gain the following benefits:

  • Your attacks against creatures of the chosen types score a critical hit on a roll of 19 or 20.
  • When you score a critical hit on a creature of the chosen types, add your Wisdom modifier to the damage roll.
  • You have advantage on Intelligence checks to recall information about creatures of the chosen types.
  • You can use an action to make a Intelligence check (DC 20) on a creature of one of the chosen types. On a success, you learn one of the following of your choice:

Its Strength score

Its Dexterity score

Its Constitution score

Its CR/Level

Its Resistances and Immunities (If any)

  • You can select this feat multiple times. Each time you do so, you must choose two other types of creatures.

Online copy

Arcana Infused***

Prerequisite: The ability to cast at least one spell, and NOT wizard

Your blood flows with an abundance of magical energy, allowing you to access a well of mana.

Once per day when you finish a short rest, you can choose expended spell slots to recover. the spell slots can have a combined level that is equal to or less than half your level (rounded up), and none of the slots can be 6th level or higher.

For example, if you're a 3rd-level sorcerer and 1st-level barbarian, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.

Online copy

Archery Champion***

Prerequisite: Dexterity 13 or higher, no spellcasting

A lifetime spent with the bow has brought certain advantages. You triumphed in countless contests of archery and have learned to use your bow to its fullest. There are times when you see your friends casting spells, and you wonder what may have been, but you have accepted your place as part of your bow.

  • When you make a ranged attack with the weapon against targets who have disadvantage on Dexterity checks or Dexterity saving throws, add your Strength modifier to the attack roll.
  • You have learned to use your bow in acrobatic maneuvers. You can add your proficiency bonus for Acrobatics checks made while carrying a shortbow or longbow. If you are already proficient in Acrobatics, you can instead add double your proficiency bonus.
  • You can attempt to intercept an opponent's ranged weapon attack with one of your own. When a creature that you can see makes a ranged weapon attack against another creature that you can see, you can use your reaction to make a ranged attack with your weapon against the opponent's projectile. The projectile's AC is equal to the opponent's attack roll plus 5. On a hit, the opponent's attack misses. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected)

Online copy

Augment Healing***

Prerequisite: Wisdom or Charisma 13 or higher, Proficiency in Medicine

Add +2 points per spell level, to the amount of damage healed, by any spell that you cast that cures hit point damage.

For example, a 1st-level cleric with an 18 Wisdom and this feat casting Cure Wounds would restore 1d8+6 hp.

The same 10th-level cleric with an 18 Wisdom and this feat casting Cure Wounds at 5th level would restore 5d8+14 hp.

Online copy

Blademaster***

Prerequisite: Dexterity or Strength 13 or higher

You are one with the blade, performing feats of swordsmanship others find impossible. While wielding a weapon that deals Slashing damage and does not have the heavy property, you gain the following benefits:

  • When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll.
  • When you are hit by a ranged weapon attack, you can use your reaction to deflect the missile. When you do so, the damage you take is reduced by 1d10 + your character level + your Dexterity or Strength modifier. If you reduce the damage to 0 or less, you slice the projectile out of the air, destroying it.
  • You gain a +1 bonus to AC.

Online copy

Blindsighted***

Prerequisite: Wisdom 13 or higher

  • You've trained your senses to allow you to perceive your surroundings without sight. Your heightened senses give you the following benefits:
  • You gain an advantage on Wisdom (Perception) checks that rely on hearing or smell.
  • During a short or long rest, you can attune yourself to your senses, as if attuning to a magic item. You gain Blindsight in a radius of 30 feet until you complete a short or long rest that you do not spend attuning yourself in this way. If you are attuned to hearing, you lose this benefit while you are Deafened. If you are attuned to smell, you loose this benefit while your smell is inhibited.

Online copy

Blowgun Expert***

Prerequisite: Dexterity of 13 or higher

You have become an expert with the blowgun, learning how to use it silently, as well as knowing where to hit creatures to maximize the effectiveness of poisoned darts. You gain the following benefits:

  • You gain proficiency with blowguns if you are not already proficient.
  • Attacking with a blowgun at long range doesn't impose disadvantage on your ranged weapon attack rolls.
  • When you hit with a blowgun while hidden, your location is not revealed.

Online copy

Bone Breaker***

You have trained hard to master unarmed combat.

Your unarmed strikes score a critical hit on a 19-20. If they already do, they score a critical hit on an 18-20.

When you score a critical hit with an unarmed strike, the target must make a Constitution saving throw (DC = 8 + your Strength or Dexterity modifier + your proficiency bonus). If they fail, choose one of the following effects:

  • The target has disadvantage on attack rolls until the end of their next turn.
  • The target is knocked Prone.

Online copy

Breadmaster***

You have trained with master bakers for weeks on end to master the art of baking bread. You have advantage on ability checks that involve preparing bread based food, and you add your proficiency bonus to ability checks that involve baking or identifying bread.

Online copy

(This is mostly a spoof feat because the author really likes bread)

Child of War***

Prerequisite: Strength or Dexterity of 16, 8th Level or higher

You've trained your body past its normal limits and achieved a new level of physical prowess, gaining the following benefits:

  • You have advantage on either Strength checks and saving throws, or Dexterity checks and saving throws

Online copy

City Dweller***

Spending so much time in villages, towns, and cities observing and exploring everyday life has given you the following benefits:

  • You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to find shops, people, and political power houses.
  • By picking up the people's subtle talk of rumors, guilds, and unusual places, if you've been in a town more than 20 minutes you can identify the bad sections of town, the prevalent guilds and guild rivalries, and messenger services if any.
  • You also have a passive perception of +4 to notice pickpockets, secret passages, secret hand-offs, and dirty dealings.

Online copy

Crippling Striker***

Prerequisite: Strength 15 or higher

You can use your melee attacks to disable your enemies, or break them.

  • Increase your Strength score by 1, to a maximum of 20.
  • Using your bonus action, you may Clearly Call a Targets limb before making an attack. The target must have the specified anatomy for this to have any effect. The effects last until either the end of a specified time limit or the creature heals at least 10 Hit Points. You may use Crippling Striker a number of times equal to your Strength modifier per long rest.

Target Arm: It makes a Strength saving throw (DC 8+your Strength modifier+your proficiency), on a failed save they drop a held item. If both arms are disabled, it has disadvantage on attack rolls and it cannot add its Strength modifier to attack or damage rolls.

Target Leg: It makes a Dexterity saving throw (DC 8+your Strength modifier+your proficiency), on a fail their speed is reduced by half. If all legs are disabled it has a speed of 0, falls Prone, and cannot benefit from any buffs to movement speed.

Target Head: It makes a Constitution saving throw (DC 8+your Strength modifier+your proficiency), if it fails it is Stunned for 1 round. This does not effect a creature wearing a helmet or some form of head protection.

Target Torso: It makes a Constitution saving throw (DC 8+your Strength modifier+your proficiency), on a fail it has disadvantage on Strength and Constitution checks, saving throws, for 1 round.

Online copy

Crystal Flame***

Prerequisite: Training by a legendary skill, crystal elf, blacksmith (they don't usually train outsiders, so you will have to earn their trust)

You learn the secrets of forging crystal weapons.

  • While at a living crystal, you can grow and forge a crystal weapon.
  • Crystal weapons are light weight and durable. (Weapons are one degree lighter: heavy>normal>light)
  • Crystal is not affected by acid or rust.
  • Crystal weapons gain a +10 to forging calculations (this bonus bypasses the Increase Clause):

Forging Items

Crystal Wielder***

Prerequisite: owning a crystal weapon, training by a crystal elf (they don't usually train outsiders, so you will have to earn their trust)

  • You are proficient with all crystal weapons.
  • You may use the magical properties of crystal weapons as if you were an elf

Dead Shot***

You have learned techniques to give you uncanny accuracy against a target you set your sights on. You gain the following benefits:

  • Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.
  • You may spend a bonus action focusing on a target within sight. On your next ranged attack against that target this turn, you may add your proficiency bonus a second time to the attack of that roll.

Online copy

Destruction Master***

You have mastered the art of causing the most damage with everything you do. When you choose this feat pick either melee, range, or spell.

An amount of times equal to that attacks ability modifier per long rest you may choose to cause max damage instead of rolling. You may only use this feature once per turn.

You may choose this feat multiple times but you must choose a different option each time.

Online copy

Doctor***

Prerequisite: Intelligence or Wisdom 13 or higher

You are an expert at helping a body heal itself.

  • You may tend to up to 6 creatures over the course of a short rest as 'light work'. Creatures you tend to may use your proficiency bonus in place of their constitution modifier when they expend hit dice to regain hit points.
  • As an action you may expend a use of a healers kit to tend to a creature and end one non-magical disease or condition affecting that creature, or restore the creature's hit point maximum to its original value (in case it was reduced by attacks such as a specter's Life Drain). The condition can be Blinded, Deafened, Paralyzed or Poisoned. Conditions from permanent injuries cannot be removed until the injury is cured. The creature cannot benefit from this feat again until it finishes a short or long rest.
  • You may use 5 minutes to examine an individual. This allows you to identify one poison or disease affecting that creature that you were previously unaware of. You must be within 5 feet of the creature and be able to clearly see the target.
  • If you take an hour each day to tend to a creature while they are recovering, that creatures recovery time is reduced by half.

Online copy

Dual Wield Master***

Prerequisite: Dexterity of 13 or higher

You are well practiced with making rapid strikes with a light weapon in your off-hand, and gain the following benefits:

  • If you use two-weapon fighting to use a bonus action to attack with a weapon, you may make an ultra fast second attack with it. This second attack is so fast that it is with disadvantage.
  • If you throw a weapon, you can draw another light weapon as part of the action.

Online copy

Energized Fists***

Prerequisite: Wisdom of 13 or higher

You may use a bonus action to electrify your hands. While electrified your Unarmed Strikes deal an additional 1d4 lightning damage preventing them from taking reactions for one round. This electrification lasts 1 hour or until you use a bonus action to stop the effect.

Eternal Optimist***

Your positive attitude is relentless to the point of naivety. Nothing can challenge your resolve.

  • Increase your Charisma score by 1, to a maximum of 20.
  • You have an advantage on saves vs the Frightened Condition.

Online copy

Extra Foot***

GM: "What feat do you want?"

Player: "Feet? Why would I want extra feet?"

GM: "Feats make you more powerful and help you a lot in game play."

Player: "If it is that good, then sure I'll take an extra foot."

GM looks puzzled at the player then finally realizes the misunderstanding. "As you wish, you sprout an extra foot."

Description

Having an extra leg and foot is really not helpful. People will look at you funny, you have to have custom pants. The good news is that you can now compete in a three legged race by yourself. Also if only one leg is disabled or cut off you are still able to walk at your normal movement speed.

Farming Mastery***

As a master of farming, you've learned how to run a farm effectively and how to use it's equipment efficiently. You gain the following benefits:

  • You gain proficiency with sickles, flails and scythes
  • The damage die on these weapons also increases by one, with sickles d4 becoming d6, flails d8 becoming d10 and scythes d6 becoming d8.
  • You have advantage on Wisdom (Animal Handling) and Intelligence (Nature) checks in relation to farming.

Online copy

Fast-Handed***

Prerequisite: Dexterity 13 or higher

Your hands are nimble and quick, allowing you to make use of objects around you. You gain the following benefits:

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

As a bonus action, you can take the Use an Object action, make a Dexterity (Sleight of Hand) check, or use thieves' tools to disarm a trap or open a lock.

Online copy

Fated Strike***

The gods of war smile favorably on an honorable warrior, and their strength is in your arm. Three times per day, upon making a successful melee attack against a target aware of your presence, you can deal maximum damage.

Online copy

Fiery Soul***

Prerequisite: The ability to cast at least one spell

You have an inner fire, which you have learned to channel into an actual fire that empowers you. You gain the following benefits:

  • You no longer suffer the effects of extreme cold.
  • As an action, you can magically ignite a flammable object you touch with your hand: an object such as a torch, a piece of tinder, the hem of drapes, or other flammable objects.
  • Once on each of your turns, when you roll fire damage for a spell you cast, you can add your spellcasting ability modifier to the roll.
  • Before you cast a spell that requires you to make an attack roll, you can choose to take a -5 penalty to the attack roll. If you do so, you deal 5 * your proficiency fire damage to the target if the attack hits.

Online copy

Flame Adept***

Prerequisite: Ability to cast or use flame based attacks

A creature you damage with Fire will be set ablaze and take 1d4 Fire damage on the start of their next turn. This effect doesn't stack. It increases to 2d4 at level 5, 3d4 at level 11, and 4d4 at lvl 17.

Online copy

Frozen Fists***

Prerequisite: Intelligence of 13 or higher

You may use a bonus action to start absorbing heat through your hands. While absorbing, your Unarmed Strikes deal an additional 1d4 cold damage slowing your target by 10 feet for one round. This effect stacks with similar effects such as Ray of Frost, but not with itself. This absorption lasts 1 hour or until you use a bonus action to stop the effect.

Furious Fists***

Prerequisite: Charisma of 13 or higher

You may use a bonus action to empower your hands with hatred. While empowered, your Unarmed Strikes deal an additional 1d6 radiant damage. This empowerment lasts 1 hour or until you use a bonus action to stop the effect.

Online copy

Grappler***

Prerequisite: Strength 13 or higher

You've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:

  • You have advantage on attack rolls against a creature you are grappling.
  • You can use your action to try to pin a creature Grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both Restrained until the grapple ends.

Greater Shape-shifting***

Prerequisite: Wild Shape

You have become a practiced master of shapes able to move in and out of them with ease. You gain the following benefits:

  • All shapes gain +1 to attack accuracy and damage
  • By expending two uses of Wildshape you can take a form greater than normal based on the following table. This feature can only be used once per long rest.
Druid Level Increase Maximum
2-3 +1/4 CR 1
4-7 +1/2 CR 2
8-11 +1 CR 3
12-15 +2 CR 4
16+ +3 CR 5

Online copy

Hero's Heart***

Prerequisite: Good Alignment

You have the heart of a hero granting you the following benefits:

An ability score of your choice increases by 1.

You have advantage on saving throws against being Frightened, Stunned, and Petrified if you are not Incapacitated.

Online copy

Horde Breaker***

Prerequisite: Dexterity 13 or higher

You turn an enemy's strength from numbers into your own strength.

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

Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

Online copy

Hunter***

You've learned specialized techniques for fighting the threats you face. You gain the following benefits:

You learn one of the following options of your choice:

Colossus Slayer . Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it's below its hit point maximum. You can deal this extra damage only once per turn.

Giant Killer . When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.

Horde Breaker . Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

If you gain or already have the ranger's Hunter's Prey feature, you cannot take the same option more than once.

Online copy

Interposing Reaction***

Prerequisite: Constitution 13 or higher, and Dexterity 13 or higher

  • You increase your constitution by 1 point, to a maximum of 20.
  • You may use a reaction when you see an ally within 5 feet being attacked to take their place for the blow. Knocking the ally Prone in a square adjacent to you and free of harm. This attack hits you no matter your AC, and you take damage as if it had been a normal hit. This includes spell attacks, melee attacks, and ranged attacks.

Online copy

Large Weapon Master***

Prerequisite: Strength or Dexterity 15 or higher

Your skills in combat have allowed you to use weapons not made for creatures your size.

  • When you take this feat, choose one melee weapon. You must be proficient with this weapon, and it cannot have the reach or heavy properties. You can wield a Large version of this weapon without disadvantage. You cannot use the thrown property of a large weapon, but all other properties (finesse, versatile, and two-handed) apply as with a regular weapon. You cannot dual wield while using a Large weapon.
  • Attacking with a Large weapon requires additional strength beyond a normal weapon. On a turn where you attack with a Large weapon, you cannot use a bonus action. You may still use all attacks you get from a normal Attack action, as well as any granted by abilities, such as Horde-breaker.
  • When using a Large weapon, you deal 1 additional damage die of the weapon's usual type. For example, a Large handaxe would deal 2d6 instead of 1d6.
  • You may take this feat multiple times, choosing a different weapon each time. You may also take the same weapon a second time to regain use of your bonus action.

Online copy

Last Breath***

Prerequisite: not half-orc and not highlander dwarf

Your determination and physical resolve grants you the ability to hold on just a little longer. You gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a short or long rest.

Online copy

Legendary Strength***

Prerequisite: Strength 13 or higher

Years of intense combat and extensive weapons training granted you great physical power both in and out of combat.

You gain the following benefits:

  • When attacking with a weapon that has the versatile property in one hand, you may roll damage as if you were holding it in both hands.
  • You now count as one size larger when determining your carrying capacity and the weight that you can push, drag, or lift.

Online copy

Marksman***

Prerequisite: Dexterity 13 or higher

You are a master archer. Carefully firing an arrow or bolt is second nature to you. Now you seek different challenges, strange shots that have bizarre effects. They are difficult to do, but can be quite rewarding on a hit.

Stunning Strike - Before you make an attack with a ranged weapon that you are proficient with, you may use a bonus action to take a -8 penalty on that attack roll to attempt to stun the target. If the attack hits, the creature makes a constitution saving throw, becoming stunned on a failure.

Prone Hit - Before you make an attack with a ranged weapon that you are proficient with, you may use a bonus action to take a -5 penalty on that attack roll to attempt to knock the target over. If the attack hits, you knock the Large sized or smaller creature Prone.

Dazzling Shot - Before you make an attack with a ranged weapon that you are proficient with, you may use a bonus action to take a -3 penalty on that attack roll to make your target have disadvantage on its next attack.

Online copy

Martial Artist***

Prerequisite: Dexterity 13 or higher, Ki

You have trained under the monks of old, Mastering their martial arts

Flurry of Blows allows you to make three unarmed strikes as a bonus action instead of two.

Your martial arts die increases by one size. (d4>d6>d8>d10>d12) The die size cannot be increased over a d12 using this method.

Online copy

Master of a Thousand Cuts***

Prerequisite: Proficiency with a Finesse weapon

You have honed your skills with weapons of finesse and are able to leave painful slices:

  • While Dual-Wielding Finesse weapons you may add your ability modifier to the damage roll of the off-hand weapon.
  • Targets struck by two of these attacks on the same turn take bleeding damage. At the beginning of their turns, they take 1 necrotic damage from their injuries. This effect stacks to a maximum equal to your proficiency bonus.
  • The necrotic damage taken from bleeding stops when the target receives healing, or when a Medicine check to close their wounds succeeds. Your DC for this is 8 + your proficiency bonus + your Dexterity modifier.

Online copy

Medium Weapon Master***

You have learned to master fighting with balanced and lightweight weapons, making your attacks faster and more deadly. You gain the following benefits:

  • When wielding a melee weapon not designated as heavy, you increase your chances of scoring a critical hit by one point (19-20).
  • When you take the Attack action with a melee weapon not designated as heavy, you can make one melee weapon attack as a bonus action.

Online copy

Mithridatism***

Prerequisite: Constitution 13 or higher

You've built up a tolerance to a variety of poisons by carefully sampling small, non-lethal doses of them. You have advantage on saving throws against poisons and resistance to poison damage.

Online copy

Monstrous Strength***

Prerequisite: Strength 19, and Constitution 19

Your strength is truly unnatural.

You have advantage on Strength saving throws and Constitution saving throws.

You have advantage on Strength (Grapple) checks.

Online copy

Mount Master***

You and your mount have such great sync that fighting you becomes extremely hard for your foes. While you are mounted and aren't Incapacitated, you gain the following benefits:

  • As a reaction, you can have an attack from another unmounted creatures smaller than your mount to have disadvantage on their attack rolls.
  • You can't be dismounted unwillingly, and you only use 5 feet of your movement to mount or dismount.
  • You can chose to not have yourself nor your mount provoke opportunity attacks when moving out of an enemies reach, but you must spend at least 5 feet of your movement speed for each cluster of enemies you wish to evade. This speed is used to place you just beyond their reach before they have time to react.
  • As a bonus action you can have your mount make an Attack action on your turn if your mount is capable of attacking.

Online copy

Musical "Talent" ***

Prerequisite: Charisma 13 or higher, at least one spell slot

Your innate magic and sheer talent combine to allow you to attack with the sound of a musical instrument.

You gain a +1 to Charisma.

You become proficient in two musical instruments of your choice

You may use any musical instrument so poorly that those who hear it must mage a wisdom saving throw or take 1d4 psychic damage (range 60 feet, friendly fire possible). The DC for this save is 8 + charisma + proficiency.

You can use weapons with the Musical Property.

Online copy

Natural Hider***

You have trained to get quickly out of sight, becoming especially deadly when you do. You gain the following benefits:

  • You can take the Hide action as a bonus action.
  • You gain proficiency in Stealth. If you already have proficiency in Stealth, you add double your proficiency bonus when you make Dexterity (Stealth) checks.
  • When you make a weapon attack against a creature that can't see you with a weapon with which you are proficient, you add double your proficiency bonus to attack rolls instead of your normal proficiency bonus.

Online copy

Off-hand Master***

Prerequisite: Dexterity 13 or higher

You are now able to make the most use of an offhand weapon, no matter the situation. You gain the following benefits:

  • Your off-hand weapon has the same stats as if it was your main weapon.
  • As long as you are not wielding a two-handed weapon, you may have a light off-hand weapon that you are proficient with.
  • If you are wielding a two-handed weapon, you may choose to take a -5 penalty to attacks with that weapon in order to wield and attack with a light off-hand weapon that you are proficient with.

Online copy

Opportunist***

Prerequisite: Intelligence 13 or higher

You are capable of exploiting situations on the field of battle, gaining the following benefits:

  • Whenever a creature provokes an opportunity attack from you, you can make two weapon attacks against the target (instead of just one) as part of the same opportunity attack.
  • Whenever a creature would make an opportunity attack against you, you can use your reaction to make a melee weapon attack against the attacking creature.
  • Whenever you Ready an action, you gain advantage on the first attack roll or ability check that action allows or requires you to make.

Online copy

Pack Leader***

You imitate the pack tactics of creatures such as kobolds and wolves, and utilize it for your companions. You gain the following benefits:

  • When a friendly creature makes a melee attack against a creature that is within 5 feet of you, you can use your reaction to grant advantage on the attack roll.
  • When a creature you can see targets you with an attack, you can use your reaction to choose a willing creature within 5 feet of you. You and the chosen creature swap places, and the chosen creature becomes the target instead. Once you use this feature, you must finish a short rest or long rest before you can use it again.

Online copy

Pickpocket***

Prerequisite: Dexterity 13 or higher

You have a knack of filching others' belongings without being noticed. You gain the following benefits:

  • You gain advantage on Dexterity (Sleight of Hand) checks that involves stealing an object from other creatures' person.
  • Other creatures have disadvantage on Intelligence (Investigation) or Wisdom (Perception) checks to notice an object you palmed in your hands.
  • If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn if the creature has a purse, wallet, pouch, or other similar object that contains at least 1 GP worth of valuables.

Online copy

Potent Poisoner***

Prerequisite: Proficiency with Poisoner's Kit

Any poison you make is so potent that its victims have disadvantage on their saving throws against it.

If the poison does damage, it also does an extra 1d6 poison damage.

If the poison has a duration, the duration increases by 50% of the original duration.

Rapid Reloader***

Prerequisite: Dexterity of 13 or higher

You can reload your weapon faster than most.

Your Dexterity increases by 1, to a maximum of 20.

When using a ranged weapon with the loading property (hand crossbows, crossbows, firearms), the time it takes you to reload is reduced by 1 step (action>bonus action>reaction).

On your turn, you can draw or switch a weapon using no action.

Online copy

Rapier Master***

Prerequisite: Proficiency with a rapier

You have mastered the art of wielding a rapier to pierce your target's defenses and parry opponent's attacks. You gain the following benefits when using a rapier:

  • You gain a +1 bonus to attack rolls you make with a rapier.
  • As a bonus action, you can search your opponent for vulnerabilities. Choose a creature you can see within 5 feet of you. Before the start of your next turn, the next attack you make against the creature with a rapier deals an extra 1d4 piercing damage on a hit.
  • As a bonus action, you can prepare to pierce your target's defenses. Choose a creature you can see within 5 feet of you. Before the end of your next turn, the next time you would make an attack with a rapier against the creature, instead, the creature must make a Dexterity saving throw (DC 8 + your Dexterity modifier + your proficiency bonus, if you are proficient with rapiers). If the replaced attack roll would have had advantage, the target makes the dexterity saving throw with disadvantage. On a failed save the target takes the attack's normal damage and suffers any additional effects.
  • When another creature damages you with a melee attack, if you are wielding a rapier, you can use your reaction to reduce the damage by 1d6.

Online copy

Reflexive***

Prerequisite: Dexterity 13 or higher

Your reflexes are faster than even the flying arrow. You gain the following benefits:

  • You gain a +5 bonus to initiative.
  • When you take the Dodge action, you gain a +2 bonus to your AC until your next turn.
  • You can use one of the following options once. You regain the ability to do so when you finish a short rest or long rest.

Reflexive Dodge. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Reflexive Evasion. You can re-roll a Dexterity saving throw that you fail. If you do so, you must use the new roll.

Online copy

Ricochet Master***

You gain the following benefits when you throw a weapon with the returning property:

  • The weapon returns to you even if you hit your target.
  • There are no space requirements. The weapon returns to you even if there are obstructions near the target.

You gain the following benefits when you fire a weapon that has the ricochet property:

  • Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls with a weapon that has the ricochet property.
  • Attacks made by a weapon that has the ricochet property ignores half cover and three-quarters cover.
  • Attacks made against a target that is only barely behind total cover can now be made but have a -5 penalty for the difficulty of the trick shot.

Online copy

Rodeo Expert***

You are skilled at spinning, twirling, and throwing ropes and whips to capture and restrain creatures. You gain the following benefits:

  • You can attempt to grapple a creature with rope instead of a free hand. When you do this, you may make a Dexterity (Acrobatics) check instead the usual Strength (Athletics) check, contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check.
  • When you hit a creature no more than one size larger than you with a whip, you can use a bonus action to grapple the creature automatically and pull the creature up to 5 feet closer to you. The grapple ends at the beginning of your next turn or if you release the whip. You cannot use the whip until the grapple ends.
  • Using a rope with two hands, you can attempt to grapple a creature up to 20 feet away. As a bonus action, you can pull a creature Grappled in this way up to 10 feet closer to you. The grapple ends if you release the rope or if it is broken.
  • Using a rope with two hands, you can attempt to restrain a Prone creature within 5 feet that is no more than one size larger than you by making a grapple check. On a success, the creature is Restrained.

Online copy

Sea Legs***

Numerous years living on a ship has taught you the good and ugly of life. You feel comfortable with the swaying of the deck under your feet. This gives you the following benefits:

  • You movement is not hindered by the deck's movement, even in the fiercest of storms.
  • You no longer have disadvantage to attacks made while the deck is bucking under your feet.

Silent Killer***

Prerequisite: Dexterity 13 or higher

You can deliver a lethal strike while keeping yourself undiscovered. You gain the following benefits:

  • You gain proficiency in the Stealth skill. If you are already proficient in the skill, your proficiency bonus is doubled (expertise) for any ability check you make that uses the Stealth skill. If you already have expertise in Stealth then you have advantage on all Stealth checks.
  • When you make a Dexterity (Stealth) check, you can choose a hostile creature you can see within 120 feet of you. As long as you stay hidden, the chosen creature have disadvantage on Intelligence (Investigation) or Wisdom (Perception) checks to spot or notice you. You cannot use this feature if you have disadvantage on Dexterity (Stealth) checks.
  • When you attack a surprised creature and reduce it to 0 hit points, you can use your reaction to perform the Hide action. You cannot use this feature if you have disadvantage on Dexterity (Stealth) checks.

Online copy

Silver Tongued***

Prerequisite: Charisma 13 or higher

You speak words layered with honey, enticing those who listen to believe and accept anything you say. You gain the following benefits:

You gain proficiency in the Persuasion or Deception skill.

When you make a Charisma (Deception) or Charisma (Persuasion) check to have someone believe something you say, you add double your proficiency bonus instead of your normal proficiency bonus.

Online copy

Snap Shooter***

Prerequisite: Dexterity of 11 or higher

While wielding a ranged weapon with which you are proficient, you threaten squares within 5 feet of you. You can make attacks of opportunity with that ranged weapon. You do not provoke attacks of opportunity when making a ranged attack as an attack of opportunity. Additionally, the area of space you threaten with opportunity attacks increases with your Dexterity score as follows:

Dex Area Threatened
13-14 5 ft.
15-16 10 ft.
17+ 15 ft.

Online copy

Springy Form***

Prerequisite: Aloii race

You now know how shape your metal into a springy material allowing you to create ranged weapons which are constructed from metal (crossbows). You normally fire normal ammunition (bolts) not parts of yourself. If you fire a part of yourself, you take 1d4 true damage (cannot be blocked or mitigated).

Temple Raider***

You are a true adventurer, experienced in raiding dungeons, temples and tombs.

  • You have advantage on Intelligence (History, Religion and Arcana) checks made with regard to significant sites and structures of notoriety as determined by the GM.
  • You have advantage on Intelligence (Investigation) checks on traps and puzzles which may give you clues to solving them or reveal their nature.
  • When you succeed on a Dexterity saving throw to avoid a danger, you can use your reaction to interact with an object around you

Online copy

Track Star***

Prerequisite: Strength or Dexterity score of 13 or higher

Over your course of adventure, you have become conditioned to improve your athletic abilities. You gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • Your speed increases by 15 feet.
  • You have advantage on Strength (Athletics) and Constitution checks involving running.

Online copy

Trained Sight***

Your eyes are trained to see everything, You have extra 60ft of Darkvision and you also have advantage on Investigation and Perception skills that involves your vision.

Online copy

Wild Speech***

Prerequisite: Intelligence, or Charisma 13 or higher

You speak with the tongue of men and beasts.

Benefit:

  • Even when in a form in which you cannot naturally speak (such as an animal), you are able to speak normally in any language you know. This allows you to cast spells with verbal components, speak command words, and activate spell completion and spell trigger items.
  • This does not give you the ability to cast spells requiring somatic or material components unless you are also able to provide them in your current form.
  • You gain the ability to cast Speak with Animals at will, ignoring somatic components.

Online copy

Planes

Table top games take us to far reaching lands with strange cultures. By diving into these diverse experiences we learn not only more about others, but also about ourselves.

We are just beginning to fill out this section with the goal of eventually providing a detailed multiverse that you may choose to explore. The Incarnate System is not dependant upon this setting and may be used with other published settings or your own homebrew.

Planes Table of Contents

Velon

Manak

Velon

Zoona

Entlan

Fetola

Cities: Camafew, Jerokan

Points of Interest: Jeroka River, Zibar Mountains, Rasnoth Forest, Jerom Forest, Fela River, Nasdrin Monestary, Pyramids of Cush, Temple of Zilla, Guarding Tower of Nota, Crypt of Nota, Stonefudge

Camafew

Districts: Braken's Well, Merdin's Tower

Braken's Well

Risgon's Smithy

Merdin's Tower

Although the rest of the city lies in ruins, there is one tall tower in the middle that remains untouched by time. Soot and dust seem to be unable to cling to it leaving it gleaming snow white even in the midst of an ashen city.

Looking at the surrounding buildings you notice that several have craters facing the tower. Almost as if people have tried to blast their way in in the past. The tower seems unscathed by the attempts.

DC 13 arcana: There seem to be fine magical lines running all over the tower. The magic escapes your abilities but may well be why this tower survived the collapse of the kingdom.

Jerokan

The Immortal of Jerokan stands where the Jeroka River flows into the Jascar Ocean. This mighty city has stood for the past thousand years. Her leardership is so proud of that that they require such a pompus name, however most citizens simply refer to the city as Jeroka.

Jeroka is surrounded by 30 foot sandstone walls with 70 foot guard towers every fifty feet. Jeroka has been a prosperous trade city for its entire existence leading to its heavily fortified city, but especially the Zeruvian Citadel. This 200 foot tall tiered fortress holds enough food to withstand a five year siege, at least for the guards and nobility who have access to it. The defenses of Zeruvian Citadel have stood the test of many conquering armies. fier armies have been able to breach the defenses of Jeroka, and even those met with disappointment. Jeroka may hold the goods and enouch coin to make change, but the wealth of the city rests safely at the heart of the Citadel in the Imperial Bank.

Zeruvian CitadelImperial Bank

The treasures of Jerokan are stored away here at the heart of the Zeruvian Citadel. The vault itself has warding runes that make the rest of the citadel look like a walk in the park.

Legend has it that a druid named Sheba once tried to creep into the vault as a spider. He carefully waited next to the vault until the ddaily deposits had arrived, then snuck in with the steward. As soon as he passed the threshold into the vault he was forced into humanoid form and deprived of his connection to Manak. The steward reports that a man appeared behind him howling in pain. He only saw him for an instant before he disolved to dust that melted into the floor. No one knows if this story is true, or just one that they want people to believe, but it is said that no thief has ever removed the smallest copper piece from the treasury and lived to tell the tale.

Jeroka River

Zibar Mountains

Rasnoth Forest

Jerom Forest

Fela River

Nasdrin Monestary

Pyramids of Cush

Temple of Zilla

Guarding Tower of Nota

Crypt of Nota

Stonefudge

Jascar Ocean

Manak

This plane of pure mana is the source that all spellcasters tap into to derive their powers. Many believe that opening a greater connection to Manak will allow them to accomplish truely impossible feats.

Although Manak is a plane, it is also an NPC. More specifically, it is an NPC the size of a plane that spellcasters sap the lifeblood of in order to cast their spells. Normal usage is so small that Manak takes no notice, but occasionally a spell above level 9 is cast it can draw the attention of Manak, which is never a good thing for the spellcaster.

Retaliations of Manak against proud spellcasters has led to rumors that all spells above level 9 are unstable and can kill a spellcaster in magnificent ways.

Races

Races can make a big difference in the world. From a short stocky dwarf who can make the most majestic weapons, to a half-orc who is hated by those he encounters, there are countless opportunities to explore. You may be tempted to optimize your character for power, but you will have more fun if you make a character that you and your party finds interesting. Maybe the druid on the party enlightened a beast and now you are that beast on the adventure? Maybe you came from a secretive group of sentient mice (mikon) who saw some adventures save a child from a beast, and you just had to tag along. The main goal is to pick something fun, and maybe something that helps you step into the shoes of someone you don't understand? Role playing games may be fun, but they are also a unique opportunity to learn to think like others think, and maybe find out they are more reasonable than we first thought.

The official content also has information about Races.

Races Table of Contents

Aloii***

Antilinoid***

Dragonborn*

Dwarf*

Elf*

Enlightened Beast***

Gnome*

Half-Elf*

Half-Orc*

Halfling*

Homunculus***

Human*

Ikuisuus***

Ishilb***

Mikon***

Suva***

Theolan***

Tiefling*

Aloii***

Subrace Table of Contents

Description

Aloii - Description

Aloii are humanoid creatures made entirely of what appears to be liquid metal. Their bodies run the gamut from dull iron to gleaming silver in appearance. However, the material of which Aloii are actually comprised is a jealously guarded secret kept by their first creator (presumed dead).

Aloii are usually tall and slender with virtually featureless faces. They have slight evidence of eye depressions and a shallowly raised, angular area which could be interpreted as a nose. Most have no mouth to speak of (a thin, bowed line at most where a mouth ought to be.) What features are evident tend to be sharp and angular in males and more gently curved in females.

Aloii bodies, in their default state, are so soft and malleable that they cannot support the weight of much more than light fabrics. As such, they are unable to wear even the lightest of armors nor can they wield a weapon (Though they can still make minor, temporary exertions for simple tasks such as opening doors, etc.). Instead, they have been created with the ability to selectively harden their bodies when attacked. Aloii are only able to do this very briefly without exhausting themselves. As they live longer and gain better control of their abilities they become more skilled at this and can harden larger portions of their bodies for longer.

In lieu of traditional weapons, Aloii use the amorphous nature of their bodies to form their limbs into exact replicas of the weapons they choose to use. At the beginning, an Aloii only knows how to form a select few weapons. It is possible, however, for them to learn others under the correct circumstances.

Alignment

Aloii are not restricted to any particular alignment.

Age

Aloii do not age as other beings do. They are essentially immortal as far as years are concerned. The original two Aloii may still be around, though none know for sure.

Aloii - Age

History

The first two Aloii were created by a Scholar centuries ago as servants. Aloii historians say that the scholar had intended to craft 2 living statues. One to stand guard before his tower and the other to perform tasks within it.

In time, the scholar and his servants (dubbed 1 and 2 by their successors) passed into the pages of history. His notes and other information about Aloii as well as his other creations have been lost. Yet, Aloii remain and have flourished.

Names

Aloii do not have names like other races do. Instead they have strings of numbers. The numbers build upon each other and, as more Aloii are created they are each assigned the next number in the sequence. As their numbers have become quite lengthy over the generations, most Aloii refer to each other by the last digit or two in their number. Aloii are always created in pairs, one male, one female. As such, males tend to have odd numbers and females tend to have even.

Male: 120345, 76555433, 9786541

Female: 120346, 76555434, 9786542

Aloii - Names

Society

Aloii are very independent, purpose-driven beings. When Aloii are born, they already know their purpose. They need not be taught how to perform the basic tasks required by their class and often spend little time in the community of their birth; preferring to go out into the world and fulfill their purpose.

Aloii live in small communities on the outskirts of developed settlements. They prefer to be near colleges and other places of learning. They are loosely knit communities' mostly consisting of a few male/female pairs. One community is much like another as one Aloii is much like another. It is easy for an Aloii from one community to slip into the society of another.

A very logical race, they think in much the same way machine would. The concepts of humor and sarcasm are beyond them as they take all things literally. A Halfling stumbling upon one of their communities reported than conversing with one of them was much like talking to a distracted adding machine.

Copy Left Notice: This race is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

Ability Score Increase

Your Constitution score increases by 1, and your Intelligence score increases by 2.

Amorphous Movement

Due to the fluidity of their bodies, Aloii can alter their shape to fit through any opening larger than 2 inches in diameter. When moving outside of their natural shape, Aloii are only able to move at half speed.

Languages

You can speak, read, and write Common and Aloii. Aloii is a language unique to its people. To the lay person, it sounds like a computer reciting binary at high speed.

Liquid

You do not need to breathe, eat or drink, but you can ingest food or drink if you wish.

Liquid Body

Aloii cannot wear armor or wield weaponry of any kind.

Liquimetal Armour

Your armor class is 10 plus Constitution bonus and Dexterity bonus .

Liquimetal Weaponry

Choose 3 melee weapons with which you have proficiency. As an action, you can transform one of your limbs into a replica of one of the chosen weapons or back. All weapon traits (finesse, versatile, two-handed, etc) apply.

Aloii may learn to shape more melee weapons that they are proficient with by absorbing the weapon via the instructions under Weapon Acquisition.

Aloii may make learn certain ranged weapon formations if they have the feat Springy Form.

Metallic Replacement

Metallic Replacement. The Aloii are a liquid construct race. As such, they cannot be healed by normal healing items and spells. As they flow over land they pick up small bits of metal which they digest to heal over a short (via hit dice) or long rest (normally).

Names

Aloii do not have names like other races do. Instead they have strings of numbers. The numbers build upon each other and, as more Aloii are created they are each assigned the next number in the sequence. As their numbers have become quite lengthy over the generations, most Aloii refer to each other by the last digit or two in their number. Aloii are always created in pairs, one male, one female. As such, males tend to have odd numbers and females tend to have even.

Male: 120345, 76555433, 9786541

Female: 120346, 76555434, 9786542

Aloii - Names

Natural Luster

Due to your metallic body, you reflect light. Because of this, you get disadvantage to all Stealth checks in all but complete darkness.

Self-Repair Mechanism

Any raw magical energy that touches you is pulled into this mechanism and heals you by 1d8 per level of spell slot expended. Any spellcaster can intentionally trigger this by touching you and using an action to release a spell slot into you.

Size

Aloii are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.

Aloii - Size

Aloii - Height

Aloii - Weight

Speed

Your base walking speed is 30 feet. Aloii also have the Amorphous Movement trait which allows them to move through openings at half their movement speed.

Weapon Acquisition

The Aloii are a liquid construct race. As such, they cannot wield magical weapons until they have been melted down and added to the aloii's metal. Magical weapons are remarkably resilient and very hard to melt, but an aloii acts as a catalyst to make it possible. If a weapon is stuck into an aloii and then an appropriate level spell slot is shot into the item as raw magic, the weapon will melt down and be incorporated into the aloii allowing it to use that weapon with its Liquimetal Weaponry. If an item takes multiple spell slots to melt, all spell slots must be spent within 1 minute or the energy radiates off.

Item Value Needed Spell Slot
1 GP - 100 GP 1st
101 GP - 250 GP 2nd
251 GP - 500 GP 3rd
501 GP - 1000 GP 4th
1,001 GP - 2,000 GP 5th
2,001 GP - 3,000 GP 6th
3,001 GP - 4,000 GP 7th
4,001 GP - 5,000 GP 8th
5,001 GP - 10,000 GP 9th
10,001 GP - 20,000 GP 2x9th
20,001 GP - 30,000 GP 3x9th
30,001 GP - 40,000 GP 4x9th
40,000 GP + 5x9th

Antilinoid***

Subrace Table of Contents

Integrated***

Old Ways***

Description

Antilinoid - Description

Antilinoids are a rare kind of humanoid horned creatures that bear a remarkable resemblance to antelope and other similar animals, other than the fact that they go around on their hind legs. They typically are lean in build, with short muzzles and hands with three short, somewhat stiff fingers. They are digitigrade, and have small, three toed hooves in place of normal humanoid feet. They come in at about the height of the average human. Normally their fur is tan, but after several generations, integrated antilinoids can be born with abnormal fur colors and patterns such as white, piebald, and even calico or tricolor.

History

Antilinoids have a rich oral history, only part of which has been translated from their native tongue. Most of it revolves around what they refer to as 'the days of fear', when they had no fire and were hunted by predators just as frequently as their four legged counterparts. Reportedly, a young member of their species, with distinctive black fur, first figured out how to make fire for them and spread this gift around to as many of the 'herds', as they tend to refer to groups of their people, as he could, who, in turn, he asked to spread the knowledge to other herds. Since then, their society has advanced greatly, with the light and heat from their flames allowing them to travel long distances, day and night, without fear of being hunted. First contact was made nearly a century ago, and since then they have largely integrated into modern society.

Society

For antilinoids, there are mainly two branches of society. There are those that still follow the old ways, living the nomadic lifestyle, and then there are those that choose to integrate with modern society. Adventurers come from both lifestyles, and each have distinct enough attributes that the roles they fill in parties can vary widely.

Names

Antilinoids tend to name themselves in their native tongue, which is largely unpronounceable to most humanoids, due to the restrictions of having differently shaped pallets and shorter tongues. As such, they tend to introduce themselves by nicknames based on fur color and pattern, the herd from which they hail from, or a feat they have achieved in their lives. Alternatively, parents from families that have integrated themselves into societies outside of their own may ask to name their child based on the names of other races, with minor differences in pronunciation.

Antilinoid - Names

Copy Left Notice: This race is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

Ability Score Increase

Your Constitution score increases by 2.

Age

Antilinoids reach maturity in their early teens, and rarely live past seventy.

Antilinoid - Age

Alignment

Antilinoids tend toward good and neutral alignments, almost never being evil. Those that do turn toward darker alignments almost never become more than small time crooks, following strict codes on who it's alright to steal from and who should be spared. (Lawful evil)

Darkvision

You can see in dim light within 30 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Enhanced Senses

You have advantage on Perception checks that rely on hearing and smell.

Horns

You can use your action to head-butt a creature within 10 feet of you. Your target makes a Dexterity saving throw. The DC for this saving throw equals 8 + your strength modifier + your proficiency bonus. On a failure, the target takes bludgeoning damage equal to 1d6 + your Constitution modifier and is knocked five feet away from you. You automatically move to their previous position. On a success, they take no damage and can make an opportunity attack.

Languages

You can speak, read, and write Common and Plainstoungue. Plainstoungue is a guttural language that is nigh unpronounceable by most humanoids written with thick marks resembling the movements of the Adams apple up and down the length of the throat. The alphabet represents syllables rather than each symbol representing a letter. It is spoken primarily by antilinoids, however, several other similar races from the area speak this language, including a few native barbarian tribes. You can also communicate with most horned mammals, such as cows and deer.

Size

Your size is medium.

Antilinoid - Size

Antilinoid - Height

Antilinoid - Weight

Speed

Your base walking speed is 40 feet.

Subraces

Integrated***

Having grown up in the middle of cities, you have developed the spotted and designed coats that draw city people's eyes.

Ability Score Increase

Your Charisma score increases by 1.

Fur Patterns

Due to your upbringing, your fur has developed into different colors than it usually would, marking you out as civilized. You add twice your proficiency bonus on charisma checks against people who live in large cities.

Languages

You can speak, read, and write one extra language of your choice.

Old Ways***

The woods and traditional ways of life still course through your blood.

Musk

A sweet scent hangs around you that is intoxicating to humanoids of the opposite gender. You add twice your proficiency bonus to charisma checks against such creatures. Beasts have advantage on Wisdom checks to notice you.

Experienced Forager

You gain proficiency in the Survival skill.

Ability Score Increase

Your Wisdom score increases by 1

Dragonborn*

Subrace Table of Contents

Description

Dragonborn - Description

Dragonborn Traits

Your draconic heritage manifests in a variety of traits you share with other dragonborn.

Copy Left Notice: This race is from the System Reference Document under the Open Gaming License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

Ability Score Increase

Your Strength score increases by 2, and your Charisma score increases by 1.

Age

Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.

Dragonborn - Age

Alignment

Dragonborn tend to extremes, making a conscious choice for one side or the other in the cosmic war between good and evil. Most dragonborn are good, but those who side with evil can be terrible villains.

Breath Weapon

You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation.

When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.

After you use your breath weapon, you can't use it again until you complete a short or long rest.

Damage Resistance

You have resistance to the damage type associated with your draconic ancestry.

Draconic Ancestry

You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table.

Draconic Ancestry

Dragon Damage Type Breath Weapon
Black Acid 5 by 30 ft. line (Dex. save)
Blue Lightning 5 by 30 ft. line (Dex. save)
Brass Fire 5 by 30 ft. line (Dex. save)
Bronze Lightning 5 by 30 ft. line (Dex. save)
Copper Acid 5 by 30 ft. line (Dex. save)
Gold 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)

Languages

You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.

Size

Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.

Dragonborn - Size

Dragonborn - Height

Dragonborn - Weight

Speed

Your base walking speed is 30 feet.

Dwarf*

Subrace Table of Contents

Bronzebeard Clan (Ironforge Dwarf)***

Cloud Dwarf***

Firebeard Dwarf***

Frostbeard Dwarf***

Grey Dwarf***

Highlander Dwarf***

Hill Dwarf*

Orecutter Dwarf***

Rune Dwarf***

Volcano Dwarf***

Wildhammer Clan***

Description

Dwarf - Description

Dwarf Traits

Your dwarf character has an assortment of inborn abilities, part and parcel of dwarven nature.

Copy Left Notice: This race is from the System Reference Document under the Open Gaming License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

Ability Score Increase

Your Constitution score increases by 2.

Age

Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years.

Dwarf - Age

Alignment

Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order.

Darkvision

Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Dwarven Combat Training

You have proficiency with the Battleaxe, Handaxe, Light Hammer, and Warhammer.

Dwarven Resilience

You have advantage on saving throws against poison and have resistance against poison damage.

Languages

You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.

Size

Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.

Dwarf - Size

Dwarf - Height

Dwarf - Weight

Speed

Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.

Stonecunning

Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Tool Proficiency

You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools.

Subraces

Bronzebeard Clan (Ironforge Dwarf)***

Bronzebeard dwarves have spent their lives in the forge. They have spent so many hours working with metal that their beards have acquired a thin coating of metal giving them a bronze sheen.

Bronzebeards are considered master smiths. Whenever someone wants a weapon of impeccable quality, they are the ones sought out. Legend has it that there is even an elite bronzebeard who has learned how to craft crystal weapons.

Copy Left Notice: This subrace is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

Ability Score Increase

Your Strength score increases by 1.

Forge Trained

You gain proficiency with the smith's tools.

The Will of the Steel

When you attempt to forge a steel weapon, you can put your heart and soul into forging it thus making each creation a work of art. You receive a +10 to Forging.

(Please note that this will only do anything if playing with the forging variant rule.)

Bronzebeard Magic

At 3rd you can cast the spell enlarge on yourself once per day. At 5th level you can also cast the spell Stoneskin on yourself once per day at the same time. Your spellcasting ability for these spells is Intelligence.

Cloud Dwarf***

Cloud dwarves are dark skinned dwarf folk with fluffy white cloud-like beards that live high on the peaks of mountains.

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Copy Left Notice: This subrace is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

Ability Score Increase

Your Dexterity score increases by 1.

Sky Magic

You can cast Fog Cloud once requiring no components. You regain this ability after a short or long rest.

Graceful Landing

Fall damage taken from a fall below 30 feet does no damage. For fall damage above 30 reduce damage by 3 (per level) + Dex Mod.

Firebeard Dwarf***

A mysterious race, nobody knows the origin of the firebeard dwarves' powers. What is known about them is that firebeards are more in touch with the magic of the world around them. Firebeards typically live on and in mountains in warmer regions of the world. Frostbeards and firebeards are two rival offshoot clans of mountain dwarves.

Copy Left Notice: This subrace is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

Ability Score Increase

Your Strength score increases by 1.

Fire Resistance

You have resistance to fire damage.

Fire-strike

When you reach 3rd level, you learn the Fire Bolt cantrip. Wisdom is your spellcasting ability for this spell.

Frostbeard Dwarf***

A mysterious race, nobody knows the origin of the frostbeard dwarves' powers. What is known is that frostbeards are more in touch with the magic of the world around them. Frostbeards typically live on and in mountains in colder regions of the world. Frostbeards and firebeards are two rival offshoot clans of mountain dwarves.

Copy Left Notice: This subrace is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

Ability Score Increase

Your Strength score increases by 1.

Frost Resistance

You have resistance to cold damage.

Frost-flash

When you reach 3rd level, you learn the Ray of Frost cantrip. Wisdom is your spellcasting ability for this spell.

Grey Dwarf***

Once a proud race of dwarves, years of slavery to mind eating monstrosities chiseled any honor or warmth from them, as the years in the Cavern grayed their skin. They are now a race of slavers, scavenging any material whether organic, mineral, or sentient, from the depths of the Cavern.

Most of them have skin of ashen gray, their hair is usually white, and are almost always bald including females.

After generations of breathing in the air of the Cavern, the Duergar seem to have absorbed some of it's magic allowing them to enlarge themselves into large hulking warriors for a short time, or slip away into the darkness if the need arises.

Copy Left Notice: This subrace is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

Ability Score Increase

Your Strength score increases by 1.

Sunlight Sensitivity

You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Superior Darkvision

Your Darkvision has a radius of 120 feet.

Duergar Magic

At 3rd level you can cast the Enlarge/Reduce spell on yourself once (enlarge only). At 5th level you can cast the Invisibility spell on yourself once. You regain all uses of these spells after a long rest, or a short or long rest if you are in the Cavern. Your spellcasting ability for these spells is Intelligence.

Highlander Dwarf***

The fearsome Highland Dwarfs are tribes of dwarfs that live a nomadic lifestyle on the highlands, building temporary mud hut settlements during the winter only to abandon them in the spring. They are very warlike and have frequent clashes with nearby races which range from throwing goats at the castles of their enemies (usually more for humor than for damage) to full scale wars against nearby Orc or Goblin settlements.

Their skin is paler than their mountain and hill kin, and they often have fiery red hair. They are also slightly taller and stockier than the typical dwarf, sometimes being mistaken (much to their disgust) as a slightly short and rude human.

While they speak Common, it is very difficult to understand as they tend to mix in dwarven words and intonations into their speech.

Copy Left Notice: This subrace is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

Lost Touch

After years away from the stones of the mountains, Highlander Dwarves have lost their Stonecunning racial trait.

Mount Master

Highlander Dwarfs are adept riders and raiders (preferring to do both at the same time. You gain the Mount Master feat.

Ye cannae break me!

When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.

Brave Hearts

You have advantage on saving throws against being Frightened.

Ability Score Increase

Your Dexterity score is increased by 1.

Hill Dwarf*

As a hill dwarf, you have keen senses, deep intuition, and remarkable resilience.

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Ability Score Increase

Your Wisdom score increases by 1.

Dwarven Toughness

Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Orecutter Dwarf***

Orecutter dwarves or Udunnir are dwarves blessed by ****, the Dwarven God of Secrets. Orecutter dwarves live in the most remote parts of the Cavern, effectively cut off from the rest of the world, due to their unique abilities granted by ****.

Copy Left Notice: This subrace is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

Ability Score Increase

Your Strength score increases by 1 and your Wisdom score increases 1.

Earth Glide

Orecutter dwarves can pass through unworked stone and earth as if it were water. You can burrow up to half your speed rounded up. Orecutter dwarves cannot breathe while within stone or earth, and must hold their breathe while traveling in this manner. You do not leave a tunnel behind or any evidence of your passage. You can do this once every short rest.

Mineral Lore

You have advantage on Nature checks related to stones, rocks, earth, or minerals in general.

Earth's Blessing

You know the Earth Shot cantrip. At 11th level you learn Stone Shape and can use it once every long rest.

Rune Dwarf***

Rune dwarfs, also known as Ruhn Kadan (meaning sons of rune/or rune son) are Dwarfs gifted by the gods with the mark of rune. This gift passes from son to son during birth; granting each and every one of them an uncanny resistance against magic, to a certain limit. However, these same runes limit the dwarfs to have difficulty while casting greater spells, forcing them to commit to a more direct way of combat.

Copy Left Notice: This subrace is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

Ability Score Increase

Your Charisma score increases by 1.

Runic Protection

You have advantage on saving throws against spells; however, you have disadvantage on attack rolls when casting a spell of a higher level than your Charisma Modifier.

Volcano Dwarf***

Volcano dwarves are dwarves that live in volcanoes. To adapt to this they became more nimble and even developed a resistance to lava and fire. However since they live so close to lava they have grown accustomed to bright light loosing their Darkvision.

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Lava resistance

You have resistance to fire damage.

Bright-vision

You loose your Darkvision trait from the dwarf race.

Ability Score Increase

Your Dexterity score increases by 1.

Fire Runes

You know the Lava Mine cantrip. When you reach 3rd level, you can cast Lava Jar spell once with this trait and regain the ability to do so when you finish a long rest. Dexterity is your runecrafting ability for these spells.

Wildhammer Clan***

The great Wildhammer or Aerie dwarfs are a great clan that holds a large place within the dwarven society, they place their homes and cities on top of mountains and aerie peaks which is where their other name comes from. They are not that different from other dwarfs, except for a few small things, such as their red or orange hair and their extra bold and sarcastic attitude, and where a normal dwarf arranges his appearances in an orderly manner they like to go wild with their hair, beards, tattoos and warpaint to the point of almost looking like a berserk. The society of the Wildhammer consist of a simple balance between mining, industry, nature and spirits, for where they depend on the animals and their shamanic traditions they also stay open minded for the new ways of the world. The Wildhammer are widely famous for their griffins, for there is no sight more terrifying than a Wildhammer dwarf charging you while riding a griffin!

Copy Left Notice: This subrace is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

Ability Score Increase

Your Dexterity score increases by 1.

Griffin Riders

You gain proficiency with the Animal Handling skill.

Mountain Born

You're acclimated to high altitude, including elevations above 20,000 feet. You're also naturally adapted to cold climates.

Sturdy Climber

When climbing buildings or mountain walls, you are able to climb vertically with no trouble, and keep your original speed.

High Spirits

You have advantage on saving throws against being Charmed or Frightened.

Elf*

Subrace Table of Contents

Blood Elf (Sand Elf, Low Elf)***

Brobdingnagian Elf***

Crystal Elf (Vitreur)***

Dark Elf***

Exocoetidae Elf***

High Elf*

Horselord Elf***

Urban Elf***

Vluln Elf***

Description

Elf - Description

Elf Traits

Your elf character has a variety of natural abilities, the result of thousands of years of elven refinement.

Copy Left Notice: This subrace is from the System Reference Document under the Open Gaming License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

Ability Score Increase

Your Dexterity score increases by 2.

Age

Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.

Elf - Age

Alignment

Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect other's freedom as well as their own, and they are more often good than not.

Darkvision

Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Fey Ancestry

You have advantage on saving throws against being Charmed, and magic can't put you to sleep.

Keen Senses

You have proficiency in the Perception skill.

Languages

You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.

Size

Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.

Elf - Size

Elf - Height

Elf - Weight

Speed

Your base walking speed is 30 feet.

Trance

Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Subraces

Blood Elf (Sand Elf, Low Elf)***

When confronted with the ever growing population of high elves, believing themselves superior to other elven kind, the blood elves retreated out of their forests and sought to completely disconnect from the rest of elven society. Blood elves believe themselves free, uncontrollable by outside influences, only obeying the word of their clan mothers. After their self-appointed exile, the blood elves faced many dangers along the way, eventually finding their new home: The Great Desert - A land unclaimed by other races who believed the effort of living there unjustified. Here they prospered, and although their beginnings were hard, it became their new paradise. If it weren't for their ears and stature, you would not think them related to their elven kin, appeared to an outsider to be barbaric and tribe-like.

While it's true that the elves of the sand are segregated into tribes, they are anything but barbaric, holding themselves to their own society codes and rules. The blood elves are not xenophobic, however, have never accepted outsiders into their culture; not even their own kin. Tribes of the Blood mix with each other and split internally, never taking in new blood, and never revealing their secrets. There are rumors that few tribes practice blood magic, however, this has never been confirmed.

As a blood elf, you have keen senses and intuition, and your feet are able to glide you quickly and stealthily across your native deserts. Due to their heritage in the dunes, a blood elf is sometimes named a sand or desert elf. Due to their chaotic and free nature, high elves will often refer to their kin as low elves, often seen as the opposite to their kind.

The blood elves of the desert have pale skin and hair of copper, pure black, hazel, brunette, golden, or even red in the ancient bloodlines; few of which still remain pure.

Copy Left Notice: This subrace is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

Ability Score Increase

Your Constitution score increases by 1.

Fleet of Foot

Your base walking speed is 35 feet.

Desert Dweller's Magic

You know the Resistance cantrip. When you reach 3rd level, you can cast the Heroism spell once per day, and your spellcasting attribute for it is Constitution. When you reach 5th level, you can cast the Warding Bond spell once per day. If you cast Warding Bond using this feature, you may stain a piece of the target's clothing or an item on their person with a small drop of your blood to designate the target of this spell instead of using any other spell components. The blood stain instantly disappears at the end of the spell's duration.

Blood Elf Weapon Training

You have proficiency with Daggers, Scimitars, Shortbows, and Whips.

Brobdingnagian Elf***

Brobdingnagian elves have bright neon green skin and some have even been said to glow. Their eyes glow a bright pink or purple. Their long hair is a bright shade of pink. Unlike their other elven kin, brobdingnagian elves males take pride and care in their soul patch. They are tall and stocky, bulkier than elves or even humans, standing 7 feet tall and weighing 300 pounds. They like to wear simple, comfortable clothes, favoring black, navy blue or royal purple colors.

Brobdingnagian elves are cousins of **** elves who returned to land. Unlike other elves only a few have been known to live past 600 years, and they are considered adults at 20. They are greedy, chaotic and more savage then other elves, They are focused and relentless to acquire wealth and power. They are slow to make friends and quick to kill outsiders if the numbers are in their favor. They respond to most everything with violence. Their method of diplomacy is unarmed combat, if someone can beat them they are worthy of friendship. Other species of elves pride themselves in sword and bow training and skill, brobdingnagian elves instead pride themselves in their unarmed combat and Animal Handling skills. They rarely leave their jungle island homes, unless in dire need. Brobdingnagian elves adventure to acquire power even if it is to train and improve their martial prowess. Brobdingnagian elves are treated as bad as drow among the other elven communities.

Copy Left Notice: This subrace is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

Ability Score Increase

Your Constitution score increases by 1.

Brobdingnagian Training

You are proficient with your unarmed strikes, which deal 1d4 bludgeoning damage.

Powerful Build

You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Extra Language

You can speak, read, and write one bonus language.

Brobdingnagian Size

Your base height is 5'10" with a 2d10 mod and your base weight is 175 lb. with a 2d6 mod.

Crystal Elf (Vitreur)***

A Race of Cave dwelling elves, living near the molten lava, creating fabulous cities, weapons, and armor out of crystals, mithril and enchanted spider silk harvested from tamed giant spiders living in and defending the cities alongside the Vitreur. Crystal Elves are known for their stealthy ways and brutal methods of dealing with adversaries, making them more inclined to work as both fighters and assassins.

Copy Left Notice: This subrace is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

Darkvision

You can see in dim light within 180 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Extreme Sunlight Sensitivity

You have a disadvantage on Attack Rolls, when you, or the target of your attack is in direct sunlight.

You fail any Wisdom (Perception) Checks that rely on Sight, when you, or the object you are trying to perceive is in direct sunlight.

Crystal Training

If you were raised by crystal elves you can make full use of the abilities of crystal armor and other crystal artifacts and weapons.

Because of the power of crystal weapons most GMs will require that if you are a crystal elf that you were not raised by crystal elves... or at least were not entrusted with those secrets.

Arachnidia

Can Capture, Tame and Ride Giant Spiders. Taming takes 3 Long Rests (24 Hours).

Superior Senses

You have an advantage on Wisdom (Perception) Checks.**when not in sunlight**

Ability Score Increase

Your Strength score increases by 1.

Dark Elf***

Also known as dark elves, drow are a depraved and evil subterranean offshoot. White is the most common hair color among drow, but almost any pale shade is possible. Drow tend to be smaller and thinner than other sorts of elves, and their eyes are often a vivid red.

Copy Left Notice: This subrace is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

Innate Spellcasting

You know the Dancing Lights cantrip. When you reach 3rd level, you can cast Faerie Fire spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Dark Elf Weapon Training

You have proficiency with the Rapier, Shortsword, and Hand Crossbow.

Sunlight Sensitivity

While in sunlight, the drow have disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Darkvision

You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Ability Score Increase

Your Charisma score increases by 1.

Exocoetidae Elf***

Exocoetidae elves have dark purple skin and bright yellow eyes. Their long hair vibrant shades of green. They look similar to most of their elven kin except for their dragon like wings. They like to wear simple, comfortable clothes, favoring pastel colors. They are as chaotic other elves, They are focused on acquiring knowledge. They are quick to make friends and to learn their secrets. Exocoetidae elves hide in their cities in air pocket caves under the waves.

Copy Left Notice: This subrace is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

Ability Score Increase

Your Wisdom score increases by 1. Your Intelligence score increases by 1.

Wings

You have a flight speed equal to half of your walking speed. At level 5 your wings become stronger and you can fly your full walking speed. At level 17 your wings are full grown and you can fly twice your walking speed.

(Please not that different GM's have their own rules. ProNobis uses the incarnate rules for flight)

High Elf*

As a high elf, you have a keen mind and a mastery of at least the basics of magic. In many fantasy gaming worlds, there are two kinds of high elves. One type is haughty and reclusive, believing themselves to be superior to non-elves and even other elves. The other type is more common and more friendly, and often encountered among humans and other races.

Copy Left Notice: This subrace is from the System Reference Document under the Open Gaming License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

Ability Score Increase

Your Intelligence score increases by 1.

Elf Weapon Training

You have proficiency with the Longsword, Shorsword, Shortbow, and Longbow.

Cantrip

You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.

Extra Language

You can speak, read, and write one extra language of your choice.

Horselord Elf***

Proud, free and fierce, Horselord Elves were born in the saddle. Some tribes have been known to ride for days without sleep when in desperate need for speed. Nomadic hunters and raiders, they go anywhere their horse can graze and they can hunt. Rarely staying in one place, their tents can be seen propped up in any wide flat grasslands.

Horselord Elves are usually more muscular and broad than their forest cousins, though a little shorter. Their skin is usually tanned and it is not uncommon for them to be able to grow facial hair.

Copy Left Notice: This subrace is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

Ability Score Increase

Your Constitution score increases by 1.

Horselord Weapon Training

You have proficiency with the Longbow, Scimitar, Shortbow, and Whip.

Born in the Saddle

No one rides as fast or as long as a Horselord. You gain the Mount Master feat.

Skills

You have proficiency in the Survival skill. You have proficiency in the Animal Handling skill.

Long Ride

You only require a half ration of food each day, to receive the benefits of a normal day of eating and require half the needed water.

Urban Elf***

Urban Elves are elves who have lived a large portion or even their whole lives in a bustling city. If a Wood Elf can show you which tree in the forest is the oldest, where the best hunting areas are, and how to disappear into the trees, an Urban Elf can tell you which bars serve the best drink, which one of the cities beggars are part of the local thieves guild, and then disappear down an alley with your wallet, hat and trousers when you turn your head for one second to catch a breath. They are a lot more friendly and talkative than their other kin, however this does not mean they are any less observant or calculating. Many have been disarmed by a Urban Elf's jovial demeanor and come out a few gold poorer as result.

Years of living in the city means Urban Elves are not as pure as other elves, something they take a great deal of pride in. It is not uncommon for a Urban Elf to start up a conversation with a Dwarf with the line "Oh, I'm part Dwarf too on my mother's side. Great Aunt Wilma was always an adventurous one."

Copy Left Notice: This subrace is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

Ability Score Increase

Your Charisma score increases by 1.

Free Runner

You have advantage to all Acrobatics checks in the city when attempting to maintain balance or climb.

Artful Dodger

You can attempt to Hide even when you are only lightly obscured by crowds, alleyways, crates and other cover in cities.

Vluln Elf***

The Elven Empire of Vlu grew far larger than any other kingdom on Runeus. They labored ceaselessly to master complex spells that did astounding things. As their knowledge grew so did their influence and power across the planes.

Drakon, their king, desired to revitalize the soil of their planet, repairing centuries of abuse. He spent several decades preparing the ritual, investing the full knowledge and power of his empire to achieve a goal that would revitalize his planet, and allow them to do the same for many others across the planes.

On the appointed day of the ritual, there was a blinding light and strange pulse of wind pouring out of their capital city. As the pulse hit the citizens of Vlu it did a number of things. The magical sigils they wore upon their heads glowed brightly and melted down onto their heads. Many of them were teleported to random locations across many planes.

None of the refugees know what went wrong, but they have been irrevocably changed. Their skin has turned blue and their hair snow white, and in the center of each of their foreheads is a glowing ruby like gem. Their magical sigils have become part of their DNA and their young are now born with them.

So the Vluln were born, and so was their desire to find others of their kind and uncover what happened on Runeus that day.

Drakon - Canonical

Plane: Runeus

Credits

A huge shout-out to Wolfe for the idea that grew into the Vluln. Your help with their lore is magnificent.

Drakonic Ruby

The aftermath of the fall of Vlu had one upside, it left this magical totem fused with the DNA of the Vluln. It holds a single spell slot that grows as the Vluln grows:

Level Spell Slot
1-4 1
5-8 2
9-12 3
13-16 4
17-20 5
NPC Only
21-22 6
23-24 7
25-26 8
27-28 9
29-30 two level 9s
Uses

Casting: A spellcaster can use the spellslot to cast.

Energizing: A Vluln may touch a caster of appropriate level to pass the the spellslot to that caster.

Overloading: A Vluln may make a melee attack to touch a creature (without an appropriate spellcasting level) then force the spellslot into that creature. Such a creature must make a (10 + spell slot) DC Constitution saving throw or have their senses overloaded (Blinded/Deafened) until the magic dissipates (1 hour).

Signal flare: A Vluln may shoot the energy straight into the sky. Such a signal beam is of a unique pale blue color that is the same color as a Vlulns skin. Sometimes a Vluln will do this just to see if another Vluln is in the area.

Recharge

The Drakonic Ruby recharges at dawn.

Ability Score Increase

The Vluln have learned from their past mistakes and hubris. Your Wisdom score increases by 1.

Enlightened Beast***

Subrace Table of Contents

Bear***

Dog***

Monkey***

Owl***

Pony***

Physical Description

From the majestic soaring owl to the strong bear, beasts have a grace and ability that few can rival. From time to time, a powerful druid will cast a powerful Enlightenment spell on a beast raising them to sentience.

History

An enlightened beast's journey starts when a Bard, Druid, or Ranger finds an animal and sees potential within it. They cast Enlightenment on the beast to raise its intelligence and personality and then use Talking Beast to craft a collar that allows them to speak.

Society

If an enlightened beast feels misused, it will retreat back into the wild. Sometimes they congregate with one another. Often times, few if any in these congregations have collars as such magical items fetch a pretty penny and poachers seek them out.

Names

An enlightened beast's name depends on its relationship with the druid who enlightened it. If the relationship is good, then it will often maintain the name that druid gave it. If its relationship is bad, especially if it has fled from the druid then it will take its own name.

Inherent Limitations

The enlightened beast concept is based on the Enlightenment spell. As such, it is lore based and has some cool back-story possibilities (such as the party druid having been the one who enlightened you).

The enlightened beast's inability to wield standard weapons makes them not viable for all classes.

Ability Score Increase

Your Strength score increases by 2.

Custom Armor

You may wear any armor allowed by your class, but your unusual beastly shape must be custom fit. A skilled tailor or smith can easily craft such pieces, for a price. (normally 10-50% extra)

Darkvision

Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Enlightened Form

The magical nature of your Enlightenment has allowed magic to course in your veins and through your body. Although it does not give you spellcasting, it does allow you to use material components that are in contact with your body instead of needing to have them in hand. Oftentimes, spellcasting enlightened beasts have custom pouches made that hold key material components against their bodies.

Just a Beast

When not wearing armor, clothing, or weapons; you can be mistaken for just a normal beast. Only the most adept druids can see the spark of intelligence in your eyes. Of course, your wise and intelligent (or foolish) actions may still give you away.

Languages

You can speak, read, and write Common. This ability is based solely on your possession of the Collar of Talking Beast given to you under The Great Gift.

Subrace

The main subraces are: bear, dog, monkey, owl, and pony. If you want to be another subrace, pick the closest on this list and re-skin it to meet your needs.

The Great Gift

Your benefactor wished for you to be able to communicate with the world so they gave you a Legendary Collar of Talking Beast. You need to guard this precious treasure with your life, for if you loose it you cannot speak.

True Home

Having lived generations in the wild, Enlightened Beasts instinctively know their homes. You gain proficiency in the Nature and Survival skills.

Subraces

Bear***

Who has the stomach to stand against a raging bear?

Ability Score Increase

Your Constitution score increases by 1.

No Thumbs

The lack of thumbs severely limits your ability to use standard weaponry. You cannot use any weapons besides your claws and teeth.

Claws

You can use Dexterity instead of Strength for the attack and damage rolls of your claw attacks. Your claw attack qualifies as an unarmed strike.

You can roll a d4 in place of the normal damage of the normal damage of your unarmed strike.

Augment-able Claws: The inner strength of your beast ancestry allows you to survive the trial of having magic weapons merged with your claws. A master smith can melt down the weapon and merge its metal with them giving them the magical properties of the weapon. This usually costs about half the cost of the weapon. Magical properties are volatile. Adding a second weapons properties results in an overloaded state where both properties are present for one day. After that period of time, only the second property remains.

Bite

You may make a bite attack that does 1d10 piercing on a hit.

Augment-able Teeth: The inner strength of your beast ancestry allows you to survive the trial of having magic weapons merged with your teeth. A master smith can melt down the weapon and merge its metal with them giving them the magical properties of the weapon. This usually costs about half the cost of the weapon. Magical properties are volatile. Adding a second weapons properties results in an overloaded state where both properties are present for one day. After that period of time, only the second property remains.

Size

You are a 300+ pound bear. Your size is Large.

Speed

Your base walking speed is 40 feet. Your base climbing speed of 30 feet.

Dog***

Ability Score Increase

Your Dexterity score increases by 1.

No Thumbs

The lack of thumbs severely limits your ability to use standard weaponry. You cannot use any weapons besides your claws and teeth.

Bite

You may make a bite attack that does 1d10 piercing on a hit.

Augment-able Teeth: The inner strength of your beast ancestry allows you to survive the trial of having magic weapons merged with your teeth. A master smith can melt down the weapon and merge its metal with them giving them the magical properties of the weapon. This usually costs about half the cost of the weapon. Magical properties are volatile. Adding a second weapons properties results in an overloaded state where both properties are present for one day. After that period of time, only the second property remains.

Claws

You can use Dexterity instead of Strength for the attack and damage rolls of your claw attacks. Your claw attack qualifies as an unarmed strike.

You can roll a d4 in place of the normal damage of the normal damage of your unarmed strike.

Augment-able Claws: The inner strength of your beast ancestry allows you to survive the trial of having magic weapons merged with your claws. A master smith can melt down the weapon and merge its metal with them giving them the magical properties of the weapon. This usually costs about half the cost of the weapon. Magical properties are volatile. Adding a second weapons properties results in an overloaded state where both properties are present for one day. After that period of time, only the second property remains.

Size

Your size is Medium.

Speed

Your Base Walking Speed is 40 feet.

Monkey***

Ability Score Increase

Your Intelligence score increases by 1.

Size

Your size is Medium.

Speed

Your base walking speed is 30 feet. Your base climbing speed of 30 feet.

Owl***

Ability Score Increase

Your Wisdom score increases by 1.

No Thumbs

The lack of thumbs severely limits your ability to use standard weaponry. You cannot use any weapons besides your claws and teeth.

Size

Your size is Tiny.

Flyby

The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Beak

You may make a bite attack that does 1d10 piercing on a hit.

Augment-able Beak: The inner strength of your beast ancestry allows you to survive the trial of having magic weapons merged with your beak. A master smith can melt down the weapon and merge its metal with them giving them the magical properties of the weapon. This usually costs about half the cost of the weapon. Magical properties are volatile. Adding a second weapons properties results in an overloaded state where both properties are present for one day. After that period of time, only the second property remains.

Talons

You can use Dexterity instead of Strength for the attack and damage rolls of your talon attacks. Your talon attack qualifies as an unarmed strike.

You can roll a d4 in place of the normal damage of the normal damage of your unarmed strike.

Augment-able Talons: The inner strength of your beast ancestry allows you to survive the trial of having magic weapons merged with your talons. A master smith can melt down the weapon and merge its metal with them giving them the magical properties of the weapon. This usually costs about half the cost of the weapon. Magical properties are volatile. Adding a second weapons properties results in an overloaded state where both properties are present for one day. After that period of time, only the second property remains.

Speed

Your base walking speed is 5 feet. Your base flying speed is 60 feet.

Pony***

Ability Score Increase

Your Charisma score increases by 1.

No Thumbs

The lack of thumbs severely limits your ability to use standard weaponry. You cannot use any weapons besides your hooves and teeth.

Size

Your size is Medium.

Speed

Your base walking speed is 40 feet.

Bite

You may make a bite attack that does 1d10 piercing on a hit.

Augment-able Teeth: The inner strength of your beast ancestry allows you to survive the trial of having magic weapons merged with your teeth. A master smith can melt down the weapon and merge its metal with them giving them the magical properties of the weapon. This usually costs about half the cost of the weapon. Magical properties are volatile. Adding a second weapons properties results in an overloaded state where both properties are present for one day. After that period of time, only the second property remains.

Hooves

You can use Dexterity instead of Strength for the attack and damage rolls of your hoof attacks. Your hoof attack qualifies as an unarmed strike.

You may roll a d4 in place of the normal damage of the normal damage of your unarmed strike.

Augment-able Hooves: The inner strength of your beast ancestry allows you to survive the trial of having magic weapons merged with your claws. A master smith can melt down the weapon and merge its metal with them giving them the magical properties of the weapon. This usually costs about half the cost of the weapon. Magical properties are volatile. Adding a second weapons properties results in an overloaded state where both properties are present for one day. After that period of time, only the second property remains.

Gnome*

Subrace Table of Contents

Cliff Gnome***

Desert Gnome***

Redcap***

Rock Gnome*

Description

Gnome - Description

Gnome Traits

Your gnome character has certain characteristics in common with all other gnomes.

Copy Left Notice: This race is from the System Reference Document under the Open Gaming License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

Many of the subraces are from different sources are are individually marked.

Ability Score Increase

Your Intelligence score increases by 2.

Age

Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years.

Gnome - Age

Alignment

Gnomes are most often good. Those who tend toward law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend toward chaos are minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are good-hearted, and even the tricksters among them are more playful than vicious.

Darkvision

Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Gnome Cunning

You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Languages

You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world.

Size

Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small.

Gnome - Size

Gnome - Height

Gnome - Weight

Speed

Your base walking speed is 25 feet.

Subraces

Cliff Gnome***

Cliff Gnomes use their natural inventiveness to create safe cliff-side settlements. Cliff Gnomes are naturally stronger than other gnome types however they are not quite as intelligent.

Copy Left Notice: This subrace is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

Ability Score Increase

Your strength score increases by 2.

Ability Score Decrease

Your Intelligence score decreases by 1.

Cliff Jumper

You gain advantage on strength (Athletic) checks made for jumping and rope climbing.

Mountaineer

You gain advantage on dexterity checks to tie and secure ropes.

Tunneler

You know the Earth Shot shot cantrip. If you do not have a natural spellcasting then Intelligence is your spellcasting ability for it, otherwise your normal spellcasting applies.

Desert Gnome***

As a desert gnome, you have a natural ability to survive in harsh terrain. In the worlds of D&D, desert gnomes tend to be isolated far from from civilizations in their own tribes, however this is not to say that deserts gnome are less educated than other gnomes. Desert gnomes are known for their vast catalog of rare beasts found in climates much too unforgiving for other races, and they are experts at befriending them. Desert gnomes are known for their hospitality among travelers; stumbling among a desert gnome settlement while crossing a desert is a godsend.

Copy Left Notice: This subrace is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

Desert Survivalist

You have proficiency in the Survival skill.

You also only need to consume half as much food and water as normal.

You are also adapted to hot climates.

Survivalists training

You gain proficiency with the shortbow, scimitar, and leather armor.

Animal Lore

You have proficiency in the Nature skill.

Ability Score Increase

Your Wisdom score increases by 1.

Redcap***

Redcaps are vile creatures, known for their maliciousness and sadism. They live in the dark parts of the forest where light rarely touches, fighting endless wars and vendettas among each other and the other evil races that live there. Unlike their more civil kin, the gnomes, a Redcap would like nothing better than to shank you and steal your belongings.

The name Redcap comes from the ritual they perform with their white hair that stands straight up on their head like a pointed cap. After killing, Redcaps soak their hair in their enemies blood, which they believe will endow them with their defeated enemies strength. The blood their hair has been soaked in is a matter of great pride to a Redcap and a talkative Redcap will sometimes inform their victim of what an honor it is. Their eyes are larger than their forest and rock kin, and are black with irises that vary from shades of yellow, to green and occasionally blue. Other than that they are similar in size and stature to a regular gnome.

Redcaps are often very evil. However, it is not impossible for a Redcap to stab one ankle too many and start to feel something that may border on remorse, maybe get it into his or her head that he could atone...

Copy Left Notice: This subrace is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

Ability Score Increase

Your Dexterity Score is increased by 1.

Ankle Shanker

If at first you don't succeed stab it again! If you make a weapon attack roll against a creature at least one size larger than you and miss, you can use a bonus action to make a weapon attack against the same target. You must finish a long rest before you can use this feature again.

Nasty Little Bugger

You have such a way with words. You know the Vicious Mockery cantrip.

Rock Gnome*

As a rock gnome, you have a natural inventiveness and hardiness beyond that of other gnomes.

Copy Left Notice: This subrace is from the System Reference Document under the Open Gaming License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

Ability Score Increase

Your Constitution score increases by 1.

Artificer's Lore

Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.

Tinker

You have proficiency with artisan's tools (tinker's tools). Using those tools, you can spend 1 hour and 10 GP worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing the device to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time.

When you create a device, choose one of the following options:

  • Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.
  • Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.
  • Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end or when it is closed.

Half-Elf*

Subrace Table of Contents

Description

Half-Elf - Description

Half-Elf Traits

Your half-elf character has some qualities in common with elves and some that are unique to half-elves.

Copy Left Notice: This race is from the System Reference Document under the Open Gaming License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

Ability Score Increase

Your Charisma score increases by 2, and two other ability scores of your choice increases by 1.

Age

Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years.

Half-Elf - Age

Alignment

Half-elves share the chaotic bent of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others' demands, and sometimes prove unreliable, or at least unpredictable.

Darkvision

Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Fey Ancestry

You have advantage on saving throws against being Charmed, and magic can't put you to sleep.

Languages

You can speak, read, and write Common, Elvish, and one extra language of your choice.

Size

Half-elves are about the same size as humans ranging from 5 to 6 feet tall. Your size is Medium.

Half-Elf - Size

Skill Versatility

You gain proficiency in two skills of your choice.

Speed

Your base walking speed is 30 feet.

Half-Orc*

Subrace Table of Contents

Description

Half-Orc - Description

Half-Orc Traits

Your half-orc character has certain traits deriving from your orc ancestry.

Copy Left Notice: This race is from the System Reference Document under the Open Gaming License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

Ability Score Increase

Your Strength score increases by 2, and your Constitution score increases by 1.

Age

Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.

Half-Orc - Age

Alignment

Half-orcs inherit a tendency toward chaos from their orc parents and are not strongly inclined toward good. Half-orcs raised among orcs and willing to live out their lives among them are usually evil.

Darkvision

Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Languages

You can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script.

Menacing

You gain proficiency in the Intimidation skill.

Relentless Endurance

When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.

Savage Attacks

When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage to the critical hit.

Size

Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium.

Half-Orc - Size

Speed

Your base walking speed is 30 feet.

Halfling*

Subrace Table of Contents

Burly Halfling***

Fallohide Halfling***

Lightfoot*

Quarterling***

Description

Halfling - Description

Halfling Traits

Your halfling character has a number of traits in common with all other halflings.

Copy Left Notice: This race is from the System Reference Document under the Open Gaming License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

Ability Score Increase

Your Dexterity score increases by 2.

Age

A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.

Halfling - Age

Alignment

Most halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways.

Brave

You have advantage on saving throws against being Frightened.

Halfling Nimbleness

You can move through the space of any creature that is of a size larger than yours.

Languages

You can speak, read, and write Common and Halfling. The Halfling language isn't secret, but halflings are loath to share it with others. They write very little, so they don't have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling.

Lucky

When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can re-roll the die and must use the new roll.

Size

Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.

Halfling - Size

Halfling - Height

Halfling - Weight

Speed

Your base walking speed is 25 feet.

Subraces

Burly Halfling***

Burly halflings are the strongest halflings. They are good racers that are also good in most other physical activities. They are taller than most halflings

Copy Left Notice: This subrace is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

Racer (speed)

Your base walking speed is 35 feet.

Ability Score Increase

Your strength score increases by 1.

Skills

You have proficiency in the Athletics skill.

Fallohide Halfling***

As a fallohide halfling, you are very aware of those around you. You know that your agility is one of your greatest assets and so have mastered ducking out of dangerous situations.

The Fallohides prefer live among the forests but, being even more adventuresome than their lightfoot cousins, they are rarely at home. Their numbers are far fewer than either the lightfoot or stouts. Most fallohide halflings are fair-haired and fair-skinned. They are generally tall for a halfling, averaging about 3 feet, 4 inches in height. Tolkien created the name from the archaic meanings of English words fallow and hide, meaning pale skin.

Copy Left Notice: This subrace is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

Ability Score Increase

Your Wisdom score increases by 1.

Deft Dodger

You know how to slip through a fight when things get hairy. You can take a Disengage or a Dash action as a bonus action on each of your turns.

Lightfoot*

As a lightfoot halfling, you can easily Hide from notice, even using other people as cover. You're inclined to be affable and get along well with others.

Lightfoots are more Prone to wanderlust than other halflings, and often dwell alongside other races or take up a nomadic Life.

Copy Left Notice: This subrace is from the System Reference Document under the Open Gaming License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

Ability Score Increase

Your Charisma score increases by 1.

Naturally Stealthy

You can attempt to Hide even when you are obscured only by a creature that is at least one size larger than you.

Quarterling***

Quarterlings, as the name suggests, are half-halflings. It is said that the race was born from the magical experiments of a mathematics-obsessed human wizard who saw that 1/2 × 1/2 = 1/4, and could not fathom why the same should not apply when halflings procreate. Other scholars claim that the quarterling race was created eons ago when a halfling procreated with a fey creature (perhaps a brownie, perhaps a sylph). In any case, quarterlings have the good natured and pastoral outlook of their cousins, combined with a glimmer of magic.

Copy Left Notice: This subrace is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

Ability Score Increase

Your Intelligence score increases by 1.

Natural Trickster

You know the Prestidigitation cantrip. Intelligence is your spellcasting ability for it.

Size

Quarterlings average about 1 1/2 feet tall and weigh about 25 pounds. Your size is Petite.

Tiny Capacity

As one of the tinniest of creatures, your carrying capacity is limited even further than normal. Your carrying capacity is now 4 times your Strength score.

Tiny Weapons

As one of the smallest of creatures you cannot use traditional weapons. You are proficient with tiny weapons of any category that your class is normally proficient with. These include:

Simple Melee Weapons:

Acupuncture Needle

Martial Melee Weapons:

Azinga

Simple Ranged Weapons:

Mikon Crossbow

You may exchange any number of weapons from your class for the same number of tiny weapons.

Note: you cannot exchange ammunition for weapons.

Warning: Acupuncture needles are extremely expensive. Their alloy has a little bit of adamantine mixed into it so that it does not shatter on contact with iron and steel weapons. They can only be made by very talented smiths. Their availability will vary based on the world as the GM sees fit.

Agile

Being so tiny their race has learned to use their agility to compensate. This ability to dodge out of the way of the foe gives them a +2 to AC as long as they are unarmored or wearing custom made light armor.

Any armor they wear must be custom made to their size.

Homunculus***

Subrace Table of Contents

"Appearances rarely share the whole truth."

Description

Homunculi are best described as fair-skinned, dark-haired creatures. Most tend to either look feminine and fair, masculine and handsome or somewhere in between. Homunculus tend to have nearly black or totally black hair and red, red-violet, indigo, or violet eyes. They also wear mostly black clothing. some homunculi prefer their clothing to armor, but the armor they do don is often black or dark brown and armor made by them is often said to be of remarkable craftsmanship, and their weaponry tends to look daunting and frightening.

Homunculus - Description

History

Homunculi were created by a large merchant empire called Xerxes. At that time, there were 14 homunculi, 7 named for Vices, 7 for Virtues, 7 were female, 7 were male. Because of this, there are 7 clans of homunculi, each with a different relation to the other. In Xerxes, the homunculi were taken for granted, treated as slaves and livestock, and sold off as such. Finally, members of the Third and Fourth Clans (the Mammon and Leviathan Clans respectively), sick of their horrid treatment (and envious of the lives of the humans in the Leviathan Clan's case), called together all the homunculi in Xerxes to hold a revolt. They overthrew the human emperor of Xerxes and took their place as the 7 Lords of Xerxes. After a long debate about who did the most in the revolt, the 7 clans finally voted that the Lucifer Clan had led them and done the most, despite the Leviathan Clan being the ones who called the homunculi to revolt and the Mammon Clan being the ones to overthrow the emperor. This decision sparked a fierce hatred between the Lucifer Clan and the Mammon Clan and Leviathan Clans, with the other clans scrambling to choose sides. Only one clan stood firmly by the Lucifer Clan, the Iblis Clan, and this made them enemies with all the other clans. During this fight, the two empires called on Xeres for assistance, but because of the upheaval, the clans kept sending soldiers to both sides and confused the two empires. The empires would inevitably be destroyed in their conflict, but not before destroying Xerxes for betraying them, and the empire itself. By the end of the destruction only three of the original homunculi lived, the head of the Leviathan Clan, the head of the Mammon Clan, both of which had fought as enemies during the war, and the female homunculus of the Belphegor Clan, who had been disallowed to join the battle. Following this dishevel the formula to create homunculi were known only to so many warlocks and kept secret. Though they are a rarity any more, they still roam the world.

Society

Normally homunculi hide among humans because of the discrimination that usually comes with being what they are. Homunculus being unable to age or bear children are created at the age chosen by their warlock creator. More often than not, the homunculi will abandon their creator, seeking out a sense of freedom and free will. Because the homunculi are born with a magic conduit used as a life-force called a Lifestone Homunculi may also be hunted for the harvesting of their Lifestones.

Homunculi go by characteristics, concepts, nouns, and adjectives. The first 14 were named after 7 Vices and 7 Virtues.

Male: Courage, Empathy, Justice, Piety, Gluttony, Greed, Wrath, Sloth

Female: Faith, Harmony, Hope, Joy, Charity, Envy, Lust, Pride

Homunculus - Names

Copy Left Notice: This race is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

Ability Score Increase

Your Intelligence score increases by 2, and your Constitution score increases by 1.

Age

Homunculi being living constructs are unable to age from the point they were created. They are immune to dying from old age.

Homunculus - Age - Actual

Homunculus - Age - Appearance

Alignment

Being created, homunculi are soulless beings so they start out completely neutral, but tend to shift towards a chaotic neutral with an innate curiosity about what surrounds them.

Arcane Origins

You know the Prestidigitation cantrip. When you reach 3rd level, you can cast the Thunderwave spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Alter Self spell once with this trait and regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells.

Languages

You can speak, read, and write Common and one language of your choice. Homunculi typically learn the languages of other peoples they deal with, including obscure dialects.

Lifestone

Homunculi have a Lifestone as their core that grants them some healing. After a short or long rest you gain temporary hit points equal to your level + your Constitution modifier. In addition, if you loose any part of your body you can attach a piece of clay to the wound and animate it over the course of a short rest.

Living Construct

Even though you were constructed, you are a living creature. You are immune to diseases. You do not need to eat or breathe, but you can ingest food and drink if you wish. Instead of sleeping, you enter an inactive state for 4 hours each day. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Natural Liar

Homunculi live through lying about their origins. You have proficiency in the Deception skill.

Self-Repair Mechanism

Any raw magical energy that touches you is pulled into this mechanism and heals you by 1d8 per level of spell slot expended. Any spellcaster can intentionally trigger this by touching you and using an action to release a spell slot into you.

Size

Homunculi are the same size and build as humans. Your size is Medium.

Homunculus - Size

Speed

Your base walking speed is 30 feet.

Human*

Subrace Table of Contents

Description

Human - Description

Human Traits

It's hard to make generalizations about humans, but your human character has these traits.

Copy Left Notice: This race is from the System Reference Document under the Open Gaming License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

Ability Score Increase

Your ability scores each increase by 1.

Age

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

Human - Age

Alignment

Humans tend toward no particular alignment. The best and the worst are found among them.

Languages

You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.

Size

Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

Human - Size

Speed

Your base walking speed is 30 feet.

Ikuisuus***

Subrace Table of Contents

Physical Description

Ikuisuus - Description

These medium humanoids are slightly shorter than elves but not as handsome. They tend to weigh about the same humans due to their large frames despite their height. Their hair is typically dark or gray and their eyes are limited to shades of black, gray, and blue. They usually weigh from 110 to 225 pounds with almost no noticeable difference between the genders, same goes for height where they range from four foot tall to five six at the tallest. Their faces are usually gruff looking with heavy brows, broad jaws, thick noses and virtually non existent lips.

History

The Ikuisuus came into the world side by side with humans, though a mix between the two is rare. This is due too the Ikuisuus' age and wisdom, as they live lives that surpass even the elves, living from 1000 to 1200 years of age naturally, and the wisdom to realize outliving dozens of generations of humans would lead to witnessing the death of ones own bloodline if they bred with any race that lives significantly shorter lives. They grew into the role of historians and intellectuals as their age provided them with first row seats to events which happened centuries ago.

Society

They have no formal society of their own, and try to just blend into human or dwarven civilization. Typically the chaotic aligned would be better in a human society as humans are always on the move and with their short lives they must do everything in almost a frenzy by Ikuisuus standards. The lawful fit in better with the dwarves as they lead longer and less hectic lives, with a more rigid social structure.

Ikuisuus Names

An Ikuisuus will change their names every once in a while, usually something to fit into the society they're living in. So if they live in a dwarven society they'll choose a dwarven name, a human name in a human society, a half Orc name if they live a half Orc society, etc

Ikuisuus Traits

Stout dwarf-like creatures of great age and wisdom.

Random Height and Weight

Table: Ikuisuus Random Height and Weight

Base Height Height Modifier Base Weight Weight Modifier
3ft 8in +2d12 120 lb. +1d100 lb.

Copy Left Notice: This subrace is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

Ability Score Increase

Your Wisdom score increases by 2, and your Dexterity score increases by 1.

Age

Ikuisuus will reach maturity at about 71 years old and can easily reach the age of 1200.

Ikuisuus - Age

Alignment

Any, though there are suggestions. See Society section.

Chronological Constant

You have advantage on saves against transmutation spells.

Darkvision

You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Knowledge of Ages

As Ikuisuus live for a long long time, they are automatically proficient in the History skill.

Languages

You can speak, read, and write Common, Choice, Choice and Choice. The way that Ikuisuus can adapt to almost any culture is their ability to memorize languages and accents, given they have had what most other species would consider to be multiple lifetimes to do it.

Size

Your size is Medium. Even with their vertically challenged nature, Ikuisuus are broad and heavy enough to qualify as a medium creature.

Ikuisuus - Size

Speed

Your base walking speed is 25 feet.

Time Resistant Form

Your body is as much a part of time as time itself. You cannot be aged magically.

Ishilb***

Subrace Table of Contents

Gulilb - Hard***

Gulilb - Spiked***

Lishilb - Aqueous***

Lishilb - Acidic***

General

Sometimes referred to as Snailfolk, the proud and honorable Ishilb can be found in many villages across the land. They are normally friendly and docile, but they become fearful warriors if their lands or families are threatened.

Description

Ishilb - Description

Ishilb are human-sized gastropods resembling slugs and snails. They have slimy, slightly translucent bodies often in a shade of brown or green, dark eyes on the ends of stalks, two feelers on either side of their mouth, and a pair of squishy, muscular arms with three fingered hands a short ways down the body. The ventral side of the body (belly) acts as a single foot that moves the Ishilb forward with subtle undulations leaving a slimy trail. When standing and moving their bodies form a pronounced L shape to hold their heads off the ground.

Ishilb have no bones, making them incredibly flexible. They are able to turn almost 270 degrees around without moving their foot. This flexibility and inherent stretchiness allows shelled varieties to clean the entirety of their shells. To compensate for their lack of skeletons, Ishilb tend to have well developed muscles. When speaking, the lips of an Ishilb stick together a bit, giving their voices a bubbly lisp favoring b sounds whenever their mouths close. As Primordial is their native language, they also tend to carry those guttural tones into other languages.

Due to their decidedly non-humanoid forms, it is often difficult for humanoid races to tell the difference between male and female Ishilb. As a general rule of thumb, females have subtly slighter bodies and are a bit lighter in coloration. Ishilb can tell the difference between each other with a very subtle scent cue. Ishilb say that females smell sweeter than males, but there is no evidence of such a scent having any physical component.

Infants hatch after about four months and are only around a foot long. They are more transparent than adults and shelled children have thin, delicate shells that strengthen over time. They grow rapidly, reaching about 80% their adult length over the first 5 years of life. By age 10, an Ishilb is fully matured and ready to take their role in society.

Their digestive systems are particularly adept at processing plant materials, so they are preferentially herbivorous. They do still eat some meats, but in a similar way that humans eat mushrooms; generally as a garnish or flavoring. The mucus they produce has an aggressive reaction to salt giving an unpleasant burning sensation. Enough salt can eat away at an Ishilb's insides or skin resulting in a very painful death. Naturally, they avoid salt and usually test foods given to them by other races just in case.

History

Ishilb have lived in the same tribal villages for millennia. Their roots run deep in the lands that they hunt and farm on. These villages exist in plains, forests, mountains, islands, archipelagos, and, on rare occasions, deserts. A typical village controls a territory of one or two square miles. No matter where the village is, you can bet that they know where to find a steady supply of water and nutrients for the soil. There is even an old legend that it was the Ishilb who first taught humans how to cultivate the land for agriculture. Not even the ageless elves can recall a time before the Ishilb lived on their land.

Unlike human farms, Ishilb farms do not disrupt the natural landscape. Instead, they capitalize on it. Mountain-dwelling Ishilb might grow underground plants and fungus in elaborate cave systems and hunt goats and llamas. Meanwhile, archipelago-dwelling Ishilb might cultivate algae and kelp using floating farming rigs and scour the ocean floor for crabs or fish. They have had millennia to learn how to live in their homes, and they know them well.

Their slimy and alien forms have often led to tensions between the Ishilb and races that find particular value in appearance, such as humans and elves. The Ishilb have been forgiving most of the time, but some wars have broken out as a consequence of these misunderstandings. Every war has ended the same way: the aggressors eventually realize that trying to fight the Ishilb on their land is futile and they make a treaty.

In contrast, races that value feats over visuals tend to get along quite well with the Ishilb. Ishilb have historically gotten along well with orcs, centaurs, goblins, and dwarves, allowing them safe passage through their lands or even establishing trade relations.

The Ishilb believe strongly in remembering those who have gone before them. As part of this they will hang the shells of fallen heroes in prominent places. The "shell-less" who die, often have their favorite weapon hung instead. To have one's shell buried is to say that Ishilb was without honor and needs to be forgotten.

Society

Ishilb society is based on centuries-old traditions and patterns of living. Families pass their trades down their blood-line and are often referred to using their family's traditional occupation as a surname. A child of two bloodlines with drastically different occupations (e.g. hunter and tailor) may choose which occupation they would prefer and adopt the appropriate surname. Those who act against their family name are often met with suspicion or are even shunned by the other village members. Such Ishilb often leave their home village in search of a new one where their family tradition has yet to be set. Some will settle down in towns of other races as craftsmen, laborers, or other service providers.

Ishilb villages are filled of huts made of mud and branches around centralized fire pits. These central plazas are where village elders will hold important meetings and where the tribe will gather for communal prayers. The Ishilb do not usually pray to gods, instead worshiping the land which gives them life. They will pray to the winds to carry rejuvenating rains or to the earth to fill their crops with nutrients or to the sea to protect them from harsh storms. These prayers consist of slow, deliberate dances coupled with rhythmic chants in Primordial.

Ishilb do not use currency in their villages. They trade goods and services in a bartering system. A beet farmer may purchase a new plow from the blacksmith for a basket of beets, and vice versa. If they operate within the boundaries of another race they will accept the local currency as payment, but prices are usually fairly fluid. The Ishilb merchant will generally only charge enough to pay for a meal or new tool as if you were giving them that instead of money. More expensive items, such as enchanted weapons, might cost significantly more, such as enough for an entire month of food. Ishilb merchants have been known to be more generous if the customer seeks to barter rather than offer useless coins, seeing this as a respectful acknowledgment of Ishilb culture.

As crafts and occupations are passed down through generations, Ishilb take great pride in their work. They will spend a great deal of time making sure every detail is perfect and beautiful. They will spend days carving delicate and intricate patterns into barstools, or miss nights of sleep just to blend the perfect alloy for a set of nails. They often use their own mucus to polish wood and temper steel, giving Ishilb-made items a particular sheen almost like a rainbow clinging to the ornately-designed surface. This treatment leaves the surface as shiny and smooth as glass, and also helps the finished product resist tarnishing and corrosion.

Copy Left Notice: This race is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

Ability Score Increase

Your Intelligence Score increases by 2.

Age

Ishilb mature rapidly, reaching adult size in just over ten years. Their slow metabolism allows them to live to be upward of 300 years.

Ishilb - Age

Alignment

Due to their societal value in upholding traditions, Ishilb tend more toward lawful alignments. Most are either good or neutral because of the mutualistic nature of their villages.

Inhuman Form

Because your body is not humanoid, you cannot easily wear standardized armor and clothes. Any armor you have crafted costs 50% more, not including any additional fees that a merchant may impose.

Languages

You can speak, read, and write Common, Primordial, and Choice.

Moist Body

Your slimy body and slow metabolism mean that you can survive on half as much food as a human and it takes twice as long to feel the effects of dehydration. If you do get dehydrated, you lose the effects of Sticky Slime and Slime Coat and gain 2 levels of Exhaustion.

Size

Ishilb are generally 4 - 5 feet tall when standing (about twice as long in total) and weigh about 200-300 lbs. Your size is Medium.

Ishilb - Size

Ishilb - Height

Ishilb - Weight

Slime Coat

Your body is covered in a thin veil of slime. You have advantage on any roll to resist or break free of a grapple you and you are resistant to fire damage.

Speed

Ishilb stick to the ground as they slide their bodies forward. Your base walking speed is 20 feet.

Sticky Slime

Your slime holds you onto whatever surface you walk on, including ceilings. You have a climb speed equal to your move speed, ignore difficult terrain caused by environmental conditions (web, rocks, stairs, etc.), and have advantage on checks to resist being moved or knocked Prone.

Tradition

Your family has a centuries-old tradition that you were taught to follow whether or not you wish to. You gain proficiency with any one weapon or tool (e.g. mason's tools, herbalism kit, or musical instrument) other than a vehicle. You also have proficiency in Wisdom (Nature) checks when identifying plants and finding water.

Subraces

Gulilb - Hard***

With a large smooth shell, these resilient snails can take a beating.

Ability Score Increase

Your Constitution score increases by 1.

Hard Shell

You have natural armor that results in +2 AC regardless of the armor worn. Used to carrying that thick shell, you are not slowed down by equipment weight or heavy armor and you count as a size larger when calculating carrying capacity.

Snail Shell

Your sturdy shell acts as a natural bedroll and armor. Use your Constitution instead of Dexterity when calculating AC. You cannot squeeze into spaces smaller than your shell, so you count as a size larger when squeezing into tight spaces. You can have either a Hard Shell or a Spiked Shell.

Withdraw

You pull back into your shell making you easier to hit (AC: -3) but you take half damage from all attacks. In this state you may only take actions which only affect you.

Gulilb - Spiked***

This snail prefers large spikes to its shell, be careful if eating or grappling, it may just turn the tables.

Ability Score Increase

Your Constitution Score increases by 1.

Snail Shell

Your sturdy shell acts as a natural bedroll and armor. Use your Constitution instead of Dexterity when calculating AC. You cannot squeeze into spaces smaller than your shell, so you count as a size larger when squeezing into tight spaces. You can have either a Hard Shell or a Spiked Shell.

Spiked Shell

You have natural armor providing an additional +1 AC when wearing non-heavy armor. The spikes are a natural weapon you are proficient with that deals 1d4 + Constitution modifier piercing damage. If an enemy fails a grapple on you, you can use your reaction to make a melee attack with your shell spikes.

Withdraw

You pull back into your shell making you easier to hit (AC: -3) but you take half damage from all attacks. In this state you may only take actions which only affect you.

Lishilb - Aqueous***

Who masters the water? These snails can flit through water far better than most races.

Ability Score Increase

Your Dexterity Score increases by 1.

Aqueous Body

You can breathe underwater and have swim speed equal to your movement speed. As an action, you can spray water from your mouth to create a 20 x 20 foot area of slippery terrain. Any creature passing through the area must succeed on a Dexterity saving throw (DC = 8 + proficiency bonus + Wisdom modifier or Intelligence modifier) or fall Prone and end their turn.

Extra Slimy

Your body produces a bit more slime than other Ishilb. If you are hit with an weapon attack that doesn't reduce you to 0 HP, you can use your reaction to regain 1d4 HP. This effect can also be triggered if damaged outside of combat (e.g. a trap).

Gel-Like Body

Your squishy body is incredibly flexible and mobile. You count as a size smaller when squeezing into tight spaces. Your body can be either Aqueous or Acidic.

Unencumbered

Lighter than their shelled counterparts, these Ishilb gain an additional 5 feet of movement. If your Dexterity is 17 or more, add another 5 feet of movement.

Lishilb - Acidic***

The slime here sizzles and pops. I suggest you keep your hands to yourself.

Ability Score Increase

Your Dexterity score increases by 1.

Acidic Body

Your slime is mildly acidic. Any creature that touches you will take 1d4 acid damage immediately and at the start of each of your turns until the contact ends. Your unarmed attacks also deal an additional 1d4 acid damage. Does not trigger on hits from weapons or ranged spells.

Extra Slimy

Your body produces a bit more slime than other Ishilb. If you are hit with an weapon attack that doesn't reduce you to 0 HP, you can use your reaction to regain 1d4 HP. This effect can also be triggered if damaged outside of combat (e.g. a trap).

Gel-Like Body

Your squishy body is incredibly flexible and mobile. You count as a size smaller when squeezing into tight spaces. Your body can be either Aqueous or Acidic.

Unencumbered

Lighter than their shelled counterparts, these Ishilb gain an additional 5 feet of movement. If your Dexterity is 17 or more, add another 5 feet of movement.

Mikon***

Subrace Table of Contents

Mikon - Description

Long ago the Mikon were normal mice. Their great, great, great... ancestors saved a powerful demi-human by gnawing through the ropes that bound him. He noticed their noble hearts and used magic to grow them larger (even if not by much) and gave them wisdom far greater than their size.

Ever since they have served this demi-human. They are loyal to him to a fault, but fortunately he is almost as noble as they are.

The Mikon are large mice that walk on their hind legs. They come in at between 6" and 1' tall. They weigh between 3 and 10 pounds. Although you may be tempted to look down upon their stature, this would be a grave mistake. They may not be strong, but they have a spirit that goes beyond normal strength... and those who have devoted their lives to the demi-human have received special boons for this service.

Relations with other races and species

The Mikon are extremely secretive and almost never leave their hidden layers. They believe their duty is to protect the items entrusted to them and rarely bother with anything else. This means that few if any outsiders know of their existence.

They view rats as abominations who thrive and filth. As such calling a Mikon a rat is one of the gravest insults possible and one that will likely get a sword in your heart or a spell to knock off your head.

Alignment

The Mikon are raised in a very strict society which instills the virtues of law and good. That being said, several in each generation choose other paths. These are viewed as thieves and liars who have betrayed their sacred way of life. They are hunted down and then "re-educated" through a special process they have developed.

Age

Mikon are blessed with unnaturally long life... for mice. They tend to live between 10-20 years. In their culture they are considered a full adult when they finish their first full winter, even if they are only 2-3 months old at the time.

Names

Mikon - Names

Society

Ability Score Increase

Your Dexterity score increases by 2. Your Wisdom score increases by 1.

Age

Mikon are blessed with unnaturally long life... for mice. They tend to live between 10-20 years. In their culture they are considered a full adult when they finish their first full winter, even if they are only 2-3 months old at the time.

Mikon - Age

Agile

Being so tiny their race has learned to use their agility to compensate. This ability to dodge out of the way of the foe gives them a +2 to AC as long as they are unarmored or wearing custom made light armor.

Any armor they wear must be custom made to their size.

Darkvision

You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Languages

You can speak, read, and write Common and Mikon. Mikon is a language of squeaks and chirps that does not sound like a language to most races, but rather sounds like tiny rodents.

Mikon Specialty

There is only so much time in school, so Mikons specialize in learning the weaknesses of different types of creatures. All Mikons learn the weaknesses of beasts. At levels 3, 6, 9, 12, 15, 18, and 20 you may learn additional types from: Aberrations, Celestials, Constructs, Dragons, Elementals, Feys, Fiends, Giants, Humanoids, Misons, Monstrosities, Oozes, Plants, Swarms, Undead.

Knowing the weaknesses not only lets you know their weaknesses, but also grants you a 1d4 increase to your attack rolls.

Size

Mikon vary a little in size but none are larger than 2', your size is Bitty.

Mikon - Size

Speed

Your base walking speed is 20 feet.

Sprint

When push comes to shove, Mikon can fly like the wind. They may use a bonus action to enter a spirit. The sprint lasts for 1 minute and allows them to double their regular movement speed. At the end of the sprint they suffer one level of Exhaustion.

Tiny Capacity

As one of the tinniest of creatures, your carrying capacity is limited even further than normal. Your carrying capacity is now 2 times your Strength score.

Tiny Weapons

As one of the smallest of creatures you cannot use traditional weapons. You are proficient with tiny weapons of any category that your class is normally proficient with. These include:

Simple Melee Weapons:

Acupuncture Needle

Martial Melee Weapons:

Azinga

Simple Ranged Weapons:

Mikon Crossbow

Mikon may exchange any number of weapons from their class for the same number of tiny weapons.

Note: You cannot exchange ammunition for weapons.

Warning: Acupuncture Needles are extremely expensive. Their alloy has a little bit of adamantine mixed into it so that it does not shatter on contact with iron and steel weapons. They can only be made by very talented smiths. Their availability will vary based on the world as the GM sees fit.

Underfoot

Although Mikon are hard to see, they often get underfoot. When someone walks over their space and does not specifically say that they avoid stepping on you, then you are at risk for taking trampling damage. You may use your reaction to dive out of the way (dexterity save DC 13) taking bludgeoning damage according to the following table:

Size Damage
Small 1d4
Medium 2d4
Large 3d4
Huge 4d4
Gargantuan 5d4

For a creature who has not seen you, stepping on you in this way is part of their regular movement and does not cost an action, bonus action, or free action.

If a creature has seen you, then they may expend half their movement speed to jump up and down on top of you as a bonus action.

Suva***

Subrace Table of Contents

"A woman the likes of which I've never seen walked among the men. As she touched them they were healed and as she spoke to them they were calmed. Then, as soon as she was finished she drew a sword and looked back at me and I could see beneath all of the love there was a fierce and angelic spirit. It was nice to know that even though some of the gods had abandoned us, that we were still not alone this night" Excerpt form The Darkest Night by Bastilius Nightcutter

Description

Suva - Description

Suva appear as young and beautiful women but other than that can take any form they please when given a mission from the higher heavens. No matter what form they take their celestial heritage always makes itself know whether by a unique hair color, unique/glowing eyes or something as simple as being reassured in their presence.

History

The suva are peace-keepers for angels and lesser deities. Although they look beautiful and calm they can be fierce warriors when the need arises. The suva were created specifically for times of war, especially between mortals and lesser demons although suva have intervened against especially evil material planar enemies as well. The suva usually do not actively seek battle during these conflicts for they are better suited as clerics and caregivers but there are still many suva who actively take up the sword against evil as fiercely as any true angel

Society

Suva usually do not stay on the material plane after a large conflict is resolved and the damage is undone. However, some do stay as a safeguard against demons who would want to take advantage on the weakened mortal states. Also you occasionally have suva who stay simply to explore this new world but regardless of why they stay all suva are always prepared to fight in the name of good.

Suggested Characteristics

When creating a suva character, you can use the following table) of traits, ideals, bonds and flaws to help flesh out your character. Use these tables in addition to or in place of your background's characteristics. Suva are powerful celestials but they never come to the material plane on their own will even if they end up staying. Use these tables to decipher why you are here and why you have not returned to the celestial plane. Is your mission ongoing? Have you fallen in love? Did you fail your mission and are afraid of the consequences? Do you serve a deity or just a more powerful celestial? How long have you been here and what kind of life have you forged for yourself?

Suva - Traits

Suva - Personality

Suva - Bond

Suva - Ideal

Suva - Flaw

Copy Left Notice: This race is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

Ability Score Increase

Your Charisma Score increases by 2. Your Dexterity Score increases by 1

Age

Suva are created fully formed and never age

Suva - Age

Alignment

Suva are never evil in any capacity

Battle Ready

You can now draw or stow 2 weapons instead of one and you are proficient with Acrobatics.

Celestial Soothing

You have a pool of hit points equal to your character level. As an action you can touch a character and heal them with this pool. Whether you use the entire amount of the pool or not you can only use this ability once per long rest.

Compassionate Tone

You are proficient in charisma (Persuasion) checks.

Fiery Devotion

You have advantage on saving throws against being Charmed or Frightened as long as you are within 5ft of an ally.

Languages

You can speak, read, and write Celestial, Common and one of your choice.

Size

Suva usually appear short and dainty. Your size is medium.

Suva - Size

Suva - Height

Suva - Weight

Speed

Your base walking speed is 35 feet.

The suva are semi-celestials who value truth, integrity, and love. As such they can often have very different views of life than other races and may tend to have characteristics similar to those below.

Suva - Bond
1The being that sent me trusted me with a terrible secret about my mission. I must not fail!
2I could not have continued my mission if not for a brave soldier who saved me from peril at the cost of his own life. I owe his family everything I have.
3I have grown close to a church of my patron and we trade information often.
4I thought I was fighting for a church that I now realize is a cult.
5I have fallen in love here and i cannot leave knowing they could be in danger.
6I need to find an artifact and working with an unsavory group might be my only way to do so.
Suva - Flaw
1I have tasted of the more vulgar pleasures of the material plane and now i can't seem to resist them.
2My orderly past has a grip on me and I have a hard time standing up to authority figures even when i know they are wrong.
3I don't care about the odds of victory. If I see evil i will destroy it no matter what the cost.
4I am here to complete my mission but i do not think the material plane can be saved and I'm not afraid to let others know that
5I am here to save these mortals and i am not afraid to remind them that i am above them
6I am always willing to sacrifice the individual for the greater good
Suva - Ideal
1The Greater Good I fight because it is right and I save mortals because they need me (Good)
2Inquisitiveness I just want to explore the material plane and the wonders it holds (Neutral)
3Service I am here for a purpose and I shall not rest until it is completed (Lawful)
4Frivolity I was sent to accomplish something and I will accomplish it when I want to (Chaotic)
5Education I must study this realm and everything about it so we can be better prepared next time (Any)
6Preparation Although my mission is completed I feel as though my presence is still needed (Any)
Suva - Personality
1I am stalwart and true. I never lie and dislike those who do.
2I love mortal leisurely activities like bathing, sports and art.
3I tend to over dramatize things and usually tell stories a bit more exciting than they actually are.
4I am intrigued by mortals and am always looking for opportunities to learn about them.
5I sing dance and generally tend to be happy. This is an experience and I should enjoy every moment of it.
6I think mortals can be a little dumb at times. They seem to fight for no reason and that really bothers me.
7I enjoy battle. It gives me a chance to show off my skills.
8My celestial background gets a hold of me sometimes and I notice myself trying to govern the lives of others

Theolan***

Subrace Table of Contents

Physical Description

Theolan - Description

These humanoids show a great variety. Both infernal and celestial blood boils in their veins. Their appearance can be that of the most hideous demon to the most beautiful of human and anywhere in between.

History

Theolans are the result of a celestial falling from grace in the heavenly realms and having to seek employment. No one on the terrestrial planes dared employ a celestial who was out of grace with other celestials, so they found the one place that would take them in, the infernal realms. Generations have passed and the offspring of the combination on celestial and infernal blood has resulted in a new race which is both and yet neither.

Society

These half-bloods are deemed as abominations by celestials. Their hesitance to the full brutality of their demonic blood makes them be viewed as weak and squeamish by those with full infernal blood. Theolans are stuck in the middle ground with few allies.

Credits

A big thanks to L.Ron Hoyabembe for all the advice and critique in writing this.

Ability Score Increase

Your Strength score increases by 1, and your Charisma score increases by 2.

Age

The fiendish blood has diluted the celestial significantly, making it so that they live a fraction of the normal lifespan of a celestial. A Theolan reaches maturity at about 30 and tends to live to the middle of its second century.

Theolan - Age

Alignment

Theolan are strongly conflicted in alignment. On one side, they used to serve in the celestial courts, even if many generations ago. On the other hand, they are often employed by fiends and demons. Their bloodline is now a combination of both celestial and demonic leaving even greater conflict.

Blood Bond

The celestial and fiendish blood acts as an antenna making you more susceptible to telepathic connections from fiendish and celestial sources. These connections often manifest as a vision or dream.

This trait is entirely at the GMs direction and may be a celestial pretending to be a fiend, or a fiend pretending to be a celestial or any number of other things.

Darkvision

Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light. You can't discern color in darkness, only shades of gray.

Destiny of Duality

You know the Thaumaturgy cantrip. When you reach 3rd level, you can cast Burning Hands spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Cure Wounds spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Random Variant

You may ask the GM to use a table to roll a random 3 racial spells for you.

Fallen Life

Having been cast out of the celestial realms, you have become very familiar with death. You have resistance to necrotic damage.

Languages

You can speak, read, and write Common and Infernal.

Names

Theolan names vary widely. Sometimes they take the a name from the race they are working for, other times they insist that that group learn to properly pronounce their name.

Theolan - Names

Size

Theolan are about the same size and build as an average humans (not too short or too tall). Your size is Medium.

Theolan - Size

Speed

Your base walking speed is 30 feet.

Tiefling*

Subrace Table of Contents

Tiefling - Description

Copy Left Notice: This race is from the System Reference Document under the Open Gaming License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

Ability Score Increase

Your Intelligence score increases by 1, and your Charisma score increases by 2.

Age

Tieflings mature at the same rate as humans but live a few years longer.

Tiefling - Age

Alignment

Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.

Darkvision

Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light. You can't discern color in darkness, only shades of gray.

Hellish Resistance

You have resistance to fire damage.

Infernal Legacy

You know the thaumaturgy cantrip. When you reach 3rd level, you can cast Hellish Rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Languages

You can speak, read, and write Common and Infernal.

Size

Tieflings are about the same size and build as humans. Your size is Medium.

Tiefling - Size

Speed

Your base walking speed is 30 feet.

Rules & Lore

Rules & Lore Table of Contents

5e Rules (Official)*

Background Lore***

Battles Credits***

Class Tables, Additional***

Homebrew Lore***

Homebrew Rules***

Leagues and Schools***

Miscellaneous***

Syrinscape***

Syrinscape - Sound Compilation***

5e Rules (Official)*

Table of Contents

Races - Overview*

Beyond 1st Level*

Alignment*

Languages*

Inspiration*

Backgrounds*

Equipment*

Expenses*

Feats*

Using Ability Scores*

Using Each Ability*

Saving Throws*

Time*

Movement*

Speed*

The Environment*

Resting*

Between Adventures*

Order of Combat*

Actions in Combat*

Making an Attack*

Spellcasting*

Traps*

Diseases*

Objects*

Monsters*

Appendix A Conditions*

Appendix B Pantheons*

Appendix C: Planes of Existence*

Nonplayer Characters*

Races - Overview*

Races - Overview Table of Contents

Ability Score Increase

Age

Alignment

Size

Speed

Languages

Subraces

Racial Traits

The description of each race includes racial traits that are common to members of that race. The following entries appear among the traits of most races.

Ability Score Increase*

Every race increases one or more of a character's ability scores.

Age*

The age entry notes the age when a member of the race is considered an adult, as well as the race's expected lifespan. This information can help you decide how old your character is at the start of the game. You can choose any age for your character, which could provide an explanation for some of your ability scores. For example, if you play a young or very old character, your age could explain a particularly low Strength or Constitution score, while advanced age could account for a high Intelligence or Wisdom.

Alignment*

Most races have tendencies toward certain alignments, described in this entry. These are not binding for player characters, but considering why your dwarf is chaotic, for example, in defiance of lawful dwarf society can help you better define your character.

Size*

Characters of most races are Medium, a size category including creatures that are roughly 4 to 8 feet tall. Members of a few races are Small (between 2 and 4 feet tall), which means that certain rules of the game affect them differently. The most important of these rules is that Small characters have trouble wielding heavy weapons, as explained in Equipment.

Speed*

Your speed determines how far you can move when traveling ("Adventuring") and fighting ("Combat").

Languages*

By virtue of your race, your character can speak, read, and write certain languages.

Subraces*

Some races have subraces. Members of a subrace have the traits of the parent race in addition to the traits specified for their subrace. Relationships among subraces vary significantly from race to race and world to world.

Beyond 1st Level*

As your character goes on adventures and overcomes challenges, he or she gains experience, represented by experience points. A character who reaches a specified experience point total advances in capability. This advancement is called gaining a level.

When your character gains a level, his or her class often grants additional features, as detailed in the class description. Some of these features allow you to increase your ability scores, either increasing two scores by 1 each or increasing one score by 2. You can't increase an ability score above 20. In addition, every character's proficiency bonus increases at certain levels.

Each time you gain a level, you gain 1 additional Hit Die. Roll that Hit Die, add your Constitution modifier to the roll, and add the total to your hit point maximum. Alternatively, you can use the fixed value shown in your class entry, which is the average result of the die roll (rounded up).

When your Constitution modifier increases by 1, your hit point maximum increases by 1 for each level you have attained. For example, if your 7th-level fighter has a Constitution score of 17, when he reaches 8th level, he increases his Constitution score from 17 to 18, thus increasing his Constitution modifier from +3 to +4. His hit point maximum then increases by 8.

The Character Advancement table summarizes the XP you need to advance in levels from level 1 through level 20, and the proficiency bonus for a character of that level. Consult the information in your character's class description to see what other improvements you gain at each level.

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

Multi-classing*

Multi-classing Table of Contents

Prerequisites*

Experience Points*

Hit Points and Hit Dice*

Proficiency Bonus*

Proficiencies*

Class Features*

Spellcasting*

Multi-classing allows you to gain levels in multiple classes. Doing so lets you mix the abilities of those classes to realize a character concept that might not be reflected in one of the standard class options.

With this rule, you have the option of gaining a level in a new class whenever you advance in level, instead of gaining a level in your current class. Your levels in all your classes are added together to determine your character level. For example, if you have three levels in wizard and two in fighter, you're a 5th-level character.

As your advance in levels, you might primarily remain a member of your original class with just a few levels in another class, or you might change course entirely, never looking back at the class you left behind. You might even start progressing in a third or fourth class. Compared to a single-class character of the same level, you'll sacrifice some focus in exchange for versatility.

Prerequisites*

To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one, as shown in the Multi-classing Prerequisites table. For example, a barbarian who decides to multi-class into the druid class must have both Strength and Wisdom scores of 13 or higher. Without the full training that a beginning character receives, you must be a quick study in your new class, having a natural aptitude that is reflected by higher-than-average ability scores.

Multi-classing Prerequisites
Class Ability Score Minimum
Barbarian Strength 13
Bard Charisma 13
Cleric Wisdom 13
Druid Wisdom 13
Fighter Strength 13 and Dexterity 13
Monk Dexterity 13 and Wisdom 13
Paladin Strength 13 and Charisma 13
Ranger Dexterity 13 and Wisdom 13
Rogue Dexterity 13
Sorcerer Charisma 13
Warlock Charisma 13
Wizard Intelligence 13
Experience Points*

The experience point cost to gain a level is always based on your total character level, as shown in the Character Advancement table, not your level in a particular class. So, if you are a cleric 6/fighter 1, you must gain enough XP to reach 8th level before you can take your second level as a fighter or your seventh level as a cleric.

Hit Points and Hit Dice*

You gain the hit points from your new class as described for levels after 1st. You gain the 1st-level hit points for a class only when you are a 1st-level character.

You add together the Hit Dice granted by all of your classes to form your pool of Hit Dice. If the Hit Dice are the same die type, you can simply pool them together. For example, both the fighter and the paladin have a d10, so if you are a paladin 5/ fighter 5, you have ten d10 Hit Dice. If your classes give you Hit Dice of different types, keep track of them separately. If you are a paladin 5/ cleric 5, for example, you have five d10 Hit Dice and five d8 Hit Dice.

Proficiency Bonus*

Your proficiency bonus is always based on your total character level, as shown in the Character Advancement table, not your level in a particular class. For example, if you are a fighter 3/ rogue 2, you have the proficiency bonus of a 5th-level character, which is +3.

Proficiencies*

When you gain your first level in a class other than your initial class, you gain only some of the new class's starting proficiencies, as shown in the Multi-classing Proficiencies table.

Multi-classing Prerequisites
Class Proficiencies Gained
Barbarian Shields, simple weapons, martial weapons
Bard Light armor, one skill of your choice, one musical instrument of your choice
Cleric Light armor, medium armor, shields
Druid Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)
Fighter Light armor, medium armor, shields, simple weapons, martial weapons
Monk Simple weapons, shortswords
Paladin Light armor, medium armor, shields, simple weapons, martial weapons
Ranger Light armor, medium armor, shields, simple weapons, martial weapons, one skill from the class's skill list
Rogue Light armor, one skill from the class's skill list, thieves' tools
Sorcerer -
Warlock Light armor, simple weapons
Wizard -
Class Features*

When you gain a new level in a class, you get its features for that level. You don't, however, receive the class's starting equipment, and a few features have additional rules when you're multi-classing: Channel Divinity, Extra Attack, Unarmored Defense, and Spellcasting.

Channel Divinity

If you already have the Channel Divinity feature and gain a level in a class that also grants the feature, you gain the Channel Divinity effects granted by that class, but getting the feature again doesn't give you an additional use of it. You gain additional uses only when you reach a class level that explicitly grants them to you. For example, if you are a cleric 6/ paladin 4, you can use Channel Divinity twice between rests because you are high enough level in the cleric class to have more uses. Whenever you use the feature, you can choose any of the Channel Divinity effects available to you from your two classes.

Extra Attack

If you gain the Extra Attack class feature from more than one class, the features don't add together. You can't make more than two attacks with this feature unless it says you do (as the fighter's version of Extra Attack does). Similarly, the warlock's eldritch invocation Thirsting Blade doesn't give you additional attacks if you also have Extra Attack.

Unarmored Defense

If you already have the Unarmored Defense feature, you can't gain it again from another class.

Spellcasting*

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

Spells Known and Prepared. You determine what spells you know and can prepare for each class individually, as if you were a single-classed member of that class. If you are a ranger 4/ wizard 3, for example, you know three 1st-level ranger spells based on your levels in the ranger class. As 3rd-level wizard, you know three wizard cantrips, and your spellbook contains ten wizard spells, two of which (the two you gained when you reached 3rd level as a wizard) can be 2nd-level spells. If your Intelligence is 16, you can prepare six wizard spells from your spell book.

Each spell you know and prepare is associated with one of your classes, and you use the spellcasting ability of that class when you cast the spell. Similarly, a spellcasting focus, such as a holy symbol, can be used only for the spells from the class associated with that focus.

Spell Slots.You determine your available spell slots by adding together all your levels in the bard, cleric, druid, sorcerer, and wizard classes, and half your levels (rounded down) in the paladin and ranger classes. Use this total to determine your spell slots by consulting the Multi-class Spellcaster table

If you have more than one spellcasting class, this table might give you spell slots of a level that is higher than the spells you know or can prepare. You can use those slots, but only to cast your lower-level spells. If you lower-level spell that you cast, like Burning Hands, has an enhanced effect when cast using a higher-level spell slot, you can use the enhanced effect, even though you don't have any spells of that higher level.

For example, if you are the aforementioned ranger 4/ wizard 3, you count as a 5th-level character when determining your spell slots: you have four 1st-level slots, three 2nd-level ranger spells, and two 3rd-level slots. However, you don't know any 3rd-level spells, nor do you know any 2nd-level ranger spells. You can use the spell slots of those levels to cast the spells you do know - and potentially enhance their effects.

Pact Magic. If you have both the Spellcasting class feature and the Pact magic class features from the warlock class, you can use the spell slots you gain from the Pact Magic feature to cast spells you know or have prepared from classes with the Spellcasting class feature, and you can use the spell slots you gain from the Spellcasting class feature to cast warlock spells you know.

Multi-class Spellcaster:
Spell Slots per Spell Level
Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 2 - - - - - - - -
2nd 3 - - - - - - - -
3th 4 2 - - - - - - -
4th 4 3 - - - - - - -
5th 4 3 2 - - - - - -
6th 4 3 3 - - - - - -
7th 4 3 3 1 - - - - -
8th 4 3 3 2 - - - - -
9th 4 3 3 3 1 - - - -
10th 4 3 3 3 2 - - - -
11th 4 3 3 3 2 1 - - -
12th 4 3 3 3 2 1 - - -
13th 4 3 3 3 2 1 1 - -
14th 4 3 3 3 2 1 1 - -
15th 4 3 3 3 2 1 1 1 -
16th 4 3 3 3 2 1 1 1 -
17th 4 3 3 3 2 1 1 1 1
18th 4 3 3 3 3 1 1 1 1
19th 4 3 3 3 3 2 1 1 1
20th 4 3 3 3 3 2 2 1 1

Alignment*

A typical creature in the game world has an alignment, which broadly describes its moral and personal attitudes. Alignment is a combination of two factors: one identifies morality (good, evil, or neutral), and the other describes attitudes toward society and order (lawful, chaotic, or neutral). Thus nine distinct alignments define the possible combinations.

These brief summaries of the nine alignments describe the typical behavior of a creature with that alignment. Individuals might vary significantly from that typical behavior, and few people are perfectly and consistently faithful to the precepts of their alignment.

Lawful good (LG) creatures can be counted on to do the right thing as expected by society. Gold dragons, paladins, and most dwarves are lawful good.

Neutral good (NG) folk do the best they can to help others according to their needs. Many celestials, some cloud giants, and most gnomes are neutral good.

Chaotic good (CG) creatures act as their conscience directs, with little regard for what others expect. Copper dragons, many elves, and unicorns are chaotic good.

Lawful neutral (LN) individuals act in accordance with law, tradition, or personal codes. Many monks and some wizards are lawful neutral.

Neutral (N) is the alignment of those who prefer to steer clear of moral questions and don't take sides, doing what seems best at the time. Lizardfolk, most druids, and many humans are neutral.

Chaotic neutral (CN) creatures follow their whims, holding their personal freedom above all else. Many barbarians and rogues, and some bards are chaotic neutral.

Lawful evil (LE) creatures methodically take what they want, within the limits of a code of tradition, loyalty, or order. Devils, blue dragons, and hobgoblins are lawful evil.

Neutral evil (NE) is the alignment of those who do whatever they can get away with, without compassion or qualms. Many drow, some cloud giants, and goblins are neutral evil.

Chaotic evil (CE) creatures act with arbitrary violence, spurred by their greed, hatred, or bloodlust. Demons, red dragons, and orcs are chaotic evil.

Alignment in the Multiverse

For many thinking creatures, alignment is a moral choice. Humans, dwarves, elves, and other humanoid races can choose whether to follow the paths for good or evil, law or chaos. According to myth, the good-aligned gods who created these races gave them free will to choose their moral paths, knowing that good without free will is slavery.

The evil deities who created other races, though, made those races to serve them. Those races have strong inborn tendencies that match the nature of their gods. Most orcs share the violent, savage nature of the orc gos, and are thus inclined toward evil. Even if an orc chooses a good alignment, it struggles against its innate tendencies for its entire life. (Even half-orcs feel the lingering pull of the orc god's influence.)

Alignment is an essential part of the nature of celestials and fiends. A devil does not choose to be lawful evil, and it doesn't tend toward lawful evil, but rather it is lawful evil in its essence. If it somehow ceased to be lawful evil, it would cease to be a devil.

Most creatures that lack the capacity for rational thought do not have alignments - they are unaligned. Such a creature is incapable of making a moral or ethical choice and acts according to its bestial nature. Sharks are savage predators, for example, but they are not evil; they have no alignment.

Languages*

Your race indicates the languages your character can speak by default, and your background might give you access to one or more additional languages of your choice. Note these languages on your character sheet.

Choose your languages from the Standard Languages table, or choose one that is common in your campaign. With your GM's permission, you can instead choose a language from the Exotic Languages table or a secret language, such as thieves' cant or the tongue of druids.

Some of these languages are actually families of languages with many dialects. For example, the Primordial language includes the Auran, Aquan, Ignan, and Terran dialects, on for each of the four elemental planes. Creatures that speak different dialects of the same language can communicate with one another.

Standard Languages
Language Typical Speakers Script
Common Humans Common
Dwarvish Dwarves Dwarvish
Elvish Elves Elvish
Giant Ogres, giants Dwarvish
Gnomish Gnomes Dwarvish
Goblin Goblinoids Dwarvish
Halfling Halflings Common
Orc Orcs Dwarvish
Exotic Languages
Language Typical Speakers Script
Abyssal Demons Infernal
Celestial Celestials Celestial
Draconic Dragons, dragonborn Draconic
Deep Speech Aboleths, cloakers -
Infernal Devils Infernal
Primordial Elementals Dwarvish
Sylvan Fey creatures Elvish
Undercommon Underworld traders Elvish

Inspiration*

Inspiration is a rule the game master can use to reward you for playing your character in a way that's true to his or her personality traits, ideal, bond, and flaw. By using inspiration, you can draw on your personality trait of compassion for the downtrodden to give you an edge in negotiating. Or inspiration can let you call on your bond to the defense of your home village to push past the effect of a spell that has been laid on you.

Gaining Inspiration

Your GM can choose to give you inspiration for a variety of reasons. Typically, GMs award it when you play out your personality traits, give in to the drawbacks presented by a flaw or bond, and otherwise portray your character in a compelling way. Your GM will tell you how you can earn inspiration in the game.

You either have inspiration or you don't - you can't stockpile multiple "inspirations" for later use.

Using Inspiration

If you have inspiration, you can expend it when you make an attack roll, saving throw, or ability check. Spending your inspiration gives you advantage on that roll.

Additionally, if you have inspiration, you can reward another player for good roleplaying, clever thinking, or simply doing something exciting in the game. When another player character does something that really contributes to the story in a fun and interesting way, you can give up your inspiration to give that character inspiration.

Backgrounds*

Every story has a beginning. Your character's background reveals where you came from, how you became an adventurer, and your place in the world. Your fighter might have been a courageous knight or a grizzled soldier. Your wizard could have been a sage or an artisan. Your rogue might have gotten by as a guild thief or commanded audiences as a jester.

Choosing a background provides you with important story cues about your character's identity. The most important question to ask about your background is what changed? Why did you stop doing whatever your background describes and start adventuring? Where did you get the money to purchase your starting gear, or, if you come from a wealthy background, why don't you have more money? How did you learn the skills of your class? What sets you apart from ordinary people who share your background?

The sample background presented here provides both concrete benefits (features, proficiencies, and languages) and roleplaying suggestions.

Proficiencies

Each background gives a character proficiency in two skills (described in Using Ability Scores)

In addition, most backgrounds give a character proficiency with one or more Artisan's Tools, Equipment Kits, Gaming Sets, and General Tools.

If a character would gain the same proficiency from two different sources, he or she can choose a different proficiency of the same kind (skill or tool) instead.

Languages

Some backgrounds allow characters to learn additional languages beyond those given by race. See Languages.

Equipment

Each background provides a package of starting equipment. If you use the optional rule to spend coin on gear, you do not receive the starting equipment from your background.

Suggested Characteristics

A background contains suggested personal characteristics based on your background. You can pick characteristics, roll dice to determine them randomly, or use the suggestions as inspiration for characteristics of your own creation.

Customizing a Background

You might want to tweak some of the features of a background so it better fits your character or the campaign setting. To customize a background, you can replace one feature with any other one, choose any two skills, and choose a total of two tool proficiencies or languages from the sample backgrounds. You can either use the equipment packages from your background or spend coin on gear as described in the Equipment section. (If you spend coin, you can't also take the equipment package suggested for your class.) Finally, choose two personality traits, one ideal, one bond, and one flaw. If you can't find a feature that matches your desired background, work with your GM to create one.

Equipment*

Equipment Table of Contents

Selling Treasure

Armor

Weapons

Common coins come in several different denominations based on the relative worth of the metal from which they are made. the three most common coins are th gold piece (GP), the silver piece (SP), and the copper piece (CP).

With one gold piece, a character can buy a bedroll, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The gold piece is the standard unit of measure for wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the transactions don't usually involve the exchange of individual coins. Rather, the gold piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods.

One gold piece is worth 10 silver pieces, the most prevalent coin among commoners. A silver piece buys a laborer's work for half a day, a flask of lamp oil, or a night's rest in a poor inn.

One silver piece is worth ten copper pieces, which are common among laborers and beggars. A single copper piece buys a candle, a torch, or a piece of chalk.

In addition, unusual coins made of other precious metals sometimes appear in treasure hoards. The electrum piece (EP) and the platinum piece (PP) originate from fallen empires and lost kingdoms, and they sometimes arouse suspicion and skepticism when used in transactions. An electrum piece is worth 5 silver pieces, and a platinum piece is worth ten gold pieces.

A standard coin weighs about a third of an ounce, so fifty coins weigh a pound.

Standard Exchange Rates
Coin CP SP EP GP PP
Copper (CP) 1 1/10 1/50 1/100 1/1,000
Silver (SP) 10 1 1/5 1/10 1/100
Electrum (EP) 50 5 1 1/2 1/20
Gold (GP) 100 10 2 1 1/10
Platinum (PP) 1,000 100 20 10 1

Selling Treasure*

Opportunities about to find treasure, equipment, weapons, armor, and more in dungeons you explore. Normally, you can sell your treasures and trinkets when you return to a town or other settlement, provided that you can find buyers and merchants interested in your loot.

Arms, Armor, and Other Equipment. As a general rule, undamaged weapons, armor, and other equipment fetch half their cost when sold in the market. Weapons and armor used by monsters are rarely in good enough condition to sell.

Magic Items. Selling magic items is problematic. Finding someone to buy a potion or a scroll isn't too hard, but other items are out of the realm of most but the wealthiest nobles. Likewise, aside from a few common magic items, you won't normally come across magic items or spells to purchase. The value of magic is far beyond simple gold and should always be treated as such.

Gems, Jewelry, and Art Objects. These items retain their full value in the marketplace, and you can either trade them in for coin or use them as currency for other transactions. For exceptionally valuable treasures, the GM might require you to find a buyer in a large town or larger community first.

Trade Goods. On the borderlands, many people conduct transactions through barter. Like gems and art objects, trade goods - bars of iron, bags of slat, livestock, and so on - retain their full value in the market and can be used as currency.

Armor*

Armor Table of Contents

Light Armor*

Medium Armor*

Heavy Armor*

Armor Table*

Donning and Doffing Armor*

Fantasy gaming worlds are a vast tapestry made up of many different cultures, each with its own technology level. For this reason, adventurers have access to a variety of armor types, ranging from leather armor to chain mail to costly plate armor, with several other kinds of armor in between. The Armor table collects the most commonly available types of armor found in the game and separates them into three categories: light armor, medium armor, and heavy armor. Many warriors supplement their armor with a shield.

The Armor table shows the cost, weight, and other properties of the common types of armor worn in fantasy gaming worlds.

Armor Proficiency. Anyone can put on a suit of armor or strap a shield to an arm. Only those proficient in the armor's use know how to wear it effectively, however. Your class gives you proficiency with certain types of armor. If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and you can't cast spells.

Armor Class (AC). Armor protects its wearer from attacks. The armor (and shield) you wear determines your base Armor Class.

Heavy Armor. Heavier armor interferes with he wearer's ability to move quickly, stealthily, and freely. If the Armor table shows "Str 13" or "Str 15" in the Strength column for an armor type, the armor reduces the wearer's speed by 10 feet unless the wearer has a Strength score equal to or higher than the listed score.

Stealth. If the Armor table shows "Disadvantage" in the Stealth column, the wearer has Disadvantage on Dexterity (Stealth) checks.

Shields. A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

Light Armor*

Made from supple and thin materials, light armor favors agile adventurers since it offers some protection without sacrificing mobility. If you wear light armor, you add your Dexterity modifier to the base number from your armor type to determine your Armor Class.

Padded. Padded armor consists of quilted layers of cloth and batting

Leather. The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

Studded Leather.Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.

Medium Armor*

Medium armor offers more protection than light armor, but it also impairs movement more. If you wear medium armor, you add your Dexterity modifier, to a maximum of +2, to the base number from your armor type to determine your Armor Class.

Hide. This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.

Chain Shirt. Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.

Scale Mail. This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.

Breastplate. This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered.

Half Plate. Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps.

Heavy Armor*

Of all the armor categories, heavy armor offers the best protection. These suits of armor cover the entire body and are designed to stop a wide range of attacks. Only proficient warriors can manage their weight and bulk.

Heavy armor doesn't let you add your Dexterity modifier to your Armor Class, but it also doesn't penalize you if your Dexterity modifier is negative.

Ring Mail. This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to Chain mail, and it's usually worn only by those who can't afford better armor.

Chain Mail. Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.

Splint. This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints.

Plate. Plate consists of shaped, interlocking metal plates that cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.

Armor Table*
Armor
Armor Cost Armor Class (AC) Strength Stealth Weight
Light Armor
Padded 5 GP 11 + Dex modifier - Disadvantage 8 lb.
Leather 10 GP 11 + Dex modifier - - 10 lb.
Studded leather 45 GP 12 + Dex modifier - - 13 lb.
Medium Armor
Hide 10 GP 12 + Dex modifier (max 2) - - 12 lb.
Chain shirt 50 GP 13 + Dex modifier (max 2) - - 20 lb.
Scale mail 50 GP Disadvantage 45 lb.
Breastplate 400 GP 14 + Dex modifier (max 2) - - 20 lb.
Half plate 750 GP 15 + Dex modifier (max 2) - Disadvantage 40 lb.
Heavy Armor
Ring mail 30 GP 14 - Disadvantage 40 lb.
Chain mail 75 GP 16 Str 13 Disadvantage 55 lb.
Splint 200 GP 17 Str 15 Disadvantage 60 lb.
Plate 1,500 GP 18 Str 15 Disadvantage 65 lb.
Shield
Shield 10 GP +2 - - 6 lb.
Donning and Doffing Armor*

The time it takes to don and doff armor depends on the armor's category.

Don. This is the time it takes to put on armor. You benefit from the armor's AC only if you take the full time to don the suit of armor.

Doff. This is the time it takes to take off armor. If you have help, reduce the time by half.

Donning and Doffing Armor
Category Don Doff
Light Armor 1 minute 1 minute
Medium Armor 5 minutes 1 minute
Heavy Armor 10 minutes 5 minutes
Shield 1 action 1 action

Weapons*

Weapons Table of Contents

Weapon Proficiency*

Weapon Properties*

Improvised Weapons*

Silvered Weapons*

Special Weapons*

Weapons Table*

Your class grants proficiency in certain weapons, reflecting both the class's focus and the tools you are most likely to use. whether you favor a longsword or a longbow, your weapon and your ability to wield it effectively can mean the difference between life and death while adventuring.

The Weapons table shows the most common weapons used in the fantasy gaming worlds, their price and weight, the damage they deal when they hit, and any special properties they possess. every weapon is classified as either melee or ranged. A melee weapon is used to attack a target within 5 feet of you, whereas a ranged weapon is used to attack a target at a distance.

Weapon Proficiency*

Your race, class, and feats can grant you proficiency with certain weapons or categories of weapons. The two categories are simple and martial. Most people can use simple weapons with proficiency. These weapons include clubs, maces, and other weapons often found in the hands of commoners. Martial weapons, including swords, axes, and polearms, require more specialized training to use effectively. Most warriors use martial weapons because these weapons put their fighting style and training to best use.

Proficiency with a weapon allows you to add your proficiency bonus to the attack roll for any attack you make with that weapon. If you make an attack roll using a weapon with which you lack proficiency, you do not add your proficiency bonus to the attack roll.

Weapon Properties*

Many weapons have special properties related to their use, as shown in the Weapons table.

Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon,you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see Improvised Weapons later in this section). A sling must be loaded to deal any damage when used in this way.

Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

HeavySmall creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.

Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.

Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. Te first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.

Special. A weapon with the special property has unusual rules governing its use, explained in the weapon's description (see Special Weapons later in this section).

Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for the attack roll and damage roll that you would use for a melee attack with that weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

Two-Handed. This weapon requires two hands when you attack with it.

Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with this property - the damage when the weapon is used with two hands to make a melee attack.

Improvised Weapons*

Sometimes characters don't have their weapons and have to attack with whatever is at hand. An improvised weapon includes any object you can wield in one or two hands, such as a broken glass, a table leg, a frying pan, a wagon wheel, or a dead goblin.

Often, an improvised weapon is similar to an actual weapon and can be treated as such. For example, a table leg is akin to a club. At the GM's option a character proficient with a weapon can use a similar object as if it were that weapon and use his or her proficiency bonus.

An object that bears no resemblance to a weapon deals 1d4 damage (the GM assigns a damage type appropriate to the object). If a character uses a ranged weapon to make a melee attack, or throws a melee weapon that does not have a thrown property, it also deals 1d4 damage. An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet.

Silvered Weapons*

Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver weapons, so cautious adventurers invest extra coin to plate their weapons with silver. You can silver a single weapon or ten pieces of ammunition for 100 GP. This cost represents not only the price of the silver, but the time and expertise needed to add silver to a weapon without making it less effective.

Special Weapons*

Weapons with special rules are described here.

Lance. You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted.

Net. A Large or smaller creature hit by a net is Restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.

When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.

Weapons Table*
Simple Melee Weapons
Name Cost Damage Weight Properties
Club 1 SP 1d4 bludgeoning 2 lb. Light
Dagger 2 GP 1d4 piercing 1 lb. Finesse, light, thrown (range 20/60)
Greatclub 2 SP 1d8 bludgeoning 10 lb. Two-handed
Handaxe 5 GP 1d6 slashing 2 lb. Light, thrown (range 20/60)
Javelin 5 SP 1d6 piercing 2 lb. Thrown (range 30/120)
Light hammer 2 GP 1d4 bludgeoning 2 lb. Light, thrown (range 20/60)
Mace 5 GP 1d6 bludgeoning 4 lb. -
Quarterstaff 2 SP 1d6 bludgeoning 4 lb. Versatile (1d8)
Sickle 1 GP 1d4 slashing 2 lb. Light
Spear 1 GP 1d6 piercing 3 lb. Thrown (range 20/60), versatile (1d8)
Simple Ranged Weapons
Name Cost Damage Weight Properties
Crossbow, light 25 GP 1d8 piercing 5 lb. Ammunition (range 80/320), loading, two-handed
Dart 5 CP 1d4 piercing 1/4 lb. Finesse, thrown (range 20/60)
Shortbow 25 GP 1d6 piercing 2 lb. Ammunition (range 80/320), two-handed
Sling 1 SP 1d4 bludgeoning - Ammunition (range 30/120)
Martial Melee Weapons
Name Cost Damage Weight Properties
Battleaxe 10 GP 1d8 slashing 4 lb. Versatile (1d10)
Flail 10 GP 1d8 bludgeoning 2 lb. -
Glaive 20 GP 1d10 slashing 6 lb. Heavy, reach, two-handed
Greataxe 30 GP 1d12 slashing 7 lb. Heavy, two-handed
Greatsword 50 GP 2d6 slashing 6 lb. Heavy, two-handed
Halberd 20 GP 1d10 slashing 6 lb. Heavy, reach, two-handed
Lance 10 GP 1d12 piercing 6 lb. Reach, special
Longsword 15 GP 1d8 slashing 3 lb. Versatile (1d10)
Maul 10 GP 2d6 bludgeoning 10 lb. Heavy, two-handed
Morningstar 15 GP 1d8 piercing 4 lb. -
Pike 5 GP 1d10 piercing 18 lb. Heavy, reach, two-handed
Rapier 25 GP 1d8 piercing 2 lb. Finesse
Scimitar 25 GP 1d6 slashing 3 lb. Finesse, light
Shortsword 10 GP 1d6 piercing 2 lb. Finesse, light
Trident 5 GP 1d6 piercing 4 lb. Thrown (range 20/60), versatile (1d8)
War pick 5 GP 1d8 piercing 2 lb. -
Warhammer 15 GP 1d8 bludgeoning 2 lb. Versatile (1d10)
Whip 2 GP 1d4 slashing 3 lb. Finesse, reach
Martial Ranged Weapons
Name Cost Damage Weight Properties
Blowgun 10 GP 1 piercing 1 lb. Ammunition (range 25/100), loading
Crossbow, hand 75 GP 1d6 piercing 3 lb. Ammunition (range 30/120), light, loading
Crossbow, heavy 50 GP 1d10 piercing 18 lb. Ammunition (range 100/400), heavy, loading, two-handed
Longbow 50 GP 1d8 piercing 2 lb. Ammunition (range 150/600), heavy, two-handed
Net 1 GP - 3 lb. Special, thrown (range 5/15)

Expenses*

Expenses Table of Contents

Lifestyle Expenses

Self-Sufficiency

Food, Drink, and Lodging

Services

Spellcasting Services

When not descending into the depths of the earth, exploring ruins for lost treasures, or waging war against the encroaching darkness, adventurers face more mundane realities. Even in a fantastical world, people require basic necessities such as shelter, sustenance, and clothing. These things cost money, although some lifestyles cost more than others.

Lifestyle Expenses*

Lifestyle expenses provide you with a simple way to account for the cost of living in a fantasy world. They cover your accommodations, food and drink, and all your other necessities. Furthermore, expenses cover the cost of maintaining your equipment so you can be ready when adventure next calls.

At the start of each week or month (your choice), choose a lifestyle from the Expenses table and pay the price to sustain that lifestyle. The prices listed are per day, so if you wish to calculate the cost of your lifestyle over a thirty-day period, multiply the listed price by 30. Your lifestyle might change from one period to the next, based on the funds you have at your disposal, or you might maintain the same lifestyle throughout your character's career.

Your lifestyle choice can have consequences. Maintaining a wealthy lifestyle might help you make contacts with the rich and powerful, though you run the risk of attracting thieves. Likewise, living frugally might help you avoid criminals, but you are unlikely to make powerful connections.

Lifestyle Expenses
Lifestyle Price/Day
Wretched -
Squalid 1 SP
Poor 2 SP
Modest 1 GP
Comfortable 2 GP
Wealthy 4 GP
Aristocratic 10 GP minimum

Wretched. You live in inhumane conditions. With no place to call home, you shelter wherever you can, sneaking into barns, huddling in old crates, and relying on the good graces of people better off than you. A wretched lifestyle presents abundant dangers. Violence, disease, and hunger follow you wherever you go. Other wretched people covet your armor, weapons, and adventuring gear, which represent a fortune by their standards. You are beneath the notice of most people.

Squalid. You live in a leaky stable, a mud-floored hut just outside town, or a vermin-infested boarding house in the worst part of town. YOu have shelter from the elements, but you live in a desperate often violent environment, in places rife with disease, hunger, and misfortune. You are beneath the notice of most people, and you have few legal protections. Most people at this lifestyle level have suffered some terrible setback. They might be disturbed, marked as exiles, or suffer from disease.

Poor. A poor lifestyle means going without the comforts available in a stable community. Simple food and lodgings, threadbare clothing, and unpredictable conditions result in a sufficient, though probably unpleasant, experience. Your accommodations might be a room in a flophouse or in the common room above a tavern. You benefit from some legal protections, but you still have to contend with violence, crime, and disease. People at this lifestyle level tend to be unskilled laborers, costermongers, peddlers, thieves, mercenaries, and other disreputable types.

Modest. A modest lifestyle keeps you out of the slums and ensures that you can maintain your equipment. You live in an older part of town, renting a room in a boarding house, inn, or temple. You don't go hungry or thirsty, and your living conditions are clean, if simple. Ordinary people living modest lifestyles include soldiers with families, laborers, students, priests, hedge wizards, and the like.

Comfortable. Choosing a comfortable lifestyle means that you can afford nicer clothing and can easily maintain your equipment. You live in a small cottage in a middle-class neighborhood or in a private room at a fine inn. You associate with merchants, skilled tradespeople, and military officers.

Wealthy. Choosing a wealthy lifestyle means living a life of luxury, though you might not have achieved the social status associated with he old money of nobility or royalty. You live a lifestyle comparable to that of a highly successful merchant, a favored servant of the royalty, or the owner of a few small businesses. You have respectable lodgings, usually a spacious home in a good part of town or a comfortable suit in a fine inn. You likely have a small staff of servants.

Aristocratic.You live a life of plenty and comfort. You move in circles populated by the most powerful people in the community. You have excellent lodgings, perhaps a townhouse in the nicest part of town or rooms in the finest inn. You dine at the best restaurants, retain the most skilled and fashionable tailor, and have servants attending to your every need. You receive invitations to social gatherings of the rich and powerful, and spend evenings in the company of politicians, guild leaders, high priests, and nobility. You must also contend with the highest levels of deceit and treachery. The wealthier you are, the greater the chance you will be drawn into political intrigue as a pawn or participant.

Self-Sufficiency*

The expenses and lifestyles described here assume that you are spending your time between adventures in town, availing yourself of whatever services you can afford - paying for food and shelter, paying townspeople to sharpen your sword and repair your armor, and so on. Some characters, though, might prefer to spend their time away from civilization, sustaining themselves in the wild by hunting, foraging, and repairing their own gear.

Maintaining this kind of lifestyle doesn't require you to spend any coin, but is time-consuming. If you spend your time between adventurers practicing a profession, you can eke out the equivalent of a poor lifestyle. Proficiency in the Survival skill lets you live at the equivalent of a comfortable lifestyle.

Food, Drink, and Lodging*

The Food, Drink, and Lodging table gives prices for individual food items and a single night's lodging. These prices are included in your total lifestyle expenses.

Food, Drink, and Lodging
Item Cost
Ale
Gallon 2 SP
Mug 4 CP
Banquet (per person) 10 GP
Bread, loaf 2 CP
Cheese, hunk 1 SP
Inn stay (per day)
Squalid 7 CP
Poor 1 SP
Modest 5 SP
Comfortable 8 SP
Wealthy 2 GP
Aristocratic 4 GP
Meals (per day)
Squalid 3 CP
Poor 6 CP
Modest 3 SP
Comfortable 5 SP
Wealthy 8 SP
Aristocratic 2 GP
Wine
Common (pitcher) 2 SP
Fine (bottle) 10 GP

Services*

Adventurers can pay nonplayer characters to assist them or act on their behalf in a variety of circumstances. Most such hirelings have fairly ordinary skills, while others are masters of a craft or art, and a few are experts with specialized adventuring skills.

Some of the most basic types of hireling appear on the Services table. Other common hirelings include any of the wide variety of people who inhabit a typical town or city, when the adventurers pay them to perform a specific task. For example, a wizard might pay a carpenter to construct an elaborate chest (and its miniature replica) for use in the Secret Chest spell. A fighter might commission a blacksmith to forge a special sword. A bard might pay a tailor to make exquisite clothing for an upcoming performance in front of the duke.

Other hirelings provide more expert or dangerous services. Mercenary soldiers paid to help the adventurers take on a hobgoblin army are hirelings, as are sages hired to research ancient or esoteric lore. If a high-level adventurer establishes a stronghold of some kind, he or she might hire a whole staff of servants and agents to run the place, from a castellan or steward to menial laborers to keep the stables clean. These hirelings often enjoy a long-term contract that includes a place to live within the stronghold as part of the offered compensation.

Services
Service Pay
Coach cab
Between towns 3 CP per mile
Within a city 1 CP
Hireling
Skilled 2 GP per day
Untrained 2 SP per day
Messenger 2 CP per mile
Road or gate toll 1 CP
Ship's passage 1 SP per mile

Skilled hirelings include anyone hired to perform a service that involves a proficiency (including weapon, tool, or skill): a mercenary, artisan, scribe, and so on. The pay shown is a minimum; some expert hireling require more pay. Untrained hirelings are hired for menial work that requires no particular skill and can include laborers, porters, maids, and similar workers.

Spellcasting Services*

People who are able to cast spells don't fall into the category of ordinary hirelings. It might be possible to find someone willing to cast a spell in exchange for coin or favors, but it is rarely easy and no established pay rates exist. As a rule, the higher the level of the desired spell, the harder it is to find someone who can cast it and the more it costs.

Hiring someone to cast a relatively common spell of 1st or 2nd level, such as Cure Wounds or identify, is easy enough in a city or town, and might cost 10 to 50 GP (plus the cost of any expensive material components). Finding someone able and willing to cast a higher-level spell might involve traveling to a large city, perhaps one with a university or prominent temple. Once found, the spellcaster might ask for a service instead of payment - the kind of service that only adventurers can provide, such as retrieving a rare item from a dangerous locale or traversing a monster-infested wilderness to deliver something important to a distant settlement.

Feats*

A feat represents a talent or an area of expertise that gives a character special capabilities. It embodies training, experience, and abilities beyond what a class provides.

At certain levels, your class gives you the Ability Score Improvement feature. Using the optional feats rule, you can forgo taking that feature to take a feat of your choice instead. You can take each feat only once, unless the feat's description says otherwise.

You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat's prerequisite, you can't use that feat until you regain the prerequisite. For example, the Grappler feat requires you to have a Strength of 13 or higher. If your Strength is reduced below 13 somehow - perhaps by a withering curse - you can't benefit from the Grappler feat until your Strength is restored.

Using Ability Scores*

Using Ability Scores Table of Contents

Advantage and Disadvantage

Proficiency Bonus

Ability Checks

Six abilities provide a quick description of every creature's physical and mental characteristics:

Is a character muscle-bound and insightful? Brilliant and charming? Nimble and hardy? Ability scores define these qualities - a creature's assets as well as weaknesses.

The three main rolls of the game - the ability check, the saving throw, and the attack roll - rely on the six ability scores. The book's introduction describes the basic rule behind these rolls: roll a d20, add an ability modifier derived from one of the six ability scores, and compare the total to a target number.

Ability Scores and Modifiers

Each of a creature's abilities has a score, a number that defines the magnitude of that ability. An ability score is not just a measure of innate capabilities, but also encompasses a creature's training and competence in activities related to that ability.

A score of 10 or 11 is the normal human average, but adventurers and many monsters are a cut above average in most abilities. A score of 18 is the highest that a person usually reaches. Adventures can have scores as high as 20, and monsters and divine beings can have scores as high as 30.

Each ability also has a modifier, derived from the score and ranging from -5 (for an ability score of 1) to +10 (for a score of 30). The Ability Scores and Modifiers table notes ability modifiers for the range of possible ability scores, from 1 to 30.

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

To determine an ability modifier without consulting the table, subtract 10 from the ability score and then divide the total by 2 (rounded down).

Because ability modifiers affect almost every attack roll, ability check, and saving throw, ability modifiers come up in a play more often than their associated scores.

Advantage and Disadvantage*

Sometimes a special ability or spell tells you that you have advantage or disadvantage on an ability check, a saving throw, or an attack roll. When that happens, you roll a second d20 when you make the roll. Use the higher of the two rolls if you have advantage, and use the lower roll if you have disadvantage. For example, and use the lower roll if you have disadvantage. For example, if you have disadvantage and roll a 17 and a 5, you use the 5. If you instead have advantage and roll those numbers, you use the 17.

If multiple situations affect a roll and each one grants advantage or imposes disadvantage on it, you don't roll more than one additional d20. If two favorable situations grant advantage, for example, you still roll only one additional d20.

If circumstances cause a roll to have both advantage and disadvantage, you are considered to have neither of them, and you roll one d20. This is true even if multiple circumstances impose disadvantage and only one grants advantage or vice versa. in such a situation, you have neither advantage nor disadvantage.

When you have advantage or disadvantage and something in the game, such as the halfling's Lucky trait, lets you re-roll the d20, you can re-roll only one of the dice. You choose which one. For example, if a halfling has advantage or disadvantage on an ability check and rolls a 11 and a 13, the halfling could use the Lucky trait to re-roll the 1.

You usually gain advantage or disadvantage through he use of special abilities, actions, or spells. Inspiration can also give a character advantage. The GM can also decide that circumstances influence a roll in one direction or the other and grant advantage or impose disadvantage as a result.

Proficiency Bonus*

Characters have a proficiency bonus determined by level. Monsters also have this bonus, which is incorporated int heir stat blocks. The bonus is used in the rules on ability checks, saving throws, and attack rolls.

Your proficiency bonus can't be added to a single die roll or other number more than once. For example, if two different rules say you can add your proficiency bonus to a Wisdom saving throw, you nevertheless add the bonus only once when you make the save.

Occasionally, your proficiency bonus might be multiplied or divided (doubled or halved, for example) before you apply it. For example, the rogue's Expertise feature doubles the proficiency bonus for certain ability checks. If a circumstance suggests that your proficiency bonus applies more than once to the same roll, you still add it only once and multiply or divide it only once.

By the same token, if a feature or effect allows you to multiply your proficiency bonus when making an ability check that wouldn't normally benefit from your proficiency bonus, you still don't add the bonus to the check. For that check your proficiency bonus is 0, given the fact that multiplying 0 by any number is still 0. For instance, if you lack proficiency in the History skill, you gain no benefit from a feature that lets you double your proficiency bonus when you make Intelligence (History) checks.

In general, you don't multiply your proficiency bonus for attack rolls or saving throws. If a feature or effect allows you to do so, these same rules apply.

Ability Checks*

Ability Checks Table of Contents

Contests*

Skills*

Variant: Skills with Different Abilities*

Passive Checks*

Working Together*

Group Checks*

An ability check test a character's or monster's innate talent and training in an effort to overcome a challenge. The GM calls for an ability check when a character or monster attempts an action (other than an attack) that has a chance of failure. When the outcome is uncertain, the dice determine the results.

For every ability check, the GM decides which of the six abilities is relevant to the task at hand and the difficulty of the task, represented by a Difficulty Class. The more difficult a task, the higher its DC. The Typical Difficulty Classes table shows the most common DCs.

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

To make an ability check, roll a d20 and add the relevant ability modifier. As with other d20 rolls, apply bonuses and penalties, and compare the total to the DC. If the total equals or exceeds the DC, the ability check is a success - the creature overcomes the challenge at hand. Otherwise, it's a failure, which means the character or monster makes no progress toward the objective or makes progress combined with a setback determined by the GM.

Contests*

Sometimes one character's or monster's efforts are directly opposed to another's. This can occur when both of them are trying to do the same thing and only one can succeed, such as attempting to snatch up a magic ring that has fallen on the floor. This situation also applies when one of them is trying to prevent the other one from accomplishing a goal - for example, when a monster tries to force open a door that an adventurer is holding closed. In situations like these, the outcome is determined by a special form of ability check, called a contest.

Both participants in a contest make ability checks appropriate to their efforts. They apply all appropriate bonuses and penalties, but instead of comparing the total to a DC, they compare the totals of their two checks. The participant with the higher check total wins the contest. the character or monster either succeeds at the action or prevents the other one from succeeding.

If the contest results in a tie, the situation remains the same as it was before the contest. Thus, one contestant might win the contest by default. If two characters tie in a contest to snatch a ring off the floor, neither character grabs it. In a contest between a monster trying to open a door and an adventurer trying to keep the door closed, a tie means that the door remains shut.

Skills*

Each ability covers a broad range of capabilities, including skills that a character or monster can be proficient in. A skill represents a specific aspect of an ability score, and an individual's proficiency in a skill demonstrates a focus on that aspect. (A character's starting skill proficiencies are determined at character creation, and a monster's skill proficiencies appear in the monster's stat block.)

For example, a Dexterity check might reflect a character's attempt to pull off an acrobatic stunt, to palm an object, or to stay hidden. Each of these aspects of Dexterity has an associated skill: Acrobatics, Sleight of Hand, and Stealth, respectively. So a character who has proficiency in the Stealth skill is particularly good at Dexterity checks related to sneaking and hiding.

The skills related to each ability score are shown in the following list. (No skills are related to Constitution.) See an ability's description in the later sections of this section for examples of how to use a skill associated with an ability.

Strength

Dexterity

Intelligence

Wisdom

Charisma

Sometimes, the GM might ask for an ability check using a specific skill - for example, "Make a Wisdom (Perception) check." At other times, a player might ask the GM if proficiency in a particular skill applies to a check. In either case, proficiency in a skill means an individual can add his or her proficiency bonus to ability checks that involve that skill. Without proficiency in the skill, the individual makes a normal ability check.

For example, if a character attempts to climb up a dangerous cliff, the GM might ask for a Strength (Athletics) check. If the character is proficient in Athletics, the character's proficiency bonus is added to the Strength check. If the character lacks that proficiency, he or she just makes a Strength check.

Variant: Skills with Different Abilities*

Normally, your proficiency in a skill applies only to a specific kind of ability check. Proficiency in Athletics, for example, usually applies to Strength checks. In some situations, though, your proficiency might reasonably apply to a different kind of check. In such cases the GM might ask for a check using an unusual combination of ability and skill, or you might ask your GM if you can apply a proficiency to a different check. For example, if you have to swim from an offshore island to the mainland, your GM might call for a Constitution check to see if you have the stamina to make it that far. In that case, your GM might allow you to apply your proficiency in Athletics and ask for a Constitution (Athletics) check. So if you're proficient in Athletics, you apply your proficiency bonus to the Constitution check just as you would normally do for a Strength (Athletics) check. Similarly, when your half-orc barbarian uses a display of raw strength to intimidate an enemy, your GM might ask for a Strength (Intimidation) check, even though Intimidation is normally associated with Charisma.

Passive Checks*

A passive check is a special kind of ability check that doesn't involve any die rolls. Such a check can represent the average result for a task done repeatedly, such as searching for secret doors over and over again, or can be used when the GM wants to secretly determine whether the characters succeed at something without rolling dice, such as noticing a hidden monster.

Here's how to determine a character's total for a passive check:

  • 10 + all modifiers that normally apply to the check

If the character has advantage on the check, add 5. For disadvantage, subtract 5. The game refers to a passive check total as a score.

For example, if a 1st-level character has a Wisdom of 15 and proficiency in Perception, he or she has a passive Wisdom (Perception) score of 14.

The rules of Hiding in the Dexterity section below rely on passive checks,a s do the exploration rules.

Working Together*

Sometimes two or more characters team up to attempt a task. the character who's leading the effort - or the one with the highest ability modifier - can make an ability check with advantage, reflecting the help provided by the other characters. In combat, this requires the Help action.

A character can only provide help if the task is one that he or she could attempt alone. For example, trying to open a lock requires proficiency with thieves' tools, so a character who lacks that proficiency can't help another character int hat task. Moreover, a character can help only when two or more individuals working together would actually be productive. Some tasks, such as threading a needle, are no easier with help.

Group Checks*

When a number of individuals are trying to accomplish something as a group, the GM might ask for a group ability check. In such a situation, the characters who are skilled at a particular task help cover those who aren't.

To make a group ability check, everyone in the group makes the ability check. If at least half the group succeeds, the whole group succeeds. Otherwise, the group fails.

Group checks don't come up very often, and they're most useful when all the characters succeed of fail as a group. For example, when adventurers are navigating a swamp, the GM might call for a group Wisdom (Survival) check to see if the characters can avoid the quicksand, sinkholes, and other natural hazards of the environment. If at least half the group succeeds, the successful characters are able to guide their companions out of danger. Otherwise, the group stumbles into one of these hazards.

Using Each Ability*

Using Each Ability Table of Contents

Strength

Dexterity

Constitution

Intelligence

Wisdom

Charisma

Every task that a character or monster might attempt in the game is covered by one of the six abilities. This section explains in more detail what those abilities mean and the ways they are used in the game.

Strength*

Strength Table of Contents

Strength Checks*

Attack Rolls and Damage*

Lifting and Carrying*

Strength measures bodily power, athletic training, and the extent to which you can exert raw physical force.

Strength Checks*

A Strength check can model any attempt to lift, push, pull, or break something, to force your body through a space, or to otherwise apply brute force to a situation. The Athletics skill reflects aptitude in certain kinds of Strength checks.

Athletics. Your Strength (Athletics) check covers difficult situations you encounter while climbing, jumping, or swimming. Examples include the following activities:

  • You attempt to climb a sheer or slippery cliff, avoid hazards while scaling a wall, or cling to a surface while something is trying to knock you off.
  • You try to jump an unusually long distance or pull off a stunt mid-jump.
  • You struggle to swim or stay afloat in treacherous currents, storm-tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming.

Other Strength Checks. The GM might also call for a Strength check when you try to accomplish tasks like the following:

  • Force open a stuck, locked, or barred door
  • Break free of bonds
  • Push through a tunnel that is too small
  • Hang on to a wagon while being dragged behind it
  • Tip over a statue
  • Keep a boulder from rolling
Attack Rolls and Damage*

You add your Strength modifier to your attack roll and your damage roll when attacking with a melee weapon such as a mace, a battleaxe, or a javelin. You use melee weapons to make melee attacks in hand-to-hand combat, and some of them can be thrown to make a ranged attack.

Lifting and Carrying*

Your Strength score determines the amount of weight you can bear. The following terms define what you can lift or carry.

Carrying Capacity. Your carrying capacity is your Strength score multiplied by 15. This is the weight (in pounds) that you can carry, which is high enough that most characters don’t usually have to worry about it.

Push, Drag, or Lift. You can push, drag, or lift a weight in pounds up to twice your carrying capacity (or 30 times your Strength score). While pushing or dragging weight in excess of your carrying capacity, your speed drops to 5 feet.

Size and Strength. Larger creatures can bear more weight, whereas Tiny creatures can carry less. For each size category above Medium, double the creature’s carrying capacity and the amount it can push, drag, or lift. For a Tiny creature, halve these weights.

Variant: Encumbrance. The rules for lifting and carrying are intentionally simple. Here is a variant if you are looking for more detailed rules for determining how a character is hindered by the weight of equipment. When you use this variant, ignore the Strength column of the Armor table. If you carry weight in excess of 5 times your Strength score, you are encumbered, which means your speed drops by 10 feet. If you carry weight in excess of 10 times your Strength score, up to your maximum carrying capacity, you are instead heavily encumbered, which means your speed drops by 20 feet and you have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution.

Dexterity*

Dexterity Table of Contents

Dexterity Checks*

Attack Rolls and Damage*

Armor Class*

Initiative*

Hiding*

Dexterity measures agility, reflexes, and balance.

Dexterity Checks*

A Dexterity check can model any attempt to move nimbly, quickly, or quietly, or to keep from falling on tricky footing. The Acrobatics, Sleight of Hand, and Stealth skills reflect aptitude in certain kinds of Dexterity checks.

Acrobatics. Your Dexterity (Acrobatics) check covers your attempt to stay on your feet in a tricky situation, such as when you’re trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship’s deck. The GM might also call for a Dexterity (Acrobatics) check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips.

Sleight of Hand. Whenever you attempt an act of legerdemain or manual trickery, such as planting something on someone else or concealing an object on your person, make a Dexterity (Sleight of Hand) check. The GM might also call for a Dexterity (Sleight of Hand) check to determine whether you can lift a coin purse off another person or slip something out of another person’s pocket.

Stealth. Make a Dexterity (Stealth) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard.

Other Dexterity Checks. The GM might call for a Dexterity check when you try to accomplish tasks like the following:

  • Control a heavily laden cart on a steep descent
  • Steer a chariot around a tight turn
  • Pick a lock
  • Disable a trap
  • Securely tie up a prisoner
  • Wriggle free of bonds
  • Play a stringed instrument
  • Craft a small or detailed object
Attack Rolls and Damage*

You add your Dexterity modifier to your attack roll and your damage roll when attacking with a ranged weapon, such as a sling or a longbow. You can also add your Dexterity modifier to your attack roll and your damage roll when attacking with a melee weapon that has the finesse property, such as a dagger or a rapier.

Armor Class*

Depending on the armor you wear, you might add some or all of your Dexterity modifier to your Armor Class.

Initiative*

At the beginning of every combat, you roll initiative by making a Dexterity check. Initiative determines the order of creatures’ turns in combat.

Hiding*

The GM decides when circumstances are appropriate for hiding. When you try to Hide, make a Dexterity (Stealth) check. Until you are discovered or you stop hiding, that check’s total is contested by the Wisdom (Perception) check of any creature that actively searches for signs of your presence. You can’t Hide from a creature that can see you clearly, and you give away your position if you make noise, such as shouting a warning or knocking over a vase. An Invisible creature can always try to Hide. Signs of its passage might still be noticed, and it does have to stay quiet. In combat, most creatures stay alert for signs of danger all around, so if you come out of hiding and approach a creature, it usually sees you. However, under certain circumstances, the GM might allow you to stay hidden as you approach a creature that is distracted, allowing you to gain advantage on an attack roll before you are seen.

Passive Perception. When you Hide, there’s a chance someone will notice you even if they aren’t searching. To determine whether such a creature notices you, the GM compares your Dexterity (Stealth) check with that creature’s passive Wisdom (Perception) score, which equals 10 + the creature’s Wisdom modifier, as well as any other bonuses or penalties. If the creature has advantage, add 5. For disadvantage, subtract 5. For example, if a 1st-level character (with a proficiency bonus of +2) has a Wisdom of 15 (a +2 modifier) and proficiency in Perception, he or she has a passive Wisdom (Perception) of 14.

What Can You See? One of the main factors in determining whether you can find a hidden creature or object is how well you can see in an area, which might be lightly or Heavily Obscured, as explained in The Environment.

Constitution*

Constitution Table of Contents

Constitution Checks*

Hit Points*

Constitution measures health, stamina, and vital force.

Constitution Checks*

Constitution checks are uncommon, and no skills apply to Constitution checks, because the endurance this ability represents is largely passive rather than involving a specific effort on the part of a character or monster. A Constitution check can model your attempt to push beyond normal limits, however. The GM might call for a Constitution check when you try to accomplish tasks like the following:

  • Hold your breath
  • March or labor for hours without rest
  • Go without sleep
  • Survive without food or water
  • Quaff an entire stein of ale in one go
Hit Points*

Your Constitution modifier contributes to your hit points. Typically, you add your Constitution modifier to each Hit Die you roll for your hit points. If your Constitution modifier changes, your hit point maximum changes as well, as though you had the new modifier from 1st level. For example, if you raise your Constitution score when you reach 4th level and your Constitution modifier increases from +1 to +2, you adjust your hit point maximum as though the modifier had always been +2. So you add 3 hit points for your first three levels, and then roll your hit points for 4th level using your new modifier. Or if you’re 7th level and some effect lowers your Constitution score so as to reduce your Constitution modifier by 1, your hit point maximum is reduced by 7.

Intelligence*

Intelligence Table of Contents

Intelligence Checks*

Spellcasting Ability*

Intelligence measures mental acuity, accuracy of recall, and the ability to reason.

Intelligence Checks*

An Intelligence check comes into play when you need to draw on logic, education, memory, or deductive reasoning. The Arcana, History, Investigation, Nature, and Religion skills reflect aptitude in certain kinds of Intelligence checks.

Arcana . Your Intelligence (Arcana) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes.

History. Your Intelligence (History) check measures your ability to recall lore about historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations.

Investigation. When you look around for clues and make deductions based on those clues, you make an Intelligence (Investigation) check. You might deduce the location of a hidden object, discern from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse. Poring through ancient scrolls in search of a hidden fragment of knowledge might also call for an Intelligence (Investigation) check.

Nature. Your Intelligence (Nature) check measures your ability to recall lore about terrain, plants and animals, the weather, and natural cycles.

Religion. Your Intelligence (Religion) check measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults.

Other Intelligence Checks. The GM might call for an Intelligence check when you try to accomplish tasks like the following:

  • Communicate with a creature without using words
  • Estimate the value of a precious item
  • Pull together a disguise to pass as a city guard
  • Forge a document
  • Recall lore about a craft or trade
  • Win a game of skill
Spellcasting Ability*

Wizards use Intelligence as their spellcasting ability, which helps determine the saving throw DCs of spells they cast.

Wisdom*

Wisdom Table of Contents

Wisdom Checks*

Spellcasting Ability*

Wisdom reflects how attuned you are to the world around you and represents perceptiveness and intuition.

Wisdom Checks*

A Wisdom check might reflect an effort to read body language, understand someone’s feelings, notice things about the environment, or care for an injured person. The Animal Handling, Insight, Medicine, Perception, and Survival skills reflect aptitude in certain kinds of Wisdom checks.

Animal Handling. When there is any question whether you can calm down a domesticated animal, keep a mount from getting spooked, or intuit an animal’s intentions, the GM might call for a Wisdom (Animal Handling) check. You also make a Wisdom (Animal Handling) check to control your mount when you attempt a risky maneuver.

Insight. Your Wisdom (Insight) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone’s next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms.

Medicine. A Wisdom (Medicine) check lets you try to stabilize a dying companion or diagnose an illness.

Perception. Your Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.

Survival. The GM might ask you to make a Wisdom (Survival) check to follow tracks, hunt wild game, guide your group through frozen wastelands, identify signs that owlbears live nearby, predict the weather, or avoid quicksand and other natural hazards.

Other Wisdom Checks. The GM might call for a Wisdom check when you try to accomplish tasks like the following:

  • Get a gut feeling about what course of action to follow
  • Discern whether a seemingly dead or living creature is undead
Spellcasting Ability*

Clerics, druids, and rangers use Wisdom as their spellcasting ability, which helps determine the saving throw DCs of spells they cast.

Charisma*

Charisma Table of Contents

Charisma Checks*

Spellcasting Ability*

Charisma measures your ability to interact effectively with others. It includes such factors as confidence and eloquence, and it can represent a charming or commanding personality.

Charisma Checks*

A Charisma check might arise when you try to influence or entertain others, when you try to make an impression or tell a convincing lie, or when you are navigating a tricky social situation. The Deception, Intimidation, Performance, and Persuasion skills reflect aptitude in certain kinds of Charisma checks.

Deception. Your Charisma (Deception) check determines whether you can convincingly hide the truth, either verbally or through your actions. This Deception can encompass everything from misleading others through ambiguity to telling outright lies. Typical situations include trying to fast-talk a guard, con a merchant, earn money through gambling, pass yourself off in a disguise, dull someone’s suspicions with false assurances, or maintain a straight face while telling a blatant lie.

Intimidation. When you attempt to influence someone through overt threats, hostile actions, and physical violence, the GM might ask you to make a Charisma (Intimidation) check. Examples include trying to pry information out of a prisoner, convincing street thugs to back down from a confrontation, or using the edge of a broken bottle to convince a sneering vizier to reconsider a decision.

Performance. Your Charisma (Performance) check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment.

Persuasion. When you attempt to influence someone or a group of people with tact, social graces, or good nature, the GM might ask you to make a Charisma (Persuasion) check. Typically, you use Persuasion when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette. Examples of persuading others include convincing a chamberlain to let your party see the king, negotiating peace between warring tribes, or inspiring a crowd of townsfolk.

Other Charisma Checks. The GM might call for a Charisma check when you try to accomplish tasks like the following:

  • Find the best person to talk to for news, rumors, and gossip
  • Blend into a crowd to get the sense of key topics of conversation
Spellcasting Ability*

Bards, paladins, sorcerers, and warlocks use Charisma as their spellcasting ability, which helps determine the saving throw DCs of spells they cast.

Saving Throws*

A saving throw - also called a save - represents an attempt to resist a spell, a trap, a poison, a disease, or a similar threat. You don't normally decide to make a saving throw; you are forced to make one because your character or monster is at risk of harm.

To make a saving throw, roll a d20 and add the appropriate ability modifier. For example, you use your Dexterity modifier for a Dexterity saving throw.

A saving throw can be modified by a situational bonus or penalty and can be affected by advantage and disadvantage, as determined by the GM.

Each class gives proficiency in at least two saving throws. The wizard, for example, is proficient in Intelligence saves. As with skill proficiencies, proficiency in a saving throw lets a character add his or her proficiency bonus to saving throws made using a particular ability score. Some monsters have saving throw proficiencies as well.

The Difficulty Class for a saving throw is determined by the effect that causes it. For example, the DC for a saving throw allowed by a spell is determined by the caster's spellcasting ability and proficiency bonus.

The result of a successful or failed saving throw is also detailed in the effect that allows the save. Usually, a successful save means that a creature suffers no harm, or reduced harm, from an effect.

Time*

In situations where keeping track of the passage of time is important, the GM determines the time a task requires. The GM might use a different time scale depending on the context of the situation at hand. In a dungeon environment, the adventurer's movement happens on a scale of minutes. It takes them about a minute to creep down a long hallway, another minute to check for traps at the door at the end of the hall, and a good ten minutes to search the chamber beyond for anything interesting or valuable.

In a city or wilderness, a scale of hours is often more appropriate. Adventurers eager to reach the lonely tower at the heart of the forest hurry across those fifteen miles in just under four hours' time.

For long journeys, a scale of days works best. Following the road from City A to City B, the adventurers spend four uneventful days before a goblin ambush interrupts their journey.

In combat and other fast-paced situations, the game relies on rounds, a 6-second span of time.

Movement*

Swimming across a rushing river, sneaking down a dungeon corridor, scaling a treacherous mountain slope - all sorts of movement play a key role in fantasy gaming adventures.

The GM can summarize the adventurers' movement without calculating exact distances or travel times: "You travel through the forest and find the dungeon entrance late in the evening of the third day." Even in a dungeon, particularly a large dungeon or a cave network, the GM can summarize movement between encounters: "After killing the guardian at the entrance to the ancient dwarven stronghold, you consult your map, which leads you through miles of echoing corridors to a chasm bridged by a narrow stone arch."

Sometimes it's important, though, to know how long it takes to get from one spot to another, whether the answer is in days, hours, or minutes. The rules for determining travel time depend on two factors: the speed and travel pace of the creatures moving and the terrain they're moving over.

Speed*

Speed Table of Contents

Travel Pace

Special Types of Movement

Every character and monster has a speed, which is the distance in feet that the character or monster can walk in 1 round. This number assumes short bursts of energetic movement in the midst of a life-threatening situation.

The following rules determine how far a character or monster can move in a minute, an hour, or a day.

Travel Pace*

While traveling, a group of adventurers can move at a normal, fast, or slow pace, as shown on the Travel Pace table. The table states how far the party can move in a period of time and whether the pace has any effect. A fast pace makes characters less perceptive, while a slow pace makes it possible to sneak around and to search an area more carefully.

Forced March. The Travel Pace table assumes that character travel for 8 hours in a day. They can push on beyond that limit, at the risk of Exhaustion.

For each additional hour of travel beyond 8 hours, the characters cover the distance shown in the Hour column for their pace, and each character must make a Constitution saving throw at the end of the hour. The DC is 10 + 1 for each hour past 8 hours. On a failed saving throw, a character suffers one level of Exhaustion.

Mounts and Vehicles. For short spans of time (up to an hour), many animals move much faster than humanoids. a mounted character can ride at a gallop for about an hour, covering twice the usual distance for a fast pace. If fresh mounts are available every 8 to 10 miles, characters can cover large distances at this pace, but this is very rare except in densely populated areas.

Characters in wagons, carriages, or other land vehicles choose a pace as normal. Characters in a waterborne vessel are limited to the speed of the vessel, and they don't suffer penalties for a fast pace or gain benefits from a slow pace. Depending on the vessel and the size of the crew, ships might be able to travel for up to 24 hours per day.

Certain special mounts, such as a Pegasus or Griffin, or special vehicles, such as a Carpet of Flying, allow you to travel more swiftly.

Travel Pace Distance Traveled per...
Minute Hour Day Effect
Fast 400 feet 4 miles 30 miles - 5 penalty to passive Wisdom (Perception) scores
Normal 300 feet 3 miles 24 miles -
Slow 200 feet 2 miles 18 miles Able to use stealth

Difficult Terrain

The travel speeds given in the Travel Pace table assume relatively simple terrain: roads, open plains, or clear dungeon corridors. But adventures often face dense forests, deep swamps, rubble-filled ruins, steep mountains, and ice-covered ground - all considered difficult terrain.

You move at half speed in difficult terrain - moving 1 foot in difficult terrain costs 2 feet of speed - so you can cover only half the normal distance in a minute, an hour, or a day.

Special Types of Movement*

Special Types of Movement Table of Contents

Climbing, Swimming, and Crawling*

Jumping*

Movement through dangerous dungeons or wilderness areas often involves more than simply walking. Adventurers might have to climb, crawl, swim, or jump to get where they need to go.

Climbing, Swimming, and Crawling*

While climbing or swimming, each foot of movement costs 1 extra foot (2 extra feet in difficult terrain), unless a creature has a climbing or swimming speed. At the GM's option, climbing a slippery vertical surface or one with few hand holds requires a successful Strength (Athletics) check. Similarly, gaining any distance in rough water might require a successful Strength (Athletics) check.

Jumping*

Your Strength determines how far you can jump.

Long Jump . When you make a long jump, you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance. Either way, each foot you clear on the jump costs a foot of movement.

This rule assumes that the height of your jump doesn't matter, such as a jump across a stream or chasm. At the GM's option, you must succeed on a DC 10 Strength (Athletics) check to clear a low obstacle (no taller than a quarter of the jump's distance), such as a hedge or low wall. Otherwise, you hit it.

When you land in difficult terrain, you must succeed on a DC 10 Dexterity (Acrobatics) check to land on your feet. Otherwise, you land Prone.

High Jump . When you make a high jump, you leap into the air a number of feet equal to 3 + your Strength modifier if you move at least 10 feet on foot immediately before the jump. When you make a standing high jump, you can jump only half that distance. Either way, each foot you clear on the jump costs a foot of movement. In some circumstances, your GM might allow you to make a Strength (Athletics) check to jump higher than you normally can.

You can extend your arms half your height above yourself during the jump. Thus, you can reach above you a distance equal to the height of the jump plus 1 and 1/2 times your height.

The Environment*

The Environment Table of Contents

Falling

Suffocating

Vision and Light

Food and Water

Interacting with Objects

By its nature, adventuring involves delving into places that are dark, dangerous, and full of mysteries to be explored. The rules in this section cover some of the most important ways in which adventurers interact with the environment in such places.

Falling*

A fall from a great height is one of the most common hazards facing an adventurer. At the end of a fall, a creature takes 1d6 bludgeoning damage for every 10 feet it fell, to a maximum of 20d6. The creature lands Prone, unless it avoids taking damage from the fall.

Suffocating*

A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds).

Wen a creature runs out of breath or is choking, it can survive a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its next turn, it drops to 0 hit points and is dying, and it can't regain hit points or be stabilized until it can breathe again.

For example, a creature with a Constitution of 14 can hold its breath for 3 minutes. If it starts suffocating it has 2 rounds to reach air before it drops to 0 hit points.

Vision and Light*

The most fundamental tasks of adventuring - noticing danger, finding hidden objects, hitting an enemy in combat, and targeting a spell, to name just a few - rely heavily on a character's ability to see. Darkness and other effects that obscure vision can prove a significant hindrance.

A given area might be lightly or heavily obscured. In a lightly obscured area, such as dim light, patchy fog, or moderate foliage, creatures have disadvantage on Wisdom (Perception) checks that rely on sight.

A heavily obscured area - such as darkness, opaque fog, or dense foliage - blocks vision entirely. A creature effectively suffers from the Blinded condition when trying to see something in that area.

The presence or absence of light in an environment creates three categories of illumination: bright light, dim light, and darkness.

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

Dim light, also called shadows, creates a lightly obscured area. An area of dim light is usually a boundary between a source of bright light, such as a torch, and surrounding darkness. The soft light of twilight and dawn counts as dim light. A particularly brilliant moon might bathe the land in dim light.

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

Blindsight

A creature with Blindsight can perceive its surroundings without relying on sight, within a specific radius. Creatures without eyes, such as oozes, and creatures with echolocation or heightened senses, such as bats and true dragons have this sense.

Darkvision

Many creatures in fantasy gaming worlds, especially those that dwell underground, have Darkvision. Within a specified range, a creature with Darkvision can see in darkness as if the darkness were dim light so areas of darkness are only lightly obscured as far as that creature is concerned. However, the creature can't discern color in darkness, only shades of gray.

Truesight

A creature with Truesight can, out to a specific range, see in normal and magical darkness, see Invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceives the original form of a shapechanger or creature that is transformed by magic. Furthermore, the creature can see into the Ethereal Plane.

Food and Water*

Characters who don't eat or drink suffer the effects of Exhaustion. Exhaustion caused by lack of food or water can't be removed until the character eats and drinks the full required amount.

Food

A character needs one pound of food per day and can make food last longer by subsisting on half rations. Eating half a pound of food in a day counts as half a day without food.

A character can go without food for a number of days equal to 3 + his or her Constitution modifier (Minimum 1). At the end of each day beyond that limit, a character automatically suffers one level of Exhaustion.

A normal day of eating resets the count of days without food to zero.

Water

A character needs one gallon of water per day, or two gallons per day if the weather is hot. A character who drinks only half that much water must succeed on a DC 15 Constitution saving throw or suffer one level of Exhaustion at the end of the day. A character with access to even less water automatically suffers one level of Exhaustion at the end of the day.

If the character already has one or more levels of Exhaustion, the character takes two levels in either case.

Interacting with Objects*

A character's interaction with objects in an environment is often simple to resolve in the game. The player tells the GM that his or her character is doing something, such as moving a lever, and the GM describes what, if anything, happens.

For example, a character might decide to pull a lever, which might, in turn, raise a portcullis, cause a room to flood with water, or open a secret door in a nearby wall. If the lever is rusted in position, though, a character might need to force it. In such a situation, the GM might call for a Strength check to see whether the character can wrench the lever into place. The GM sets the DC for any such check based on the difficulty of the task.

Characters can also damage objects with their weapons and spells. Objects are immune to poison and psychic damage, but otherwise they can be affected by physical and magical attacks much like creatures can. The GM determines an object's Armor Class and hit points, and might decide that certain objects have resistance or immunity to certain kinds of attacks. (It's hard to cut a rope with a club, for example.) Objects always fail Strength and Dexterity saving throws, and they are immune to effects that require other saves. When an object drops to 0 hit points, it breaks.

A character can also attempt a Strength check to break an object. The GM sets the DC for any such check.

Resting*

Resting Table of Contents

Short Rest

Long Rest

Heroic though they might be, adventurers can't spend every hour of the day in the thick of exploration, social interaction, and combat. They need rest - time to sleep and eat, tend their wounds, refresh their minds and spirits for spellcasting, and brace themselves for further adventure.

Adventurers can take short rests in the midst of an adventuring day and a long rest to end the day.

Short Rest*

A short rest is a period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds.

A character can spend one or more Hit Dice at the end of a short rest, up to the character's maximum number of Hit Dice, which is equal to the character's level. For each Hit Die spent in this way, the player rolls the die and adds the character's Constitution modifier to it. The character regains hit points equal to the total. The player can decide to spend an additional Hit Die after each roll. A character regains some spent Hit Dice upon finish a long rest, as explained below.

Long Rest*

A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps or performs light activity: reading, talking, eating, or standing watch for no more than 2 hours. If the rest is interrupted by a period of strenuous activity - at least 1 hour of walking, fighting, casting spells, or similar adventuring activity - the characters must begin the rest again to gain any benefit from it.

At the end of a long rest, a character regains all lost hit points. The character also regains spent Hit Dice, up to a number of dice equal to half of the character's total number of them (minimum of one die). For example, if a character has eight Hit Dice, he or she can regain four spent Hit Dice upon finishing a long rest.

A character can't benefit from more than one long rest in a 24-hour period, and a character must have at least 1 hit point at the start of the rest to gain its benefits.

Between Adventures*

Between Adventures Table of Contents

Lifestyle Expenses

Downtime Activities

Between trips to dungeons and battles against ancient evils, adventurers need time to rest, recuperate, and prepare for their next adventure. Many adventurers also use this time to perform other tasks, such as crafting arms and armor, performing research, or spending their hard - earned gold.

In some cases, the passage of time is something that occurs with little fanfare or description. When starting a new adventure, the GM might simply declare that a certain amount of time has passed and allow you to describe in general terms what your character has been doing. At other times, the GM might want to keep track of just how much time is passing as events beyond your perception stay in motion.

Lifestyle Expenses*

Between adventures, you choose a particular quality of life and pay the cost of maintaining that lifestyle.

Living a particular lifestyle doesn't have a huge effect on your character, but your lifestyle can affect the way other individuals and groups react to you. For example, when you lead an aristocratic lifestyle, it might be easier for you to influence the nobles of the city than if you live in poverty.

Downtime Activities*

Downtime Activities Table of Contents

Crafting*

Practicing a Profession*

Recuperating*

Researching*

Training*

Between adventures, the GM might ask you what your character is doing during his or her downtime. Period of downtime can vary in duration, but each downtime activity requires a certain number of days to complete before you gain any benefit, and at least 8 hours of each day must be spent on the downtime activity for the day to count. The days do not need to be consecutive. If you have more than the minimum amount of days to spend, you can keep doing the same thing for a longer period of time, or switch to a new downtime activity.

Downtime activities other than the ones presented below are possible. If you want your character to spend his or her downtime performing an activity not covered here, discuss it with your GM.

Crafting*

You can craft nonmagical objects, including adventuring equipment and works of art. You must be proficient with tools related to the object you are trying to create (typically artisan's tools). You might also need access to special materials or locations necessary to create it. For example, someone proficient with smith's tools needs a forge in order to craft a sword or suit of armor.

For every day of downtime you spend crafting, you can craft one or more items with a total market value not exceeding 5 GP, and you must expend raw materials worth half the total market value. If something you want to craft has a market value greater than 5 GP, you make progress every day in 5 - GP increments until you reach the market value of the item. For example, a suit of plate armor (market value 1,500 GP) takes 300 days to craft by yourself.

Multiple characters can combine their efforts toward the crafting of a single item, provided that the characters all have proficiency with the requisite tools and are working together in the same place. Each character contributes 5 GP worth of effort for every day spent helping craft the item. For example, three characters with the requisite tool proficiency and the proper facilitates can craft a suit of plate armor in 100 days, at a cost of 750 GP.

While crafting, you can maintain a modest lifestyle without having to pay 1GP per day, or a comfortable lifestyle at half the cost. (If you are selling what you are crafting.)

Practicing a Profession*

You can work between adventures, allowing you to maintain a modest lifestyle without having to pay 1 GP per day. This benefit lasts as long as you continue to practice your profession.

If you are a member of an organization that can provide gainful employment, such as a temple or a thieves' guild, you earn enough to support a comfortable lifestyle instead.

If you have proficiency in the Performance skill and put your Performance skill to use during your downtime, you earn enough to support a wealthy lifestyle instead.

Recuperating*

You can use downtime between adventures to recover from a debilitating injury, disease, or poison. After three days of downtime spent recuperating, you can make a DC 15 Constitution saving throw. On a successful save, you can choose one of the following results:

  • End one effect on you that prevents you from regaining hit points.
  • For the next 24 hours, gain advantage on saving throws against one disease or poison affecting you.
Researching*

The time between adventures is a great chance to preform research, gaining insight into mysteries that have unfurled over the course of the campaign. Research can include poring over dusty tomes and crumbling scrolls in a library or buying drinks for the locals to pry rumors and gossip from their lips.

When you begin your research, the GM determines whether the information is available, how many days of downtime it will take to find it, and whether there are any restrictions on your research (such as needing to seek out a specific individual, tome, or location). The GM might also require you to make one or more ability checks, such as Intelligence (Investigation) check to find clues pointing toward the information you seek, or a Charisma (Persuasion) check to secure someone's aid. Once those conditions are met, you learn the information if it is available.

For each day of research, you must spend 1 GP to cover your expenses. This cost is in addition to your normal lifestyle expenses.

Training*

You can spend time between adventures learning a new language or training with a set of tools. Your GM might allow additional training options.

First, you must find an instructor willing to teach you. The GM determines how long it takes, and whether one or more ability checks are required.

The training lasts for 250 days and costs 1 GP per day. After you spend the requisite amount of time and money, you learn the new language or gain proficiency with the new tool.

Order of Combat*

Order of Combat Table of Contents

Surprise

Initiative

Your Turn

Movement and Position

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

Combat Step by Step
  • 1. Determine surprise. The GM determines whether anyone involved int he combat encounter is surprised.
  • 2. Establish positions. The GM decides where all the characters and monsters are located. Given the adventurers marching order or their stated positions int he room or other location, the GM figures out where the adversaries are - how far away and in what direction.
  • 3. Roll initiative. Everyone involved in the combat encounter rolls initiative, determining the order of combatants' turns.
  • 4. Take turns. Each participant in the battle takes a turn in initiative order.
  • 5. Begin the next round. When everyone involved int he combat has had a turn, the round ends. Repeat step 4 until the fighting stops.

Surprise*

A band of adventurers sneaks up on a bandit camp, springing from the trees to attack them. A gelatinous cube glides down a dungeon passage, unnoticed by the adventurers until the cube engulfs one of them. In these situations, one side of the battle gains surprise over the other.

The GM determines who might be surprised. If neither side tries to be stealthy, they automatically notice each other. Otherwise, the GM compares the Dexterity (Stealth) checks of anyone hiding with the passive Wisdom (Perception) score of each creature on the opposing side. Any character or monster that doesn't notice a threat is surprised at the start of the encounter.

If you're surprised, you can't move or take an action on your first turn of combat, and you can't take a reaction until that turn ends. A member of a group can be surprised even if the other members aren't.

Initiative*

Initiative determines the order of turns during combat. When combat starts, every participant makes a Dexterity check to determine their place in the initiative order. the GM makes one roll for an entire group of identical creatures, so each member of the group acts at the same time.

The GM ranks the combatants in order from the one with the highest Dexterity check total to the one with the lowest. This is the order (called the initiative order) in which they act during each round. the initiative order remains the same from round to round.

If a tie occurs, the GM decides the order among tied GM- controlled creatures, and the players decide the order among their tied characters. The GM can decide the order if the tie is between a monster and a player character. Optionally, the GM can have the tied characters and monster each roll a d20 to determine the order, highest roll going first.

Your Turn*

Your Turn Table of Contents

Bonus actions*

Other Activity on Your Turn*

Reactions*

On your turn, you can move a distance up to your speed and take one action. You decide whether to move first or take your action first. Your speed - sometimes called your walking speed - is noted on your character sheet.

The most common actions you can take are describe in the "Actions in Combat" section. Many class features and other abilities provide additional options for your action.

The Movement and Position section gives the rules for your move.

You can forgo moving, taking an action, or doing anything at all on your turn. If you can't decide what to do on your turn, consider taking the Dodge or Ready action, as described in Actions in Combat.

Bonus actions*

Various class features, spells, and other abilities let you take an additional action on your turn called a bonus action. The Cunning Action feature, for example, allows a rogue to take a bonus action. You can take a bonus action only when a special ability, spell, or other feature of the game states that you can do something as a bonus action. You otherwise don't have a bonus action to take.

You can take only one bonus action on your turn, so you must choose which bonus action to use when you have more than one available.

You choose when to take a bonus action during your turn, unless the bonus action's timing is specified, and anything that deprives you of your ability to take actions also prevents you from taking a bonus action.

Other Activity on Your Turn*

Your turn can include a variety of flourishes that require neither your action nor your move. You can communicate however you are able, through brief utterances and gestures, as you take your turn.

You can also interact with one object or feature of the environment for free, during either your move or your action For example, you could open a door during your move as you stride toward a foe, or you could draw your weapon as part of the same action you use to attack.

If you want to interact with a second object, you need to use your action. Some magic items and other special objects always require an action to use, as stated in their descriptions.

The GM might require you to use an action for any of these activities when it needs special care or when it presents an unusual obstacle. For instance, the GM could reasonably expect you to use an action to open a stuck door or turn a crank to lower a drawbridge.

Reactions*

Certain special abilities, spells, and situations allow you to take a special action called a reaction. A reaction is an instant response to a trigger of some kind, which can occur on your turn or on someone else's. The opportunity attack is the most common type of reaction.

When you take a reaction, you can't take another one until the start of your next turn. If the reaction interrupts another creature's turn, that creature can continue its turn right after the reaction.

Movement and Position*

Movement and Position Table of Contents

Breaking Up Your Move*

Difficult Terrain*

Being Prone*

Moving around Other Creatures*

Flying Movement*

Creature Size*

Space*

Interacting with Objects Around You*

In combat, characters and monsters are in constant motion, often using movement and position to gain the upper hand.

On your turn, you can move a distance up to your speed. You can use as much or as little of your speed as you like on your turn, following the rules here.

Your movement can include jumping, climbing, and swimming. These different modes of movement can be combined with walking, or they can constitute your entire move. However you're moving you deduct the distance of each part of your move from you speed until it is used up or until you are done moving.

Breaking Up Your Move*

You can break up your movement on your turn, using some of your speed before and after your action. For example, if you have a speed of 30 feet, you can move 10 feet, take your action, and then move 20 feet.

Moving between Attacks

If you take an action that includes more than one weapon attack, you can break up your movement even further by moving between those attacks. For example, a fighter who can make two attacks with the Extra Attack feature and who has a speed of 25 feet could move 10 feet, make an attack, move 15 feet, and then attack again.

Using Different Speeds

If you have more than one speed, such as your walking speed and a flying speed, you can switch back and forth between your speeds during your move. Whenever you switch, subtract the distance you've already moved from the new speed. The result determines how much farther you can move. If the result is 0 or less, you can't use the new speed during the current move.

For example, if you have a speed of 30 and a flying speed of 60 because a wizard cast the fly spell on you, you could fly 20 feet, then walk 10 feet, and then leap into the air to fly 30 feet more.

Difficult Terrain*

Combat rarely takes place in bare rooms or on featureless plains. Boulder-strewn caverns, brier choked forests, treacherous staircases - the setting of a typical fight contains difficult terrain.

Every foot of movement in difficult terrain costs 1 extra foot. this rule is true even if multiple things in a space count as difficult terrain.

Low furniture, rubble, undergrowth, steep stairs, snow, and shallow bogs are examples of difficult terrain. The space of another creature, whether hostile or not, also counts as difficult terrain.

Being Prone*

Combatants often find themselves lying on the ground, either because they are knocked down or because they throw themselves down. In the game, they are Prone.

You can drop Prone without using any of your speed. Standing up takes more effort; doing so costs an amount of movement equal to half your speed. For example, if your speed is 30 feet, you must spend 15 feet of movement to stand up. You can't stand up if you don't have enough movement left or if your speed is 0.

To move while Prone, you must crawl or use magic such as teleportation. Every foot of movement while crawling costs 1 extra foot. Crawling 1 foot in difficult terrain, therefore, costs 3 feet of movement.

Moving around Other Creatures*

You can move through a non-hostile creature's space. In contrast, you can move through a hostile creature's space only if the creature is at least two sizes larger or smaller than you. Remember that another creature's space is difficult terrain for you.

Whether a creature is a friend or an enemy, you can't willingly end your move in its space.

If you leave a hostile creature's reach during your move, you provoke an opportunity attack.

Flying Movement*

Flying creatures enjoy many benefits of mobility, but they must also deal with the danger of falling. If a flying creature is knocked Prone, has its speed reduced to 0, or is otherwise deprived of the ability to move, the creature falls, unless it has the ability to hover or is being held aloft by magic, such as by the Fly spell.

Creature Size*

Each creature takes up a different amount of space. The Size Categories table shows how much space a creature of a particular size controls in combat. Objects sometimes use the same size categories.

Size Categories
Size Space
Tiny 2 1/2 by 2 1/2 ft.
Small 5 by 5 ft.
Medium 5 by 5 ft.
Large 10 by 10 ft.
Huge 15 by 15 ft.
Gargantuan 20 by 20 ft. or larger
Space*

A creature's space is the area in feet that it effectively controls in combat, not an expression of its physical dimensions. A typical Medium creature isn't 5 feet wide, for example, but it does control a space that wide. If a Medium hobgoblin stands in a 5-foot-wide doorway, other creatures can't get through unless the hobgoblin lets them.

A creature's space also reflects the area it needs to fight effectively. For that reason, there's a limit to the number of creatures that can surround another creature in combat. Assuming Medium combatants, eight creatures can fit in a 5-foot radius around another one.

Because larger creatures take up more space, fewer of them can surround a creature. If five Large creatures crowd around a Medium or smaller one, there's little room for anyone else. In contrast, as many as twenty medium creatures can surround a Gargantuan one.

Squeezing into a Smaller Space

A creature can squeeze through a space that is large enough for a creature one size smaller than it. Thus a Large creature can squeeze through a passage that's only 5 feet wide. While squeezing through a space, a creature must spend 1 extra foot for every foot it moves there, and it has disadvantage on attack rolls and Dexterity saving throws. Attack rolls against the creature have advantage while it's in the smaller space.

Interacting with Objects Around You*

Here are a few examples of the sorts of things you can do in tandem with your movement and action:

  • Draw or sheath a sword
  • Open or close a door
  • Withdraw a potion from your backpack
  • Pick up a dropped ax
  • Take a bauble from a table
  • Remove a ring from your finger
  • Stuff some food into your mouth
  • Plant a banner in the ground
  • Fish a few coins from your belt pouch
  • Drink all the ale in a flagon
  • Throw a lever or a switch
  • Pull a torch from a sconce
  • Take a book from a shelf you can reach
  • Extinguish a small flame
  • Dona mask
  • Pull the hood of your cloak up and over your head
  • Put your ear to a door
  • Kick a small stone
  • Turn a key in a lock
  • Tap the floor with a 10-foot pole
  • Hand an item to another character

Actions in Combat*

Actions in Combat Table of Contents

Attack

Cast a Spell

Dash

Disengage

Dodge

Help

Hide

Ready

Search

Use an Object

When you take your action on your turn, you can take one of the actions presented here, an action you gained from your class or a special feature, or an action that you improvise. Many monsters have action options of their own in their stat blocks.

When you describe an action not detailed elsewhere in the rules, the GM tells you whether that action is possible and what kind of roll you need to make, if any, to determine success or failure.

Attack*

The most common action to take in combat is the Attack action, whether you are swinging a sword, firing an arrow from a bow, or brawling with your fists.

With this action, you make one melee or ranged attack. See the Making an Attack section for the rules that govern attacks.

Certain features, such as the Extra Attack feature of the fighter, allow you to make more than one attack with this action.

Cast a Spell*

Spellcasters such as wizards and clerics, as well as many monsters, have access to spells and can use them to get effect in combat. Each spell has a casting time, which specifies whether the caster must use an action, a reaction, minutes, or even hours to cast the spell. Casting a spell is, therefore, not necessarily an action. Most spells do have a casting time of 1 action, so a spellcaster often uses his or her action in combat to cast such a spell.

More details on Spellcasting can be found in the Spellcasting section.

Dash*

When you take the Dash action, you gain extra movement for the current turn. The increase equals your speed, after applying any modifiers. With a speed of 30 feet, for example, you can move up to 60 feet on your turn if you dash.

Any increase or decrease to your speed changes this additional movement by the same amount. If your speed of 30 feet is reduced to 15 feet, for instance, you can move up to 30 feet this turn if you dash.

Disengage*

If you take the Disengage action, your movement doesn't provoke opportunity attacks for the rest of the turn.

Dodge*

When you take the Dodge action, you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage. You lose this benefit if you are Incapacitated or if you speed drops to 0.

Help*

You can lend your aid to another creature in the completion of a task. When you take the Help action, the creature you aid gains advantage on the next ability check it makes to perform the task you are helping with, provided that it makes the check before the start of your next turn.

Alternatively, you can aid a friendly creature in attacking a creature within 5 feet of you. You feint, distract the target, or in some other way team up to make your ally's attack more effective. If your ally attacks the target before your next turn, the first attack roll is made with advantage.

Hide*

When you take the Hide action, you make a Dexterity (Stealth) check in an attempt to hide, following the Rules for Hiding. If you succeed, you gain certain benefits, as described in the Unseen Attackers and Targets section.

Ready*

Sometimes you want to get the jump on a foe or wait for a particular circumstance before you act. To do so, you can take the Ready action on your turn, which lets you act using your reaction before the start of your next turn.

First, you decide what perceivable circumstance will trigger your reaction. Then, you chose the action you will take in response to that trigger, or you choose to move up to your speed in response to it. Examples include "If the cultist steps on the trapdoor, I'll pull the lever that opens it", and "If the goblin steps next to me, I move away."

When the trigger occurs, you can either take your reaction right after the trigger finishes or ignore the trigger. Remember that you can take only one reaction per round.

When you ready a spell, you cast it as normal but hold its energy, which you release with your reaction when the trigger occurs. To be readied, a spell must have a casting time of 1 action, and holding onto the spell's magic requires concentration. If your concentration is broken, the spell dissipates without taking effect. For example, if you are concentrating on the Web spell and ready Magic Missile, your Web spell ends, and if you take damage before you release Magic Missile with your reaction, your concentration might be broken.

Search*

When you take the Search action, you devote your attention to finding something. Depending on the nature of your search, the GM might have your make a Wisdom (Perception) check or an Intelligence (Investigation) check.

Use an Object*

You normally interact with an object while doing something else, such as when you draw a sword as part of an attack. When an object requires your action for its use, you take the Use an Object action. This action is also useful when you want to interact with more than one object on your turn.

Making an Attack*

Making an Attack Table of Contents

Attack Rolls

Unseen Attackers and Targets

Ranged Attacks

Melee Attacks

Opportunity Attacks

Two-Weapon Fighting

Grappling

Contests in Combat

Cover

Damage and Healing

Mounted Combat

Underwater Combat

Whether you're striking with a melee weapon, firing a weapon at range, or making an attack roll as part of a spell, an attack has a simple structure.

  • 1. Choose a target. Pick a target within your attack's range: a creature, an object, or a location.
  • 2. Determine modifiers. The GM determines whether the target has cover and whether you have advantage or disadvantage against the target. In addition, spells, special abilities, and other effects can apply penalties or bonuses to your attack roll.
  • 3. Resolve the attack. You make the attack roll. On a hit, you roll damage, unless the particular attack has rules that specify otherwise. Some attacks cause special effects in addition to or instead of damage.

If there's ever any question whether something you're doing counts as an attack, the rule is simple: if you're making an attack roll, you're making an attack.

Attack Rolls*

Attack Rolls Table of Contents

Modifiers to the Roll*

Rolling 1 or 20*

When you make an attack, your attack roll determines whether the attack hits or misses. To make an attack roll, roll a d20 and add the appropriate modifiers. If the total of the roll plus modifiers equals or exceeds the target's Armor Class (AC), the attack hits. The AC of a character is determined at character creation, whereas the AC of a monster is in its stat block.

Modifiers to the Roll*

When a character makes an attack roll, the two most common modifiers to the roll are an ability modifier and the character's proficiency bonus. When a monster makes an attack roll, it uses whatever modifier is provided in its stat block.

Ability Modifier. The ability modifier used for a melee weapon attack is Strength, and the ability modifier used for a ranged weapon attack is Dexterity. Weapons that have the finesse or thrown property break this rule.

Some spells also require an attack roll. The ability modifier used for a spell attack depends on the spellcasting ability of the spellcaster.

Proficiency Bonus. You add your proficiency bonus to your attack roll when you attack using a weapon with which you have proficiency, as well as when you attack with a spell.

Rolling 1 or 20*

Sometimes fate blesses or curses a combatant, causing the novice to hit and the veteran to miss.

If the d20 roll for an attack is a 20, the attack hits regardless of any modifiers or the target's AC. This is called a critical hit.

If the d20 toll for an attack is a 1, the attack misses regardless of any modifiers or the target's AC.

Unseen Attackers and Targets*

Combatants often try to escape their foes' notice by hiding, casting the Invisibility spell, or lurking in darkness.

When you attack a target that you can't see, you have disadvantage on the attack roll. This is true whether you're guessing the target's location or you're targeting a creature you can hear but not see. If the target isn't in the location you targeted, you automatically miss, but the GM typically just says that the attack missed, not whether you guessed the target's location correctly.

When a creature can't see you, you have advantage on attack rolls against it. If you are hidden - both unseen and unheard - When you make an attack, you give away your location when the attack hits or misses.

Ranged Attacks*

When you make a ranged attack, you fire a bow or a crossbow, hurl a handaxe, or otherwise send projectiles to strike a foe at a distance. A monster might shoot spines from its tail. Many spells also involve making a ranged attack.

Range

You can make ranged attacks only against targets within a specified range.

If a ranged attack, such as one made with a spell, has a single range, you can't attack a target beyond this range.

Some ranged attacks, such as those made with a longbow or a shortbow, have two ranges. The smaller number is the normal range, and the larger number is the long range. Your attack roll has disadvantage when your target is beyond normal range, and you can't attack a target beyond the long rang.

Ranged Attacks in Close Combat

Aiming a ranged attack is more difficult when a foe is next to you. When you make a ranged attack with a weapon, a spell, or some other means, you have disadvantage on the attack roll if you are within 5 feet of a hostile creature who can see you and who isn't Incapacitated.

Melee Attacks*

Used in hand-to-hand combat, a melee attack allows you to attack a foe within your reach. A melee attack typically uses a hand-held weapon such as a sword, a warhammer, or an ax. A typical monster makes a melee attack when it strikes with its claws, horns, teeth, tentacles, or other body part. a few spells also involve making a melee attack.

Most creatures have a 5-foot reach and can thus attack targets within 5 feet of them when making a melee attack. Certain creatures (typically those larger than Medium) have melee attacks with a greater reach than 5 feet, as noted in their descriptions.

Instead of using a weapon to make a melee weapon attack, you can use an unarmed strike: a punch, kick, head-butt, or similar forceful blow (none of which count as weapons). On a hit, an unarmed strike deals bludgeoning damage equal to 1 + your Strength modifier. You are proficient with your unarmed strikes.

Opportunity Attacks*

In a fight, everyone is constantly watching for a chance to strike an enemy who is fleeing or passing by. Such a strike is called an opportunity attack.

You can make an opportunity attack when a hostile creature that you can see moves out of your reach. To make the opportunity attack, you use your reaction to make one melee attack against the provoking creature. The attack occurs right before the creature leaves your reach.

You can avoid provoking an opportunity attack by taking the Disengage action. You also can't provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction. For example, you don't provoke an opportunity attack if an explosion hurls you out of a foe's reach or if gravity causes you to fall past an enemy.

Two-Weapon Fighting*

When you take the Attack action and attack with a light melee weapon that you're holding in one hand, you can use a bonus action to attack with a different light melee weapon that you're holding in the other hand. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative.

If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it.

Grappling*

When you want to grab a creature or wrestle with it, you can use the Attack action to make a special melee attack a grapple. If you're able to make multiple attacks with the Attack action, this attack replaces one of them.

The target of your grapple must be no more than one size larger than you and must be within your reach. Using at least one free hand, you try to seize the target by making a grapple check instead of an attack roll: a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you succeed, you subject the target to the Grappled condition (see appendix PH-A). The condition specifies the things that end it, and you can release the target whenever you like (no action required).

Escaping a Grapple. A Grappled creature can use its action to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Strength (Athletics) check.

Moving a Grappled Creature. When you move, you can drag or carry the Grappled creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you.

Contests in Combat*

Battle often involves pitting your prowess against that of your foe. Such a challenge is represented by a contest. This section includes the most common contests that require an action in combat: grappling and shoving a creature. The GM can use these contests as models for improvising others.

Shoving a Creature

Using the Attack action, you can make a special melee attack to shove a creature, either to knock it Prone or push it away from you. If you're able to make multiple attacks with the Attack action, this attack replaces one of them.

The target must be no more than one size larger than you and must be within your reach. Instead of making an attack roll, you make a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you win the contest, you either knock the target Prone or push it 5 feet away from you.

Cover*

Walls, trees, creatures, and other obstacles can provide cover during combat, making a target more difficult to harm. A target can benefit from cover only when an attack or other effect originates on the opposite side of the cover.

There are three degrees of cover. If a target is behind multiple sources to cover, only the most protective degree of cover applies; the degrees aren't added together. For example, if a target is behind a creature that gives half cover and a tree trunk that gives three-quarters cover, the target has three-quarters cover.

A target with half cover has a +2 bonus to AC and Dexterity saving throws. A target has half cover if an obstacle blocks at least half of its body. The obstacle might be a low wall, a large piece of furniture, a narrow tree trunk, or a creature, whether that creature is an enemy or a friend.

A target with three-quarters cover has a +5 bonus to AC and Dexterity saving throws. A target has three-quarters cover if about three-quarters of it is covered by an obstacle. The obstacle might be a portcullis, an arrow slit, or a thick tree trunk.

A target with total cover can't be targeted directly by an attack or a spell, although some spells can reach such a target by including it in an area of effect. A target has total cover if it is completely concealed by an obstacle.

Damage and Healing*

Damage and Healing Table of Contents

Hit Points*

Damage Rolls*

Critical Hits*

Damage Types*

Damage Resistance and Vulnerability*

Healing*

Dropping to 0 Hit Points*

Temporary Hit Points*

Injury and the risk of death are constant companions of those who explore fantasy gaming worlds. The thrust of a sword, a well-placed arrow, or a blast of flame from a Fireball spell all have the potential to damage, or even kill, the hardiest of creatures.

Hit Points*

Hit points represent a combination of physical and mental durability, the will to live, and luck. Creatures with more hit points are more difficult to kill. Those with fewer hit points are more fragile.

A creature's current hit points (usually just called hit points) can be any number from the creature's hit point maximum down to 0. This number changes frequently as a creature's hit point maximum down to 0. This number changes frequently as a creature takes damage or receives healing.

Whenever a creature takes damage, that damage is subtracted from its hit points. The loss of hit points has no effect on a creature's capabilities until the creature drops to 0 hit points.

Damage Rolls*

Each weapon, spell, and harmful monster ability specifies the damage it deals. you roll the damage die or dice, add any modifiers, and apply the damage to your target. Magic weapons, special abilities, and other factors can grant a bonus to damage. With a penalty, it is possible to deal 0 damage, but never negative damage.

When attacking with a weapon, you add your ability modifier - the same modifier used for the attack roll - to the damage. A spell tells you which dice to roll for damage and whether to add any modifiers.

If a spell or other effect deals damage to more than one target at the same time, roll the damage once for all of them. For example, when a wizard casts Fireball or a cleric casts Flame Strike, the spell's damage is rolled once for all creatures caught in the blast.

Critical Hits*

When you score a critical hit, you get to roll extra dice for the attack's damage against the target. Roll all the attack's damage dice twice and add them together. Then add any relevant modifiers as normal. To speed up play, you can roll all the damage dice at once.

For example, if you score a critical hit with a dagger, roll 2d4 for the damage, rather than 1d4, and then add your relevant ability modifier. If the attack involves other damage dice, such as from the rogue's Sneak Attack feature, you roll those dice twice as well.

Damage Types*

Different attacks, damaging spells, and other harmful effects deal different types of damage. Damage types have no rules of their own, but other rules, such as damage resistance, rely on the types.

The damage types follow, with examples to help a GM assign a damage type to a new effect.

Acid. The corrosive spray of a black dragon's breath and the dissolving enzymes secreted by a Black Pudding deal acid damage.

Bludgeoning. Blunt force attacks - hammers, Falling, constriction, and the like - deal bludgeoning damage.

Cold. The infernal chill radiating from an Ice Devil's and the frigid blast of a white dragon's breath deal cold damage.

Fire. Red dragons breathe fire, and many spells conjure flames to deal fire damage.

Force. Force is pure magical energy focused into a damaging form. most effects that deal force damage are spells, including Magic Missile and Spiritual Weapon.

Lightning. A Lightning Bolt spell and a blue dragon's breath deal lightning damage.

Necrotic. Necrotic damage, dealt by certain undead and a spell such as Chill Touch, withers matter and even the soul.

Piercing. Puncturing and impaling attacks, including spears and monsters' bites, deal piercing damage.

Poison. Venomous strings and the toxic gas of a green dragon's breath deal poison damage.

Psychic. Mental abilities deal psychic damage.

Radiant. Radiant damage, dealt by a cleric's Flame Strike spell or an angel's smiting weapon, sears the flesh like fire and overloads and the spirit with power.

Slashing. Swords, axes, and monsters' claws deal slashing damage.

Thunder. A concussive burst of sound, such as the effect of the Thunderwave spell, deals thunder damage.

Damage Resistance and Vulnerability*

Some creatures and objects are exceedingly difficult or unusually easy to hurt with certain types of damage.

If a creature or an object has resistance to a damage type, damage of that type is halved against it. If a creature or an object has vulnerability to a damage type, damage of that type is doubled against it.

Resistance and then vulnerability are applied after all other modifiers to damage. For example, a creature has resistance to bludgeoning damage and is hit by an attack that deals 25 bludgeoning damage. The creature is also within a magical aura that reduces all damage by 5. The 25 damage is first reduced by 5 and then halved, so the creature takes 10 damage.

Multiple instances of resistance or vulnerability that affect the same damage type count as only one instance. For example, if a creature has resistance to fire damage as well as resistance to all nonmagical damage, the damage of a nonmagical fire is reduced by half against the creature, not reduced by three-quarters.

Healing*

Unless it results in death, damage isn't permanent. Even death is reversible through powerful magic. Rest can restore a creature's hit points, and magical methods such as Cure Wounds spell or a Potion of Healing can remove damage in an instant.

When a creature receives healing of any kind, hit points regained are added to its current hit points. A creature's hit points can't exceed its hit point maximum, so any hit points regained in excess of this number are lost. For example, a druid grants a ranger 8 hit points of healing. If the ranger has 14 current hit points and has a hit point maximum of 20, the ranger regains 6 hit points from the druid, not 8.

A creature that has died can't regain hit points until magic such as the Revivify spell has restored it to life.

Dropping to 0 Hit Points*

Dropping to 0 Hit Points Table of Contents

Instant Death*

Falling Unconscious*

Death Saving Throws*

Damage at 0 Hit Points*

Stabilizing a Creature*

Monsters and Death*

Knocking a Creature Out*

When you drop to 0 hit points, you either die outright or fall Unconscious, as explained in the following sections.

Instant Death*

Massive damage can kill you instantly. When damage reduces you to 0 hit points and there is damage remaining, you die if the remaining damage equals or exceeds your hit point maximum. For example, a cleric with a maximum of 12 hit points currently has 6 hit points. If she takes 18 damage from an attack, she is reduced to 0 hit points, but 12 damage remains. Because the remaining damage equals her hit point maximum, the cleric dies.

Falling Unconscious*

If damage reduces you to 0 hit points and fails to kill you, you fall Unconscious (see appendix PH-A). This unconsciousness ends if you regain any hit points.

Death Saving Throws*

Whenever you start your turn with 0 hit points, you must make a special saving throw, called a death saving throw, to determine whether you creep closer to death or hang onto life. Unlike other saving throws, this one isn't tied to any ability score. You are in the hands of fate now, aided only by spells and features that improve your chances of succeeding on a saving throw.

Roll a d20. If the roll is 10 or higher, you succeed. Otherwise, you fail. A success or failure has no effect by itself. On your third success, you become stable (see below). On your third failure, you die. The successes and failures don't need to be consecutive; keep track of both until you collect three of a kind. The number of both is reset to zero when you regain any hit points or become stable.

Rolling 1 or 20 . When you make a death saving throw and roll a 1 on the d20, it counts as two failures. If you roll a 20 on the d20, you regain 1 hit point.

Damage at 0 Hit Points*

If you take any damage while you have 0 hit points, you suffer a death saving throw failure. If the damage is from a critical hit, you suffer two failures instead. If the damage equals or exceeds your hit point maximum, you suffer instant death.

Stabilizing a Creature*

The best way to save a creature with 0 hit points is to heal it. If healing is unavailable, the creature can at least be stabilized so that it isn't killed by a failed death saving throw.

You can use your action to administer first aid to an Unconscious creature and attempt to stabilize it, which requires a successful DC 10 Wisdom (Medicine) check.

A stable creature doesn't make death saving throws, even though it has 0 hit points, but it does remain Unconscious. The creature stops being stable, and must start making death saving throws again, if it takes any damage. A stable creature that isn't healed regains 1 hit point after 1d4 hours.

Monsters and Death*

Most GMs have a monster die the instant it drops to 0 hit points, rather than having ti fall Unconscious and make death saving throws.

Mighty villains and special nonplayer characters are common exceptions; the GM might have them fall Unconscious and follow the same rules as player characters.

Knocking a Creature Out*

Sometimes an attacker wants to incapacitate a foe, rather than dealing a killing blow. When an attacker reduces a creature to 0 hit points with a melee attack, the attacker can knock the creature out. The attacker can make this choice the instant the damage is dealt. The creature falls Unconscious and is stable.

Temporary Hit Points*

Some spells and special abilities confer temporary hit points to a creature. Temporary hit points aren't actual hit points; they are a buffer against damage, a pool of hit points that protect you from injury.

When you have temporary hit points and take damage, the temporary hit points are lost first, and any leftover damage carries over to your normal hit points. For example, if you have 5 temporary hit points and take 7 damage, you lose the temporary hit points and then take 2 damage.

Because temporary hit points are separate from you actual hit points, they can exceed your hit point maximum. A character can, therefore, be at full hit points and receive temporary hit points.

Healing can't restore temporary hit points, and they can't be added together. If you have temporary hit points and receive more of them, you decide whether to keep the ones you have or to gain the new ones. For example, if a spell grants you 12 temporary hit points when you already have 10, you can have 12 or 10, not 22.

If you have 0 hit points, receiving temporary hit points doesn't restore you to consciousness or stabilize you. They can still absorb damage directed at you while you're in that state, but only true healing can save you.

Unless a feature that grants you temporary hit points has a duration, they last until they're depleted or you finish a long rest.

Mounted Combat*

Mounted Combat Table of Contents

Mounting and Dismounting*

Controlling a Mount*

A knight charging into battle on a warhorse, a wizard casting spells from the back of a griffin, or a cleric soaring through the sky on a pegasus all enjoy the benefits of speed and mobility that a mount can provide. A willing creature that is at least one size larger than you and that has an appropriate anatomy can serve as a mount, using the following rules.

Mounting and Dismounting*

Once during your move, you can mount a creature that is within 5 feet of you or dismount. Doing so costs an amount of movement equal to half your speed. For example, if your speed is 30 feet, you must spend 15 feet of movement to mount a horse. Therefore, you can't mount it if you don't have 15 feet of movement left or if your speed is 0.

If an effect moves your mount against its will while you're on it, you must succeed on a DC 10 Dexterity saving throw or fall off the mount, landing Prone in a space within 5 feet of it. If you're knocked Prone while mounted, you must make the same saving throw.

If your mount is knocked Prone, you can use your reaction to dismount it as it falls and land on your feet. Otherwise, you are dismounted and fall Prone in a space within 5 feet of it.

Controlling a Mount*

While you're mounted, you have two options. You can either control the mount or allow it to act independently. Intelligent creatures, such as dragons, act independently.

You can control a mount only if it has been trained to accept a rider. Domesticated horses, donkeys, and similar creatures are assumed to have such training. The initiative of a controlled mount changes to match yours when you mount it. It moves as you direct it, and it has only three action options: Dash, Disengage, and Dodge. A controlled mount can move and act even on the turn that you mount it.

An independent mount retains its place in the initiative order. Bearing a rider puts no restrictions on the actions the mount can take, and it moves and acts as it wishes. It might flee from combat, rush to attack and devour a badly injured foe, or otherwise act against your wishes.

In either case, if the mount provokes an opportunity attack while you're on it, the attacker can target you or the mount.

Underwater Combat*

When adventurers fight off sharks in an ancient shipwreck, or find themselves in a flooded dungeon room, they must fight in a challenging environment. Underwater the following rules apply.

  • When making a melee weapon attack, a creature that doesn't have a swimming speed (either natural or granted by magic) has disadvantage on the attack roll unless the weapon is a dagger, javelin, shortsword, spear, or trident.
  • A ranged weapon attack automatically misses a target beyond the weapon's normal range. Even against a target within normal range, the attack roll has disadvantage unless the weapon is a crossbow, a net, or a weapon that is thrown like a javelin (including a spear, trident, or dart).
  • Creatures and objects that are fully immersed in water have resistance to fire damage.

Spellcasting*

Spellcasting Table of Contents

What is a Spell?

Spell Level

Known and Prepared Spells

Spell Slots

Casting a Spell at Higher Level

Casting in Armor

Cantrips

Rituals

Casting a Spell

Schools of Magic

Combining Magical Effects

Magic permeates fantasy gaming worlds and often appears in the form of a spell.

This section provides the rules for casting spells. Different character classes have distinctive ways of learning and preparing their spells, and monsters use spells in unique ways. Regardless of its source, a spell follows the rules here.

What is a Spell?*

A spell is a discrete magical effect, a single shaping of the magical energies that suffuse the multiverse into a specific, limited expression. In casting a spell, a character carefully plucks at the invisible strands of raw magic suffusing the world, pins them in place in a particular pattern, sets them vibrating in a specific way, and then releases them to unleash the desired effect - in most cases, all in the span of seconds.

Spells can be versatile tools, weapons, or protective wards. They can deal damage or undo it, impose or remove conditions (see appendix PH-A), drain life energy away, and restore life to the dead.

Uncounted thousands of spells have been created over the course of the multiverse's History, and many of them are long forgotten. Some might yet lie recorded in crumbling spellbooks hidden in ancient ruins or trapped in the minds of dead gods. Or they might someday be reinvented by a character who has amassed enough power and wisdom to do so.

Spell Level*

Every spell has a level from 0 to 9. A spell's level is a general indicator of how powerful it is, with the lowly (but still impressive) Magic Missile at 1st level and the earth-shaking Wish at 9th.Cantrips - simple but powerful spells that characters can cast almost by rote - are level 0. The higher a spell's level, the higher level a spellcaster must be to use that spell.

Spell level and character level don't correspond directly. Typically, a character has to be at least 17th level, not 9th level, to cast a 9th-level spell.

Known and Prepared Spells*

Before a spellcaster can use a spell, he or she must have the spell firmly fixed in mind, or must have access to the spell in a magic item. Members of a few classes, including bards and sorcerers, have a limited list of spells they know that are always fixed in mind. The same thing is true of many magic-using monsters. Other spellcasters, such as clerics and wizards, undergo a process of preparing spells. This process varies for different classes, as detailed in their descriptions.

In every case, the number of spells a caster can have fixed in mind at any given time depends on the character's level.

Spell Slots*

Regardless of how many spells a caster knows or prepares, he or she can cast only a limited number of spells before resting. Manipulating the fabric of magic and channeling its energy into even a simple spell is physically and mentally taxing, and higher level spells are even more so. Thus, each spellcasting class's description (except that of the warlock) includes a table showing how many spell slots of each spell level a character can use at each character level. for example, a third level wizard can have four 1st-level spell slots and two 2nd-level slots.

When a character casts a spell, he or she expends a slot of that spell's level or higher, effectively "filling" a slot with the spell. You can think of a spell slot as a groove of a certain size - small for a 1st-level slot, larger for a spell of higher level. A 1st-level spell fits into a slot of any size, but a 9th-level spell fits only in a 9th-level slot. So that wizard can cast Magic Missile, a 1st-level spell, when she spends one of her four 1st-level slots and has three remaining.

Finishing a long rest restores any expended spell slots.

Some characters and monsters have special abilities that let them cast spells without using spell slots. For example, a warlock who chooses certain eldritch invocations, and a pit fiend can both cast spells in such a way.

Casting a Spell at Higher Level*

When a spellcaster casts a spell using a slot that is of a higher level than the spell, the spell assumes the higher level for that casting. For instance, if Magic Missile is cast using a 2nd-level slot then that Magic Missile is a 2nd level. Effectively, the spell expands to fill the slot it is put into.

Some spells, such as Magic Missile and Cure Wounds, have more powerful effects when cast at higher level, as detailed in a spell's description.

Casting in Armor*

Because of the mental focus and precise gestures required for spellcasting, you must be proficient with the armor you are wearing to cast a spell. You are otherwise too distracted and physically hampered by your armor for spellcasting.

Cantrips*

A cantrip is a spell that can be cast at will, without using a spell slot and without being prepared in advance. Repeated practice has fixed the spell in the caster's mind and infused the caster with the magic needed to produce the effect over and over. A cantrip's spell level is 0.

Rituals*

Certain spells have a special tag: ritual. Such a spell can be cast following the normal rules for spellcasting, or the spell can be cast as a ritual. The ritual version of a spell takes 10 minutes longer to cast than normal. It also doesn't expend a spell slot, which means the ritual version of a spell can't be cast at a higher level.

To cast a spell as a ritual, a spellcaster must have a feature that grants the ability to do so. The cleric and the druid, for example, have such a feature. The caster must also have the spell prepared or on his or her list of spells known, unless the character's ritual feature specifies otherwise, as the wizard's does.

Casting a Spell*

Casting a Spell Table of Contents

Casting Time*

Range*

Components*

Duration*

Targets*

Areas of Effect*

Saving Throws*

Attack Rolls*

When a character casts any spell, the same basic rules are followed, regardless of the character's class or the spell's effects.

Each spell description begins with a block of information, including the spell's name, level, school of magic, casting time, range, components, and duration. The rest of a spell entry describes the spell's effect.

Casting Time*

Casting Time Table of Contents

Bonus action*

Reactions*

Longer Casting Times*

Most spells require a singe action to cast, but some spells require a bonus action, a reaction, or much more time to cast.

Bonus action*

A spell cast with a bonus action is especially swift. You must use a bonus action on your turn to cast the spell, provided that you haven't already taken a bonus action this turn. You can't cast another spell during the same turn, except for a cantrip with a casting time of 1 action.

Reactions*

Some spells can be cast as reactions. These spells take a fraction of a second to bring about and are cast in response to some event. If a spell can be cast as a reaction, the spell description tells you exactly when you can do so.

Longer Casting Times*

Certain spells (including spells cast as rituals) require more time to cast: minutes or even hours. when you cast a spell with a casting time longer than a signal action or reaction, you must spend your action each turn casting the spell, and you must maintain your concentration while you do so (see Concentration below). If your concentration is broken, the spell fails, but you don't expend a spell slot. If you want to try casting the spell again, you must start over.

Range*

The target of a spell must be within the spell's range. For a spell like Magic Missile, the target is a creature. For a spell like Fireball, the target is the point in space where the ball of fire erupts

Most spells have ranges expressed in feet. some spells can target only a creature (including you) that you touch. Other spells, such as the Shield spell, affect only you. These spells have a range of self.

Spells that create cones or lines of effect that originate from you also have a range of self, indicating that the origin point of the spell's effect must be you (see Areas of Effect).

Once a spell is cast, tis effects aren't limited by its range, unless the spell's description says otherwise.

Components*

Components Table of Contents

Verbal (V)*

Somatic (S)*

Material (M)*

A spell's components are the physical requirements you must meet in order to cast it. Each spell's description indicates whether it requires verbal (V), somatic (S), or material (M) components. If you can't provide one or more of a spell's components, you are unable to cast the spell.

Verbal (V)*

Most spells require the chanting of mystic words. The words themselves aren't the source of the spell's power; rather, the particular combination of sounds with specific pitch and resonance, sets the threads of magic in motion. Thus, a character who is gagged or in an area of silence, such as one created by Silence spell, can't cast a spell with a verbal component.

Somatic (S)*

Spellcasting gestures might include a forceful gesticulation or an intricate set of gestures. If a spell requires a somatic component, the caster must have free use of at least one hand to perform these gestures.

Material (M)*

Casting some spells requires particular objects, specified in parentheses in the component entry. A character can use a Component Pouch or a Spellcasting Focus (found in Equipment) in place of the components specified for a spell. But if a cost is indicated for a component, a character must have that specific component before he or she can cast the spell.

If a spells states that a material component is consumed by the spell, the caster must provide this component for each casting of the spell.

A spellcaster must have a hand free to access a spell's material components - or to hold a spellcasting focus - but it can be the same hand that he or she uses to perform somatic components.

Duration*

Duration Table of Contents

Instantaneous*

Concentration*

A spell's duration is the length of time the spell persists. A duration can be expressed in rounds, minutes, hours, or even years. Some spells specify that their effects last until the spells are dispelled or destroyed.

Instantaneous*

Many spells are instantaneous. THe spell harms, heals, creates, or alters a creature or an object in a way that can't be dispelled, because its magic exists only for an instant.

Concentration*

Some spells require you to maintain concentration in order to keep their magic active. If you lose concentration, such a spell ends.

If a spell must be maintained with concentration, that fact appears in its Duration entry, and the spell specifies how long you can concentrate on it. You can end concentration at any time (no action required).

Normal activity, such as moving and attacking, doesn't interfere with concentration. The following factors can break concentration:

  • Casting another spell that requires concentration. You lose concentration on a spell if you cast another spell that requires concentration. You can't concentrate on two spells at once.
  • Taking damage. Whenever you take damage while you are concentrating on a spell, you must make a Constitution saving throw to maintain your concentration. The DC equals 10 or half the damage you take, whichever is higher. If you take damage from multiple sources, such as an arrow and a dragon's breath, you make separate saving throw for each source of damage.
  • Being Incapacitated or killed. You lose concentration on a spell if you are Incapacitated or if you die.

The GM might also decide that certain environmental phenomena, such as a wave crashing over you while you're on a storm-tossed ship, require you to succeed on a DC 10 Constitution saving throw to maintain concentration on a spell.

Targets*

A typical spell requires you to pick one or more targets to be affected by the spell's magic. A spell's description tells you whether the spell targets creatures, objects, or a point of origin for an area of effect (described below).

Unless a spell has a perceptible effect, a creature might not know it was targeted by a spell at all. An effect like crackling lightning is obvious, but a more subtle effect, such as an attempt to read a creature's thoughts, typically goes unnoticed, unless a spell says otherwise.

A Clear path to the Target

To target something, you must have a clear path to it, so it can't be behind total cover.

If you place an area of effect at a point that you can't see and an obstruction, such as a wall, is between you and that point, the point of origin comes into being on the near side of that obstruction.

Areas of Effect*

Areas of Effect Table of Contents

Cone*

Cube*

Cylinder*

Line*

Sphere*

Spells such as Burning Hands and Cone of Cold cover an area, allowing them to affect multiple creatures at once.

A spell's description specifies its area of effect, which typically has one of five different shapes: cone, cube, cylinder, line, or sphere. Every area or effect has a point of origin, a location from which the spell's energy erupts. The rules for each shape specify how you position its point of origin. Typically, a point of origin is a point in space, but some spells have an area whose origin is a creature or an object.

A spell's effect expands in straight lines from the point of origin. If no unblocked straight line extends from the point of origin to a location within the area of effect, that location isn't included in the spell's area. To block one of these imaginary lines, an obstruction must provide total cover.

Cone*

A cone extends in a direction you choose from its point of origin. A cone's width at a given point along its length is equal to that point's distance from the point of origin. A con's area of effect specifies its maximum length.

A cone's point of origin is not included in the cone's area of effect, unless you decide otherwise.

Cube*

You select the cube's point of origin, which lies anywhere on a face of the cubic effect. The cube's size is expressed as the length of each side.

A cube's point of origin is not included in the cube's area of effect, unless you decide otherwise.

Cylinder*

A cylinder's point of origin is the center of a circle of a particular radius, as given in the spell description. The circle must either be on the ground or at the height of the spell effect. the energy in a cylinder expands in straight lines from the point of origin to the perimeter of the circle, forming the base of the cylinder. The spell's effect then shoots up from the base or down from the top, to a distance equal to the height of the cylinder.

A cylinder's point of origin is included in the cylinder's area of effect.

Line*

A line extends from its point of origin in a straight path up to its length and covers an area defined by its width. A line's point of origin is not included in the line's area of effect, unless you decide otherwise.

Sphere*

You select a sphere's point of origin, and the sphere extends outward from that point. The sphere's size is expressed as a radius in feet that extends from the point. A sphere's point of origin is included in the sphere's area of effect.

Saving Throws*

Many spells specify that a target can make a saving throw to avoid some or all of a spell's effects. The spell specifies the ability that the target uses for a save and what happens on a success or failure.

The DC to resist one of your spells equals 8 + your spellcasting ability modifier + your proficiency bonus + any special modifiers.

Attack Rolls*

Some spells require the caster to make an attack roll to determine whether the spell effect hits the intended target. Your attack bonus with a spell attack equals your spellcasting ability modifier + your proficiency bonus.

Most spells that require attack rolls involve ranged attacks. Remember that you have disadvantage on a ranged attack roll if you are within 5 feet of a hostile creature that can see you and that isn't Incapacitated.

Schools of Magic*

Academies of magic group spells into eight categories called schools of magic. Scholars, particularly wizards, apply these categories to all spells, believing that all magic functions in essentially the same way, whether it derives from rigorous study or is bestowed by a deity.

The schools of magic help describe spells; they have no rules of their own, although some rules refer to the schools.

Abjuration spells are protective in nature, though some of them have aggressive uses. They create magical barriers, negate harmful effects, harm trespassers, or banish creatures to other planes of existence.

Conjuration spells involve the transportation of objects and creatures from one location to another. Some spells summon creatures or objects to the caster's side, whereas others allow the caster to teleport to another location. Some conjurations create objects or effects out of nothing.

Divination spells reveal information, whether in the form of secrets long forgotten, glimpses of the future, the locations of hidden things, the truth behind illusions, or visions of distant people or places.

Enchantment spells affect the minds of others, influencing or controlling their behavior. Such spells can make enemies see the caster as a friend, force creatures to take a course of action, or even control another creature like a puppet.

Evocation spells manipulate magical energy to produce a desired effect. Some call up blasts of fire or lightning. Others channel positive energy to heal wounds.

Illusion spells deceive the senses or minds of others. They cause people to see things that are not there, to miss things that are there, to hear phantom noises, or to remember things that never happened. Some illusions create phantom images that any creature can see, but the most insidious illusions plant an image directly in the mind of a creature.

Necromancy spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life.

Creating the undead through the use of necromancy spells such as Animate Dead is not a good act, and only evil casters use such spells frequently.

Transmutation spells change the properties of a creature, object, or environment. They might turn an enemy into a harmless creature, bolster the strength of an ally, make an object move at the caster's command, or enhance a creature's innate healing abilities to rapidly recover from injury.

Combining Magical Effects*

The effects of different spells add together while the durations of those spells overlap. The effects of the same spell cast multiple times don't combine, however. Instead, the most potent effect-such as the highest bonus-from those castings applies while their durations overlap.

For example, if two clerics cast Bless on the same target, that character gains the spell's benefit only once; he or she doesn't get to roll two bonus dice.

Traps*

Traps Table of Contents

Traps in Play

Sample Traps

Traps can be found almost anywhere. One wrong step in an ancient tomb might trigger a series of scything blades, which cleave through armor and bone. The seemingly innocuous vines that hang over a cave entrance might grasp and choke anyone who pushes through them. A net hidden among the trees might drop on travelers who pass underneath. In a fantasy game, unwary adventurers can fall to their deaths, be burned alive, or fall under a fusillade of poisoned darts.

A trap can be either mechanical or magical in nature. Mechanical traps include pits, arrow traps, falling blocks, water-filled rooms, whirling blades, and anything else that depends on a mechanism to operate. Magic traps are either magical device traps or spell traps. Magical device traps initiate spell effects when activated. Spell traps are spells such as Glyph of Warding and symbol that function as traps.

Traps in Play*

Traps in Play Table of Contents

Triggering a Trap*

Detecting and Disabling a Trap*

Trap Effects*

Complex Traps*

When adventurers come across a trap, you need to know how the trap is triggered and what it does, as well as the possibility for the characters to detect the trap and to disable or avoid it.

Triggering a Trap*

Most traps are triggered when a creature goes somewhere or touches something that the trap's creator wanted to protect. Common triggers include stepping on a pressure plate or a false section of floor, pulling a trip wire, turning a doorknob, and using the wrong key in a lock. Magic traps are often set to go off when a creature enters an area or touches an object. Some magic traps (such as the Glyph of Warding spell) have more complicated trigger conditions, including a password that prevents the trap from activating.

Detecting and Disabling a Trap*

Usually, some element of a trap is visible to careful inspection. Characters might notice an uneven flagstone that conceals a pressure plate, spot the gleam of light off a trip wire, notice small holes in the walls from which jets of flame will erupt, or otherwise detect something that points to a trap's presence.

A trap's description specifies the checks and DCs needed to detect it, disable it, or both. A character actively looking for a trap can attempt a Wisdom (Perception) check against the trap's DC. You can also compare the DC to detect the trap with each character's passive Wisdom (Perception) score to determine whether anyone in the party notices the trap in passing. If the adventurers detect a trap before triggering it, they might be able to disarm it, either permanently or long enough to move past it. You might call for an Intelligence (Investigation) check for a character to deduce what needs to be done, followed by a Dexterity check using thieves' tools to perform the necessary sabotage.

Any character can attempt an Intelligence (Arcana) check to detect or disarm a magic trap, in addition to any other checks noted in the trap's description. The DCs are the same regardless of the check used. In addition, Dispel Magic has a chance of disabling most magic traps. A magic trap's description provides the DC for the ability check made when you use Dispel Magic.

In most cases, a trap's description is clear enough that you can adjudicate whether a character's actions locate or foil the trap. As with many situations, you shouldn't allow die rolling to override clever play and good planning. Use your common sense, drawing on the trap's description to determine what happens. No trap's design can anticipate every possible action that the characters might attempt.

You should allow a character to discover a trap without making an ability check if an action would clearly reveal the trap's presence. For example, if a character lifts a rug that conceals a pressure plate, the character has found the trigger and no check is required.

Foiling traps can be a little more complicated. Consider a trapped treasure chest. If the chest is opened without first pulling on the two handles set in its sides, a mechanism inside fires a hail of poison needles toward anyone in front of it. After inspecting the chest and making a few checks, the characters are still unsure if it's trapped. Rather than simply open the chest, they prop a shield in front of it and push the chest open at a distance with an iron rod. In this case, the trap still triggers, but the hail of needles fires harmlessly into the shield.

Traps are often designed with mechanisms that allow them to be disarmed or bypassed. Intelligent monsters that place traps in or around their lairs need ways to get past those traps without harming themselves. Such traps might have hidden levers that disable their triggers, or a secret door might conceal a passage that goes around the trap.

Trap Effects*

Trap Effects Table of Contents

Trap Save DCs and Attack Bonuses*

Damage Severity by Level*

The effects of traps can range from inconvenient to deadly, making use of elements such as arrows, spikes, blades, poison, toxic gas, blasts of fire, and deep pits. The deadliest traps combine multiple elements to kill, injure, contain, or drive off any creature unfortunate enough to trigger them. A trap's description specifies what happens when it is triggered. The attack bonus of a trap, the save DC to resist its effects, and the damage it deals can vary depending on the trap's severity. Use the Trap Save DCs and Attack Bonuses table and the Damage Severity by Level table for suggestions based on three levels of trap severity. A trap intended to be a setback is unlikely to kill or seriously harm characters of the indicated levels, whereas a dangerous trap is likely to seriously injure (and potentially kill) characters of the indicated levels. A deadly trap is likely to kill characters of the indicated levels.

Trap Save DCs and Attack Bonuses*
Trap Danger Save DC Attack Bonus
Setback 10-11 +3 to +5
Dangerous 12-15 +6 to +8
Deadly 16-20 +9 to +12
Damage Severity by Level*
Character Level Setback Dangerous Deadly
1st-4th 1d10 2d10 4d10
5th-10th 2d10 4d10 10d10
11th-16th 4d10 10d10 18d10
17th-20th 10d10 18d10 24d10
Complex Traps*

Complex traps work like standard traps, except once activated they execute a series of actions each round. A complex trap turns the process of dealing with a trap into something more like a combat encounter.

When a complex trap activates, it rolls initiative. The trap's description includes an initiative bonus. On its turn, the trap activates again, often taking an action. It might make successive attacks against intruders, create an effect that changes over time, or otherwise produce a dynamic challenge. Otherwise, the complex trap can be detected and disabled or bypassed in the usual ways.

For example, a trap that causes a room to slowly flood works best as a complex trap. On the trap's turn, the water level rises. After several rounds, the room is completely flooded.

Sample Traps*

Sample Traps Table of Contents

Collapsing Roof*

Falling Net*

Fire-Breathing Statue*

Pits*

Poison Darts*

Poison Needle*

Rolling Sphere*

Sphere of Annihilation*

The magical and mechanical traps presented here vary in deadliness and are presented in alphabetical order.

Collapsing Roof*

Mechanical trap

This trap uses a trip wire to collapse the supports keeping an unstable section of a ceiling in place.

The trip wire is 3 inches off the ground and stretches between two support beams. The DC to spot the trip wire is 10. A successful DC 15 Dexterity check using thieves' tools disables the trip wire harmlessly. A character without thieves' tools can attempt this check with disadvantage using any edged weapon or edged tool. On a failed check, the trap triggers.

Anyone who inspects the beams can easily determine that they are merely wedged in place. As an action, a character can knock over a beam, causing the trap to trigger.

The ceiling above the trip wire is in bad repair, and anyone who can see it can tell that it's in danger of collapse.

When the trap is triggered, the unstable ceiling collapses. Any creature in the area beneath the unstable section must succeed on a DC 15 Dexterity saving throw, taking 22 (4d10) bludgeoning damage on a failed save, or half as much damage on a successful one. Once the trap is triggered, the floor of the area is filled with rubble and becomes difficult terrain.

Falling Net*

Mechanical trap

This trap uses a trip wire to release a net suspended from the ceiling.

The trip wire is 3 inches off the ground and stretches between two columns or trees. The net is hidden by cobwebs or foliage. The DC to spot the trip wire and net is 10. A successful DC 15 Dexterity check using thieves' tools breaks the trip wire harmlessly. A character without thieves' tools can attempt this check with disadvantage using any edged weapon or edged tool. On a failed check, the trap triggers.

When the trap is triggered, the net is released, covering a 10-foot-square area. Those in the area are trapped under the net and Restrained, and those that fail a DC 10 Strength saving throw are also knocked Prone. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. The net has AC 10 and 20 hit points. Dealing 5 slashing damage to the net (AC 10) destroys a 5-foot-square section of it, freeing any creature trapped in that section.

Fire-Breathing Statue*

Magic trap This trap is activated when an intruder steps on a hidden pressure plate, releasing a magical gout of flame from a nearby statue. The statue can be of anything, including a dragon or a wizard casting a spell.

The DC is 15 to spot the pressure plate, as well as faint scorch marks on the floor and walls. A spell or other effect that can sense the presence of magic, such as Detect Magic, reveals an aura of evocation magic around the statue.

The trap activates when more than 20 pounds of weight is placed on the pressure plate, causing the statue to release a 30-foot cone of fire. Each creature in the fire must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one.

Wedging an iron spike or other object under the pressure plate prevents the trap from activating. A successful Dispel Magic (DC 13) cast on the statue destroys the trap.

Pits*

Mechanical trap Four basic pit traps are presented here.

Simple Pit. A simple pit trap is a hole dug in the ground. The hole is covered by a large cloth anchored on the pit's edge and camouflaged with dirt and debris.

The DC to spot the pit is 10. Anyone stepping on the cloth falls through and pulls the cloth down into the pit, taking damage based on the pit's depth (usually 10 feet, but some pits are deeper).

Hidden Pit. This pit has a cover constructed from material identical to the floor around it.

A successful DC 15 Wisdom (Perception) check discerns an absence of foot traffic over the section of floor that forms the pit's cover. A successful DC 15 Intelligence (Investigation) check is necessary to confirm that the trapped section of floor is actually the cover of a pit.

When a creature steps on the cover, it swings open like a trapdoor, causing the intruder to spill into the pit below. The pit is usually 10 or 20 feet deep but can be deeper.

Once the pit trap is detected, an iron spike or similar object can be wedged between the pit's cover and the surrounding floor in such a way as to prevent the cover from opening, thereby making it safe to cross. The cover can also be magically held shut using the Arcane Lock spell or similar magic.

Locking Pit. This pit trap is identical to a hidden pit trap, with one key exception: the trap door that covers the pit is spring-loaded. After a creature falls into the pit, the cover snaps shut to trap its victim inside.

A successful DC 20 Strength check is necessary to pry the cover open. The cover can also be smashed open. A character in the pit can also attempt to disable the spring mechanism from the inside with a DC 15 Dexterity check using thieves' tools, provided that the mechanism can be reached and the character can see. In some cases, a mechanism (usually hidden behind a secret door nearby) opens the pit.

Spiked Pit. This pit trap is a simple, hidden, or locking pit trap with sharpened wooden or iron spikes at the bottom. A creature falling into the pit takes 11 (2d10) piercing damage from the spikes, in addition to any falling damage. Even nastier versions have poison smeared on the spikes. In that case, anyone taking piercing damage from the spikes must also make a DC 13 Constitution saving throw, taking an 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.

Poison Darts*

Mechanical trap When a creature steps on a hidden pressure plate, poison-tipped darts shoot from spring-loaded or pressurized tubes cleverly embedded in the surrounding walls. An area might include multiple pressure plates, each one rigged to its own set of darts.

The tiny holes in the walls are obscured by dust and cobwebs, or cleverly hidden amid bas-reliefs, murals, or frescoes that adorn the walls. The DC to spot them is 15. With a successful DC 15 Intelligence (Investigation) check, a character can deduce the presence of the pressure plate from variations in the mortar and stone used to create it, compared to the surrounding floor. Wedging an iron spike or other object under the pressure plate prevents the trap from activating. Stuffing the holes with cloth or wax prevents the darts contained within from launching.

The trap activates when more than 20 pounds of weight is placed on the pressure plate, releasing four darts. Each dart makes a ranged attack with a +8 bonus against a random target within 10 feet of the pressure plate (vision is irrelevant to this attack roll). (If there are no targets in the area, the darts don't hit anything.) A target that is hit takes 2 (1d4) piercing damage and must succeed on a DC 15 Constitution saving throw, taking 11 (2d10) poison damage on a failed save, or half as much damage on a successful one.

Poison Needle*

Mechanical trap a poisoned needle is hidden within a treasure chest's lock, or in something else that a creature might open. Opening the chest without the proper key causes the needle to spring out, delivering a dose of poison.

When the trap is triggered, the needle extends 3 inches straight out from the lock. A creature within range takes 1 piercing damage and 11 (2d10) poison damage, and must succeed on a DC 15 Constitution saving throw or be Poisoned for 1 hour.

A successful DC 20 Intelligence (Investigation) check allows a character to deduce the trap's presence from alterations made to the lock to accommodate the needle. A successful DC 15 Dexterity check using thieves' tools disarms the trap, removing the needle from the lock. Unsuccessfully attempting to pick the lock triggers the trap.

Rolling Sphere*

Mechanical trap When 20 or more pounds of pressure are placed on this trap's pressure plate, a hidden trapdoor in the ceiling opens, releasing a 10-foot-diameter rolling sphere of solid stone.

With a successful DC 15 Wisdom (Perception) check, a character can spot the trapdoor and pressure plate. A search of the floor accompanied by a successful DC 15 Intelligence (Investigation) check reveals variations in the mortar and stone that betray the pressure plate's presence. The same check made while inspecting the ceiling notes variations in the stonework that reveal the trapdoor.

Wedging an iron spike or other object under the pressure plate prevents the trap from activating.

Activation of the sphere requires all creatures present to roll initiative. The sphere rolls initiative with a +8 bonus. On its turn, it moves 60 feet in a straight line. The sphere can move through creatures' spaces, and creatures can move through its space, treating it as difficult terrain. Whenever the sphere enters a creature's space or a creature enters its space while it's rolling, that creature must succeed on a DC 15 Dexterity saving throw or take 55 (10d10) bludgeoning damage and be knocked Prone.

The sphere stops when it hits a wall or similar barrier. It can't go around corners, but smart dungeon builders incorporate gentle, curving turns into nearby passages that allow the sphere to keep moving.

As an action, a creature within 5 feet of the sphere can attempt to slow it down with a DC 20 Strength check. On a successful check, the sphere's speed is reduced by 15 feet. If the sphere's speed drops to 0, it stops moving and is no longer a threat.

Sphere of Annihilation*

Magic trap

Magical, impenetrable darkness fills the gaping mouth of a stone face carved into a wall. The mouth is 2 feet in diameter and roughly circular. No sound issues from it, no light can illuminate the inside of it, and any matter that enters it is instantly obliterated.

A successful DC 20 Intelligence (Arcana) check reveals that the mouth contains a sphere of annihilation that can't be controlled or moved. It is otherwise identical to a normal sphere of annihilation.

Some versions of the trap include an enchantment placed on the stone face, such that specified creatures feel an overwhelming urge to approach it and crawl inside its mouth. This effect is otherwise like the sympathy aspect of the Antipathy/Sympathy spell. A successful Dispel Magic (DC 18) removes this enchantment.

Diseases*

Diseases Table of Contents

Sample Diseases

Madness

A plague ravages the kingdom, setting the adventurers on a quest to find a cure. An adventurer emerges from an ancient tomb, unopened for centuries, and soon finds herself suffering from a wasting illness. A warlock offends some dark power and contracts a strange affliction that spreads whenever he casts spells.

A simple outbreak might amount to little more than a small drain on party resources, curable by a casting of Lesser Restoration. A more complicated outbreak can form the basis of one or more adventures as characters search for a cure, stop the spread of the disease, and deal with the consequences.

A disease that does more than infect a few party members is primarily a plot device. The rules help describe the effects of the disease and how it can be cured, but the specifics of how a disease works aren't bound by a common set of rules. Diseases can affect any creature, and a given illness might or might not pass from one race or kind of creature to another. A plague might affect only constructs or undead, or sweep through a halfling neighborhood but leave other races untouched. What matters is the story you want to tell.

Sample Diseases*

Sample Diseases Table of Contents

Cackle Fever*

Sewer Plague*

Sight Rot*

The diseases here illustrate the variety of ways disease can work in the game. Feel free to alter the saving throw DCs, incubation times, symptoms, and other characteristics of these diseases to suit your campaign.

Cackle Fever*

This disease targets humanoids, although gnomes are strangely immune. While in the grips of this disease, victims frequently succumb to fits of mad laughter, giving the disease its common name and its morbid nickname: "the shrieks." Symptoms manifest 1d4 hours after infection and include fever and disorientation. The infected creature gains one level of Exhaustion that can't be removed until the disease is cured.

Any event that causes the infected creature great stress-including entering combat, taking damage, experiencing fear, or having a nightmare-forces the creature to make a DC 13 Constitution saving throw.

On a failed save, the creature takes 5 (1d10) psychic damage and becomes Incapacitated with mad laughter for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the mad laughter and the Incapacitated condition on a success.

Any humanoid creature that starts its turn within 10 feet of an infected creature in the throes of mad laughter must succeed on a DC 10 Constitution saving throw or also become infected with the disease. Once a creature succeeds on this save, it is immune to the mad laughter of that particular infected creature for 24 hours.

At the end of each long rest, an infected creature can make a DC 13 Constitution saving throw. On a successful save, the DC for this save and for the save to avoid an attack of mad laughter drops by 1d6.

When the saving throw DC drops to 0, the creature recovers from the disease. A creature that fails three of these saving throws gains a randomly determined form of indefinite madness, as described later.

Sewer Plague*

Sewer plague is a generic term for a broad category of illnesses that incubate in sewers, refuse heaps, and stagnant swamps, and which are sometimes transmitted by creatures that dwell in those areas, such as rats.

When a humanoid creature is bitten by a creature that carries the disease, or when it comes into contact with filth or offal contaminated by the disease, the creature must succeed on a DC 11 Constitution saving throw or become infected.

It takes 1d4 days for sewer plague's symptoms to manifest in an infected creature. Symptoms include fatigue and cramps. The infected creature suffers one level of Exhaustion, and it regains only half the normal number of hit points from spending Hit Dice and no hit points from finishing a long rest.

At the end of each long rest, an infected creature must make a DC 11 Constitution saving throw. On a failed save, the character gains one level of Exhaustion. On a successful save, the character's Exhaustion level decreases by one level. If a successful saving throw reduces the infected creature's level of Exhaustion below 1, the creature recovers from the disease.

Sight Rot*

This painful infection causes bleeding from the eyes and eventually blinds the victim.

A beast or humanoid that drinks water tainted by sight rot must succeed on a DC 15 Constitution saving throw or become infected. One day after infection, the creature's vision starts to become blurry. The creature takes a -1 penalty to attack rolls and ability checks that rely on sight. At the end of each long rest after the symptoms appear, the penalty worsens by 1. When it reaches -5, the victim is Blinded until its sight is restored by magic such as Lesser Restoration or Heal.

Sight rot can be cured using a rare flower called Eyebright, which grows in some swamps. Given an hour, a character who has proficiency with an herbalism kit can turn the flower into one dose of ointment. Applied to the eyes before a long rest, one dose of it prevents the disease from worsening after that rest. After three doses, the ointment cures the disease entirely.

Madness*

Madness Table of Contents

Going Mad*

Madness Effects*

Short-Term Madness*

Long-Term Madness*

Indefinite Madness*

In a typical campaign, characters aren't driven mad by the horrors they face and the carnage they inflict day after day, but sometimes the stress of being an adventurer can be too much to bear. If your campaign has a strong horror theme, you might want to use madness as a way to reinforce that theme, emphasizing the extraordinarily horrific nature of the threats the adventurers face.

Going Mad*

Various magical effects can inflict madness on an otherwise stable mind. Certain spells, such as Contact Other Plane and symbol, can cause insanity, and you can use the madness rules here instead of the spell effects of those spells. Diseases, poisons, and planar effects such as psychic wind or the howling winds of **** can all inflict madness. Some artifacts can also break the psyche of a character who uses or becomes attuned to them.

Resisting a madness-inducing effect usually requires a Wisdom or Charisma saving throw.

Madness Effects*

Madness can be short-term, long-term, or indefinite. Most relatively mundane effects impose short-term madness, which lasts for just a few minutes. More horrific effects or cumulative effects can result in long-term or indefinite madness.

A character afflicted with short-term madness is subjected to an effect from the Short-Term Madness table for 1d10 minutes.

A character afflicted with long-term madness is subjected to an effect from the Long-Term Madness table for 1d10 × 10 hours.

A character afflicted with indefinite madness gains a new character flaw from the Indefinite Madness table that lasts until cured.

Short-Term Madness*
d100 Effect (lasts 1d10 minutes)
01-20 The character retreats into his or her mind and becomes Paralyzed. The effect ends if the character takes any damage.
21-30 The character becomes Incapacitated and spends the duration screaming, laughing, or weeping.
31-40 The character becomes Frightened and must use his or her action and movement each round to flee from the source of the fear.
41-50 The character begins babbling and is incapable of normal speech or spellcasting. 51-60 The character must use his or her action each round to attack the nearest creature.
51-60 The character must use his or her action each round to attack the nearest creature.
61-70 The character experiences vivid hallucinations and has disadvantage on ability checks.
71-75 The character does whatever anyone tells him or her to do that isn't obviously self- destructive.
76-80 The character experiences an overpowering urge to eat something strange such as dirt, slime, or offal.
81-90 The character is Stunned.
91-100 The character falls Unconscious.
Long-Term Madness*
d100 Effect (lasts 1d10 × 10 hours)
01-10 The character feels compelled to repeat a specific activity over and over, such as washing hands, touching things, praying, or counting coins.
11-20 The character experiences vivid hallucinations and has disadvantage on ability checks.
21-30 The character suffers extreme paranoia. The character has disadvantage on Wisdom and Charisma checks.
31-40 The character regards something (usually the source of madness) with intense revulsion, as if affected by the antipathy effect of the Antipathy/Sympathy spell.
41-45 The character experiences a powerful delusion. Choose a potion. The character imagines that he or she is under its effects.
46-55 The character becomes attached to a "lucky charm," such as a person or an object, and has disadvantage on attack rolls, ability checks, and saving throws while more than 30 feet from it.
56-65 The character is Blinded (25%) or Deafened (75%).
66-75 The character experiences uncontrollable tremors or tics, which impose disadvantage on attack rolls, ability checks, and saving throws that involve Strength or Dexterity.
76-85 The character suffers from partial amnesia. The character knows who he or she is and retains racial traits and class features, but doesn't recognize other people or remember anything that happened before the madness took effect.
86-90 Whenever the character takes damage, he or she must succeed on a DC 15 Wisdom saving throw or be affected as though he or she failed a saving throw against the Confusion spell. The confusion effect lasts for 1 minute.
91-95 The character loses the ability to speak.
96-100 The character falls Unconscious. No amount of jostling or damage can wake the character.
Indefinite Madness*
d100 Flaw (lasts until cured)
01-15 "Being drunk keeps me sane."
16-25 "I keep whatever I find."
26-30 "I try to become more like someone else I know-adopting his or her style of dress, mannerisms, and name."
31-35 "I must bend the truth, exaggerate, or outright lie to be interesting to other people."
36-45 "Achieving my goal is the only thing of interest to me, and I'll ignore everything else to pursue it."
46-50 "I find it hard to care about anything that goes on around me."
51-55 "I don't like the way people judge me all the time."
56-70 "I am the smartest, wisest, strongest, fastest, and most beautiful person I know."
71-80 "I am convinced that powerful enemies are hunting me, and their agents are everywhere I go. I am sure they're watching me all the time."
81-85 "There's only one person I can trust. And only I can see this special friend."
86-95 "I can't take anything seriously. The more serious the situation, the funnier I find it."
96-100 "I've discovered that I really like killing people." Curing Madness A Calm Emotions spell can suppress the effects of madness, while a Lesser Restoration spell can rid a character of a short-term or long-term madness. Depending on the source of the madness, Remove Curse or Dispel Evil and Good might also prove effective. A Greater Restoration spell or more powerful magic is required to rid a character of indefinite madness.

Objects*

Objects Table of Contents

Statistics for Objects

Poisons

When characters need to saw through ropes, shatter a window, or smash a vampire's coffin, the only hard and fast rule is this: given enough time and the right tools, characters can destroy any destructible object.

Use common sense when determining a character's success at damaging an object. Can a fighter cut through a section of a stone wall with a sword? No, the sword is likely to break before the wall does.

For the purpose of these rules, an object is a discrete, inanimate item like a window, door, sword, book, table, chair, or stone, not a building or a vehicle that is composed of many other objects.

Statistics for Objects*

Statistics for Objects Table of Contents

Armor Class*

Hit Points*

Huge and Gargantuan Objects*

Objects and Damage Types*

Damage Threshold*

When time is a factor, you can assign an Armor Class and hit points to a destructible object. You can also give it immunities, resistances, and vulnerabilities to specific types of damage.

Armor Class*

An object's Armor Class is a measure of how difficult it is to deal damage to the object when striking it (because the object has no chance of dodging out of the way). The Object Armor Class table provides suggested AC values for various substances.

Substance AC
Cloth, paper, rope 11
Crystal, glass, ice 13
Wood, bone 15
Stone 17
Iron, steel 19
Mithril 21
Adamantine 23
Hit Points*

An object's hit points measure how much damage it can take before losing its structural integrity. Resilient objects have more hit points than fragile ones. Large objects also tend to have more hit points than small ones, unless breaking a small part of the object is just as effective as breaking the whole thing. The Object Hit Points table provides suggested hit points for fragile and resilient objects that are Large or smaller.

Object Hit Points
Size Fragile Resilient
Tiny (bottle, lock) 2 (1d4) 5 (2d4)
Small (chest, lute) 3 (1d6) 10 (3d6)
Medium (barrel, chandelier) 4 (1d8) 18 (4d8)
Large (cart, 10-ft.-by-10-ft. window) 5 (1d10) 27 (5d10)
Huge and Gargantuan Objects*

Normal weapons are of little use against many Huge and Gargantuan objects, such as a colossal statue, towering column of stone, or massive boulder. That said, one torch can burn a Huge tapestry, and an Earthquake spell can reduce a colossus to rubble. You can track a Huge or Gargantuan object's hit points if you like, or you can simply decide how long the object can withstand whatever weapon or force is acting against it. If you track hit points for the object, divide it into Large or smaller sections, and track each section's hit points separately. Destroying one of those sections could ruin the entire object. For example, a Gargantuan statue of a human might topple over when one of its Large legs is reduced to 0 hit points.

Objects and Damage Types*

Objects are immune to poison and psychic damage. You might decide that some damage types are more effective against a particular object or substance than others. For example, bludgeoning damage works well for smashing things but not for cutting through rope or leather. Paper or cloth objects might be vulnerable to fire and lightning damage. A pick can chip away stone but can't effectively cut down a tree. As always, use your best judgment.

Damage Threshold*

Big objects such as castle walls often have extra resilience represented by a damage threshold. An object with a damage threshold has immunity to all damage unless it takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, in which case it takes damage as normal. Any damage that fails to meet or exceed the object's damage threshold is considered superficial and doesn't reduce the object's hit points.

Poisons*

Poisons Table of Contents

Poison Types*

Poison Table*

Sample Poisons*

Given their insidious and deadly nature, poisons are illegal in most societies but are a favorite tool among assassins, drow, and other evil creatures.

Poison Types*

Poisons come in the following four types:

Contact. Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects.

Ingested. A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You may decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.

Inhaled. These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.

Injury. Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.

Poison Table*
Item Type Price per Dose
Assassin's blood Ingested 150 GP
Burnt othur fumes Inhaled 500 GP
Drow poison Injury 200 GP
Essence of ether Inhaled 300 GP
Malice Inhaled 250 GP
Midnight tears Ingested 1,500 GP
Oil of taggit Contact 400 GP
Pale tincture Ingested 250 GP
Purple worm poison Injury 2,000 GP
Serpent venom Injury 200 GP
Torpor Ingested 600 GP
Truth serum Ingested 150 GP
Wyvern poison Injury 1,200 GP
Sample Poisons*

Sample Poisons Table of Contents

Assassin's Blood (Ingested)*

Burnt Othur Fumes (Inhaled)*

Drow Poison (Injury)*

Essence of Ether (Inhaled)*

Malice (Inhaled)*

Midnight Tears (Ingested)*

Oil of Taggit (Contact)*

Pale Tincture (Ingested)*

Purple Worm Poison (Injury)*

Serpent Venom (Injury)*

Torpor (Ingested)*

Truth Serum (Ingested)*

Wyvern Poison (Injury)*

Each type of poison has its own debilitating effects.

Assassin's Blood (Ingested)*

A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 6 (1d12) poison damage and is Poisoned for 24 hours. On a successful save, the creature takes half damage and isn't Poisoned.

Burnt Othur Fumes (Inhaled)*

A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 3 (1d6) poison damage.

After three successful saves, the poison ends.

Drow Poison (Injury)*

This poison is typically made only by the drow, and only in a place far removed from sunlight. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be Poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also Unconscious while Poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.

Essence of Ether (Inhaled)*

A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become Poisoned for 8 hours. The Poisoned creature is Unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.

Malice (Inhaled)*

A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become Poisoned for 1 hour. The Poisoned creature is Blinded.

Midnight Tears (Ingested)*

A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one.

Oil of Taggit (Contact)*

A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or become Poisoned for 24 hours. The Poisoned creature is Unconscious. The creature wakes up if it takes damage.

Pale Tincture (Ingested)*

A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or take 3 (1d6) poison damage and become Poisoned. The Poisoned creature must repeat the saving throw every 24 hours, taking 3 (1d6) poison damage on a failed save. Until this poison ends, the damage the poison deals can't be healed by any means. After seven successful saving throws, the effect ends and the creature can heal normally.

Purple Worm Poison (Injury)*

This poison must be harvested from a dead or Incapacitated purple worm. A creature subjected to this poison must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.

Serpent Venom (Injury)*

This poison must be harvested from a dead or Incapacitated giant poisonous snake. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

Torpor (Ingested)*

A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become Poisoned for 4d6 hours. The Poisoned creature is Incapacitated.

Truth Serum (Ingested)*

A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or become Poisoned for 1 hour. The Poisoned creature can't knowingly speak a lie, as if under the effect of a Zone of Truth spell.

Wyvern Poison (Injury)*

This poison must be harvested from a dead or Incapacitated wyvern. A creature subjected to this poison must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

Monsters*

Monsters Table of Contents

Modifying Creatures

Type

Tags

Alignment

Armor Class

Hit Points

Speed

Ability Scores

Saving Throws

Proficiency Bonus by Challenge Rating

Skills

Vulnerabilities, Resistances, and Immunities

Senses

Armor, Weapon, and Tool Proficiencies

Languages

Telepathy

Challenge Rating

Experience Points

Special Traits

Innate Spellcasting

Spellcasting

Psionics

Actions

Reactions

Limited Usage

Grapple Rules for Monsters

Equipment

Legendary Creatures

A monster's statistics, sometimes referred to as its stat block, provide the essential information that you need to run the monster.

Size A monster can be Tiny, Small, Medium, Large, Huge, or Gargantuan. The Size Categories table shows how much space a creature of a particular size controls in combat. See the **** for more information on creature size and space.

Modifying Creatures*

Despite the versatile collection of monsters in this book, you might be at a loss when it comes to finding the perfect creature for part of an adventure. Feel free to tweak an existing creature to make it into something more useful for you, perhaps by borrowing a trait or two from a different monster or by using a variant or template, such as the ones in this book. Keep in mind that modifying a monster, including when you apply a template to it, might change its challenge rating.

Type*

A monster's type speaks to its fundamental nature. Certain spells, magic items, class features, and other effects in the game interact in special ways with creatures of a particular type. For example, an arrow of dragon slaying deals extra damage not only to dragons but also other creatures of the dragon type, such as dragon turtles and wyverns.

The game includes the following monster types, which have no rules of their own.

Aberrations are utterly alien beings. Many of them have innate magical abilities drawn from the creature's alien mind rather than the mystical forces of the world. The quintessential aberrations are aboleths, and ****.

Beasts are non-humanoid creatures that are a natural part of the fantasy ecology. Some of them have magical powers, but most are unintelligent and lack any society or language. Beasts include all varieties of ordinary animals, dinosaurs, and giant versions of animals.

Celesitals are creatures native to the Upper Planes. Many of them are the servants of deities, employed as messengers or agents in the mortal realm and throughout the planes. Celestials are good by nature, so the exceptional celestial who strays from a good alignment is a horrifying rarity. Celestials include angels, couatls, and pegasi.

Constructs are made, not born. Some are programmed by their creators to follow a simple set of instructions, while others are imbued with sentience and capable of independent thought. Golems are the iconic constructs. Many creatures native to the outer plane of ****, such as ****, are constructs shaped from the raw material of the plane by the will of more powerful creatures.

Dragons are large reptilian creatures of ancient origin and tremendous power. True dragons, including the good metallic dragons and the evil chromatic dragons, are highly intelligent and have innate magic. Also in this category are creatures distantly related to true dragons, but less powerful, less intelligent, and less magical, such as wyverns and pseudodragons.

Elementals are creatures native to the elemental planes. Some creatures of this type are little more than animate masses of their respective elements, including the creatures simply called elementals. Others have biological forms infused with elemental energy. The races of genies, including djinni and efreeti, form the most important civilizations on the elemental planes. Other elemental creatures include azers and invisible stalkers.

Fey are magical creatures closely tied to the forces of nature. They dwell in twilight groves and misty forests. In some worlds, they are closely tied to the ****, also called the Plane of ****. Some are also found in the Outer Planes. Fey include dryads, pixies, and satyrs.

Fiends are creatures of wickedness that are native to the Lower Planes. A few are the servants of deities, but many more labor under the leadership of archdevils and demon princes. Evil priests and mages sometimes summon fiends to the material world to do their bidding. If an evil celestial is a rarity, a good fiend is almost inconceivable. Fiends include demons, devils, hell hounds, rakshasas, and ****.

Giants tower over humans and their kind. They are human-like in shape, though some have multiple heads (ettins) or deformities (fomorians). The six varieties of true giant are hill giants, stone giants, frost giants, fire giants, cloud giants, and storm giants. Besides these, creatures such as ogres and trolls are giants.

Humanoids are the main peoples of a fantasy gaming world, both civilized and savage, including humans and a tremendous variety of other species. They have language and culture, few if any innate magical abilities (though most humanoids can learn spellcasting), and a bipedal form. The most common humanoid races are the ones most suitable as player characters: humans, dwarves, elves, and halflings. Almost as numerous but far more savage and brutal, and almost uniformly evil, are the races of goblinoids (goblins, hobgoblins, and bugbears), orcs, gnolls, lizardfolk, and kobolds.

Monstrosities are monsters in the strictest sense-frightening creatures that are not ordinary, not truly natural, and almost never benign. Some are the results of magical experimentation gone awry (such as owlbears), and others are the product of terrible curses (including minotaurs). They defy categorization, and in some sense serve as a catch-all category for creatures that don't fit into any other type.

Oozes are gelatinous creatures that rarely have a fixed shape. They are mostly subterranean, dwelling in caves and dungeons and feeding on refuse, carrion, or creatures unlucky enough to get in their way. Black puddings and gelatinous cubes are among the most recognizable oozes.

Plants in this context are vegetable creatures, not ordinary flora. Most of them are ambulatory, and some are carnivorous. The quintessential plants are the shambling mound and the treant. Fungal creatures such as the gas spore and the myconid also fall into this category.

Undead are once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse. Undead include walking corpses, such as vampires and zombies, as well as bodiless spirits, such as ghosts and specters.

Tags*

A monster might have one or more tags appended to its type, in parentheses. For example, an orc has the humanoid (orc) type. The parenthetical tags provide additional categorization for certain creatures. The tags have no rules of their own, but something in the game, such as a magic item, might refer to them. For instance, a spear that is especially effective at fighting demons would work against any monster that has the demon tag.

Alignment*

A monster's alignment provides a clue to its disposition and how it behaves in a role-playing or combat situation. For example, a chaotic evil monster might be difficult to reason with and might attack characters on sight, whereas a neutral monster might be willing to negotiate. See the **** for descriptions of the different alignments.

The alignment specified in a monster's stat block is the default. Feel free to depart from it and change a monster's alignment to suit the needs of your campaign. If you want a good-aligned green dragon or an evil storm giant, there's nothing stopping you.

Some creatures can have any alignment. In other words, you choose the monster's alignment. Some monster's alignment entry indicates a tendency or aversion toward law, chaos, good, or evil. For example, a berserker can be any chaotic alignment (chaotic good, chaotic neutral, or chaotic evil), as befits its wild nature.

Many creatures of low intelligence have no comprehension of law or chaos, good or evil. They don't make moral or ethical choices, but rather act on instinct. These creatures are unaligned, which means they don't have an alignment.

Armor Class*

A monster that wears armor or carries a shield has an Armor Class (AC) that takes its armor, shield, and Dexterity into account. Otherwise, a monster's AC is based on its Dexterity modifier and natural armor, if any. If a monster has natural armor, wears armor, or carries a shield, this is noted in parentheses after its AC value.

Hit Points*

A monster usually dies or is destroyed when it drops to 0 hit points. For more on hit points, see the ****.

A monster's hit points are presented both as a die expression and as an average number. For example, a monster with 2d8 hit points has 9 hit points on average (2 × 4 1/2).

A monster's size determines the die used to calculate its hit points, as shown in the Hit Dice by Size table.

Hit Dice by Size
Monster Size Hit Die Average HP per Die
Tiny d4 2 1/2
Small d6 3 1/2
Medium d8 4 1/2
Large d10 5 1/2
Huge d12 6 1/2
Gargantuan d20 10 1/2

A monster's Constitution modifier also affects the number of hit points it has. Its Constitution modifier is multiplied by the number of Hit Dice it possesses, and the result is added to its hit points. For example, if a monster has a Constitution of 12 (+1 modifier) and 2d8 Hit Dice, it has 2d8 + 2 hit points (average 11).

Speed*

A monster's speed tells you how far it can move on its turn. For more information on speed, see the ****.

All creatures have a walking speed, simply called the monster's speed. Creatures that have no form of ground-based locomotion have a walking speed of 0 feet.

Some creatures have one or more of the following additional movement modes.

Burrow A monster that has a burrowing speed can use that speed to move through sand, earth, mud, or ice. A monster can't burrow through solid rock unless it has a special trait that allows it to do so.

Climb A monster that has a climbing speed can use all or part of its movement to move on vertical surfaces. The monster doesn't need to spend extra movement to climb.

Fly A monster that has a flying speed can use all or part of its movement to fly. Some monsters have the ability to hover, which makes them hard to knock out of the air (as explained in the rules on flying in the ****). Such a monster stops hovering when it dies.

Swim A monster that has a swimming speed doesn't need to spend extra movement to swim.

Ability Scores*

Every monster has six ability scores (Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma) and corresponding modifiers. For more information on ability scores and how they're used in play, see the ****.

Saving Throws*

The Saving Throws entry is reserved for creatures that are adept at resisting certain kinds of effects. For example, a creature that isn't easily Charmed or Frightened might gain a bonus on its Wisdom saving throws. Most creatures don't have special saving throw bonuses, in which case this section is absent.

A saving throw bonus is the sum of a monster's relevant ability modifier and its proficiency bonus, which is determined by the monster's challenge rating (as shown in the Proficiency Bonus by Challenge Rating table).

Proficiency Bonus by Challenge Rating*

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

Skills*

The Skills entry is reserved for monsters that are proficient in one or more skills. For example, a monster that is very perceptive and stealthy might have bonuses to Wisdom (Perception) and Dexterity (Stealth) checks.

A skill bonus is the sum of a monster's relevant ability modifier and its proficiency bonus, which is determined by the monster's challenge rating (as shown in the Proficiency Bonus by Challenge Rating table). Other modifiers might apply. For instance, a monster might have a larger-than-expected bonus (usually double its proficiency bonus) to account for its heightened expertise.

Vulnerabilities, Resistances, and Immunities*

Some creatures have vulnerability, resistance, or immunity to certain types of damage. Particular creatures are even resistant or immune to damage from nonmagical attacks (a magical attack is an attack delivered by a spell, a magic item, or another magical source). In addition, some creatures are immune to certain conditions.

Senses*

Senses Table of Contents

Blindsight*

Darkvision*

Tremorsense*

Truesight*

The Senses entry notes a monster's passive Wisdom (Perception) score, as well as any special senses the monster might have. Special senses are described below.

Blindsight*

A monster with blindsight can perceive its surroundings without relying on sight, within a specific radius.

Creatures without eyes, such as grimlocks and gray oozes, typically have this special sense, as do creatures with echolocation or heightened senses, such as bats and true dragons.

If a monster is naturally blind, it has a parenthetical note to this effect, indicating that the radius of its blindsight defines the maximum range of its perception.

Darkvision*

A monster with Darkvision can see in the dark within a specific radius. The monster can see in dim light within the radius as if it were bright light, and in darkness as if it were dim light. The monster can't discern color in darkness, only shades of gray. Many creatures that live underground have this special sense.

Tremorsense*

A monster with tremorsense can detect and pinpoint the origin of vibrations within a specific radius, provided that the monster and the source of the vibrations are in contact with the same ground or substance. Tremorsense can't be used to detect flying or incorporeal creatures. Many burrowing creatures, such as ankhegs, have this special sense.

Truesight*

A monster with truesight can, out to a specific range, see in normal and magical darkness, see Invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceive the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the monster can see into the Ethereal Plane within the same range.

Armor, Weapon, and Tool Proficiencies*

Assume that a creature is proficient with its armor, weapons, and tools. If you swap them out, you decide whether the creature is proficient with its new equipment.

For example, a hill giant typically wears hide armor and wields a greatclub. You could equip a hill giant with chain mail and a greataxe instead, and assume the giant is proficient with both, one or the other, or neither.

See the **** for rules on using armor or weapons without proficiency.

Languages*

The languages that a monster can speak are listed in alphabetical order. Sometimes a monster can understand a language but can't speak it, and this is noted in its entry. A "-" indicates that a creature neither speaks nor understands any language.

Telepathy*

Telepathy is a magical ability that allows a monster to communicate mentally with another creature within a specified range. The contacted creature doesn't need to share a language with the monster to communicate in this way with it, but it must be able to understand at least one language. A creature without telepathy can receive and respond to telepathic messages but can't initiate or terminate a telepathic conversation.

A telepathic monster doesn't need to see a contacted creature and can end the telepathic contact at any time. The contact is broken as soon as the two creatures are no longer within range of each other or if the telepathic monster contacts a different creature within range. A telepathic monster can initiate or terminate a telepathic conversation without using an action, but while the monster is Incapacitated, it can't initiate telepathic contact, and any current contact is terminated.

A creature within the area of an Anti-magic Field or in any other location where magic doesn't function can't send or receive telepathic messages.

Challenge Rating*

A monster's challenge rating tells you how great a threat the monster is. An appropriately equipped and well-rested party of four adventurers should be able to defeat a monster that has a challenge rating equal to its level without suffering any deaths. For example, a party of four 3rd-level characters should find a monster with a challenge rating of 3 to be a worthy challenge, but not a deadly one.

Monsters that are significantly weaker than 1st- level characters have a challenge rating lower than 1. Monsters with a challenge rating of 0 are insignificant except in large numbers; those with no effective attacks are worth no experience points, while those that have attacks are worth 10 XP each.

Some monsters present a greater challenge than even a typical 20th-level party can handle. These monsters have a challenge rating of 21 or higher and are specifically designed to test player skill.

Experience Points*

The number of experience points (XP) a monster is worth is based on its challenge rating. Typically, XP is awarded for defeating the monster, although the GM may also award XP for neutralizing the threat posed by the monster in some other manner.

Unless something tells you otherwise, a monster summoned by a spell or other magical ability is worth the XP noted in its stat block.

Experience Points by Challenge Rating
Challenge XP
0 0 or 10
1/8 25
1/4 50
1/2 100
1 200
2 450
3 700
4 1,100
5 1,800
6 2,300
7 2,900
8 3,900
9 5,000
10 5,900
11 7,200
12 8,400
13 10,000
14 11,500
15 13,000
16 15,000
17 18,000
18 20,000
19 22,000
20 25,000
21 33,000
22 41,000
23 50,000
24 62,000
25 75,000
26 90,000
27 105,000
28 120,000
29 135,000
30 155,000

Special Traits*

Special traits (which appear after a monster's challenge rating but before any actions or reactions) are characteristics that are likely to be relevant in a combat encounter and that require some explanation.

Innate Spellcasting*

A monster with the innate ability to cast spells has the Innate Spellcasting special trait. Unless noted otherwise, an innate spell of 1st level or higher is always cast at its lowest possible level and can't be cast at a higher level. If a monster has a cantrip where its level matters and no level is given, use the monster's challenge rating.

An innate spell can have special rules or restrictions. For example, a drow mage can innately cast the Levitate spell, but the spell has a "self only" restriction, which means that the spell affects only the drow mage.

A monster's innate spells can't be swapped out with other spells. If a monster's innate spells don't require attack rolls, no attack bonus is given for them.

Spellcasting*

A monster with the Spellcasting special trait has a spellcaster level and spell slots, which it uses to cast its spells of 1st level and higher (as explained in the ****). The spellcaster level is also used for any cantrips included in the feature.

The monster has a list of spells known or prepared from a specific class. The list might also include spells from a feature in that class, such as the Divine Domain feature of the cleric or the Druid Circle feature of the druid. The monster is considered a member of that class when attuning to or using a magic item that requires membership in the class or access to its spell list.

A monster can cast a spell from its list at a higher level if it has the spell slot to do so. For example, a drow mage with the 3rd-level Lightning Bolt spell can cast it as a 5th-level spell by using one of its 5th-level spell slots. You can change the spells that a monster knows or has prepared, replacing any spell on its spell list with a spell of the same level and from the same class list. If you do so, you might cause the monster to be a greater or lesser threat than suggested by its challenge rating.

Psionics*

A monster that casts spells using only the power of its mind has the psionics tag added to its Spellcasting or Innate Spellcasting special trait. This tag carries no special rules of its own, but other parts of the game might refer to it. A monster that has this tag typically doesn't require any components to cast its spells.

Actions*

Actions Table of Contents

Melee and Ranged Attacks*

Multiattack*

Ammunition*

When a monster takes its action, it can choose from the options in the Actions section of its stat block or use one of the actions available to all creatures, such as the Dash or Hide action, as described in the ****.

Melee and Ranged Attacks*

Melee and Ranged Attacks Table of Contents

Creature vs. Target*

Hit*

Miss*

The most common actions that a monster will take in combat are melee and ranged attacks. These can be spell attacks or weapon attacks, where the "weapon" might be a manufactured item or a natural weapon, such as a claw or tail spike. For more information on different kinds of attacks, see the ****.

Creature vs. Target*

The target of a melee or ranged attack is usually either one creature or one target, the difference being that a "target" can be a creature or an object.

Hit*

Any damage dealt or other effects that occur as a result of an attack hitting a target are described after the "Hit" notation. You have the option of taking average damage or rolling the damage; for this reason, both the average damage and the die expression are presented.

Miss*

If an attack has an effect that occurs on a miss, that information is presented after the "Miss:" notation.

Multiattack*

A creature that can make multiple attacks on its turn has the Multiattack action. A creature can't use Multiattack when making an opportunity attack, which must be a single melee attack.

Ammunition*

A monster carries enough ammunition to make its ranged attacks. You can assume that a monster has 2d4 pieces of ammunition for a thrown weapon attack, and 2d10 pieces of ammunition for a projectile weapon such as a bow or crossbow.

Reactions*

If a monster can do something special with its reaction, that information is contained here. If a creature has no special reaction, this section is absent.

Limited Usage*

Limited Usage Table of Contents

X/Day*

Recharge X-Y*

Recharge after a Short or Long Rest*

Some special abilities have restrictions on the number of times they can be used.

X/Day*

The notation "X/Day" means a special ability can be used X number of times and that a monster must finish a long rest to regain expended uses. For example, "1/Day" means a special ability can be used once and that the monster must finish a long rest to use it again.

Recharge X-Y*

The notation "Recharge X-Y" means a monster can use a special ability once and that the ability then has a random chance of recharging during each subsequent round of combat. At the start of each of the monster's turns, roll a d6. If the roll is one of the numbers in the recharge notation, the monster regains the use of the special ability. The ability also recharges when the monster finishes a short or long rest.

For example, "Recharge 5-6" means a monster can use the special ability once. Then, at the start of the monster's turn, it regains the use of that ability if it rolls a 5 or 6 on a d6.

Recharge after a Short or Long Rest*

This notation means that a monster can use a special ability once and then must finish a short or long rest to use it again.

Grapple Rules for Monsters*

Many monsters have special attacks that allow them to quickly grapple prey. When a monster hits with such an attack, it doesn't need to make an additional ability check to determine whether the grapple succeeds, unless the attack says otherwise.

A creature Grappled by the monster can use its action to try to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check against the escape DC in the monster's stat block. If no escape DC is given, assume the DC is 10 + the monster's Strength (Athletics) modifier.

Equipment*

A stat block rarely refers to equipment, other than armor or weapons used by a monster. A creature that customarily wears clothes, such as a humanoid, is assumed to be dressed appropriately.

You can equip monsters with additional gear and trinkets however you like, and you decide how much of a monster's equipment is recoverable after the creature is slain and whether any of that equipment is still usable. A battered suit of armor made for a monster is rarely usable by someone else, for instance.

If a spellcasting monster needs material components to cast its spells, assume that it has the material components it needs to cast the spells in its stat block.

Legendary Creatures*

Legendary Creatures Table of Contents

Legendary Actions*

A Legendary Creature's Lair*

A legendary creature can do things that ordinary creatures can't. It can take special actions outside its turn, and it might exert magical influence for miles around.

If a creature assumes the form of a legendary creature, such as through a spell, it doesn't gain that form's legendary actions, lair actions, or regional effects.

Legendary Actions*

A legendary creature can take a certain number of special actions-called legendary actions-outside its turn. Only one legendary action option can be used at a time and only at the end of another creature's turn. A creature regains its spent legendary actions at the start of its turn. It can forgo using them, and it can't use them while Incapacitated or otherwise unable to take actions. If surprised, it can't use them until after its first turn in the combat.

A Legendary Creature's Lair*

A legendary creature might have a section describing its lair and the special effects it can create while there, either by act of will or simply by being present. Such a section applies only to a legendary creature that spends a great deal of time in its lair.

Lair Actions

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can't do so while Incapacitated or otherwise unable to take actions. If surprised, it can't use one until after its first turn in the combat.

Regional Effects

The mere presence of a legendary creature can have strange and wondrous effects on its environment, as noted in this section. Regional effects end abruptly or dissipate over time when the legendary creature dies.

Appendix A Conditions*

Appendix A Conditions Table of Contents

Blinded

Charmed

Deafened

Exhaustion

Frightened

Grappled

Incapacitated

Invisible

Paralyzed

Petrified

Poisoned

Prone

Restrained

Stunned

Unconscious

Conditions alter a creature's capabilities in a variety of ways and can arise as a result of a spell, a class feature, a monster's attack, or other effect. Most conditions, such as Blinded, are impairments, but a few, such as Invisible, can be advantageous. A condition lasts either until it is countered (the Prone condition is countered by standing up, for example) or for a duration specified by the effect that imposed the condition. If multiple effects impose the same condition on a creature, each instance of the condition has its own duration, but the condition's effects don't get worse. A creature either has a condition or doesn't. The following definitions specify what happens to a creature while it is subjected to a condition.

Blinded*

  • A blinded creature can't see and automatically fails any ability check that requires sight.
  • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.

Charmed*

  • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects.
  • The charmer has advantage on any ability check to interact socially with the creature.

Deafened*

  • A deafened creature can't hear and automatically fails any ability check that requires hearing.

Exhaustion*

Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect's description.

Level Effect
1 Disadvantage on ability checks
2 Speed halved
3 Disadvantage on attack rolls and saving throws
4 Hit point maximum halved
5 Speed reduced to 0
6 Death

If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect's description.

A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on ability checks.

An effect that removes exhaustion reduces its level as specified in the effect's description, with all exhaustion effects ending if a creature's exhaustion level is reduced below 1.

Finishing a long rest reduces a creature's exhaustion level by 1, provided that the creature has also ingested some food and drink.

Frightened*

  • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
  • The creature can't willingly move closer to the source of its fear.

Grappled*

  • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
  • The condition ends if the grappler is Incapacitated.
  • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunder-wave spell.

Incapacitated*

  • An incapacitated creature can't take actions or reactions.

Invisible*

  • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is Heavily Obscured. The creature's location can be detected by any noise it makes or any tracks it leaves.
  • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.

Paralyzed*

  • A paralyzed creature is Incapacitated and can't move or speak.
  • The creature automatically fails Strength and Dexterity saving throws.
  • Attack rolls against the creature have advantage.
  • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.

Petrified*

  • A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging.
  • The creature is Incapacitated, can't move or speak, and is unaware of its surroundings.
  • Attack rolls against the creature have advantage.
  • The creature automatically fails Strength and Dexterity saving throws.
  • The creature has resistance to all damage.
  • The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized.

Poisoned*

  • A poisoned creature has disadvantage on attack rolls and ability checks.

Prone*

  • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
  • The creature has disadvantage on attack rolls.
  • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.

Restrained*

  • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
  • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
  • The creature has disadvantage on Dexterity saving throws.

Stunned*

  • A stunned creature is Incapacitated, can't move, and can speak only falteringly.
  • The creature automatically fails Strength and Dexterity saving throws.
  • Attack rolls against the creature have advantage.

Unconscious*

  • An unconscious creature is Incapacitated, can't move or speak, and is unaware of its surroundings
  • The creature drops whatever it's holding and falls Prone.
  • The creature automatically fails Strength and Dexterity saving throws.
  • Attack rolls against the creature have advantage.
  • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.

Appendix B Pantheons*

Appendix PH-B: Fantasy-Historical Pantheons

The Celtic, Egyptian, Greek, and Norse pantheons are fantasy interpretations of historical religions from our world's ancient times. They include deities that are most appropriate for use in a game, divorced from their historical context in the real world and united into pantheons that serve the needs of the game.

The Celtic Pantheon

It's said that something wild lurks in the heart of every soul, a space that thrills to the sound of geese calling at night, to the whispering wind through the pines, to the unexpected red of mistletoe on an oak-and it is in this space that the Celtic gods dwell. They sprang from the brook and stream, their might heightened by the strength of the oak and the beauty of the woodlands and open moor. When the first forester dared put a name to the face seen in the bole of a tree or the voice babbling in a brook, these gods forced themselves into being.

The Celtic gods are as often served by druids as by clerics, for they are closely aligned with the forces of nature that druids revere.

The Greek Pantheon

The gods of Olympus make themselves known with the gentle lap of waves against the shores and the crash of the thunder among the cloud-enshrouded peaks. The thick boar-infested woods and the sere, olive-covered hillsides hold evidence of their passing. Every aspect of nature echoes with their presence, and they've made a place for themselves inside the human heart, too.

The Egyptian Pantheon

These gods are a young dynasty of an ancient divine family, heirs to the rulership of the cosmos and the maintenance of the divine principle of Ma'at-the fundamental order of truth, justice, law, and order that puts gods, mortal pharaohs, and ordinary men and women in their logical and rightful place in the universe.

The Egyptian pantheon is unusual in having three gods responsible for death, each with different alignments. Anubis is the lawful neutral god of the afterlife, who judges the souls of the dead. Set is a chaotic evil god of murder, perhaps best known for killing his brother Osiris. And Nephthys is a chaotic good goddess of mourning.

The Norse Pantheon

Where the land plummets from the snowy hills into the icy fjords below, where the longboats draw up on to the beach, where the glaciers flow forward and retreat with every fall and spring-this is the land of the Vikings, the home of the Norse pantheon. It's a brutal clime, and one that calls for brutal living. The warriors of the land have had to adapt to the harsh conditions in order to survive, but they haven't been too twisted by the needs of their environment. Given the necessity of raiding for food and wealth, it's surprising the mortals turned out as well as they did. Their powers reflect the need these warriors had for strong leadership and decisive action. Thus, they see their deities in every bend of a river, hear them in the crash of the thunder and the booming of the glaciers, and smell them in the smoke of a burning longhouse.

The Norse pantheon includes two main families, the Aesir (deities of war and destiny) and the Vanir (gods of fertility and prosperity). Once enemies, these two families are now closely allied against their common enemies, the giants (including the gods Surtur and Thrym).

Celtic Deities
Deity Alignment Suggested Domains Symbol
The Daghdha, god of weather and crops CG ****, **** Bubbling cauldron or shield
Arawn, god of life and death NE Life, **** Black star on gray background
Belenus, god of sun, light, and warmth NG **** Solar disk and standing stones
Brigantia, goddess of rivers and livestock NG Life Footbridge
Diancecht, god of medicine and healing LG Life Crossed oak and mistletoe branches
Dunatis, god of mountains and peaks N **** Red sun-capped mountain peak
Goibhniu, god of smiths and healing NG ****, Life Giant mallet over sword
Lugh, god of arts, travel, and commerce CN ****, Life Pair of long hands
Manannan mac Lir, god of oceans and sea creatures LN ****, **** Wave of white water on green
Math Mathonwy, god of magic NE **** Staff
Morrigan, goddess of battle CE **** Two crossed spears
Nuada, god of war and warriors N **** Silver hand on black background
Oghma, god of speech and writing NG **** Unfurled scroll
Silvanus, god of nature and forests N **** Summer oak tree
Greek Deities
Deity Alignment Suggested Domains Symbol
Zeus, god of the sky, ruler of the gods N **** Fist full of lightning bolts
Aphrodite, goddess of love and beauty CG **** Sea shell
Apollo, god of light, music, and healing CG ****, Life, **** Lyre
Ares, god of war and strife CE **** Spear
Artemis, goddess of hunting and childbirth NG Life, **** Bow and arrow on lunar disk
Athena, goddess of wisdom and civilization LG ****, **** Owl
Demeter, goddess of agriculture NG Life Mare's head
Dionysus, god of mirth and wine CN Life Thyrsus (staff tipped with pine cone)
Hades, god of the underworld LE **** Black ram
Hecate, goddess of magic and the moon CE ****, **** Setting moon
Hephaestus, god of smithing and craft NG **** Hammer and anvil
Hera, goddess of marriage and intrigue CN **** Fan of peacock feathers
Hercules, god of strength and adventure CG ****, **** Lion's head
Hermes, god of travel and commerce CG **** Caduceus (winged staff and serpents)
Hestia, goddess of home and family NG Life Hearth
Nike, goddess of victory LN **** Winged woman
Pan, god of nature CN **** Syrinx (pan pipes)
Poseidon, god of the sea and earthquakes CN **** Trident
Tyche, goddess of good fortune N **** Red pentagram
Egyptian Deities
Deity Alignment Suggested Domains Symbol
Re-Horakhty, god of the sun, ruler of the gods LG Life, **** Solar disk encircled by serpent
Anubis, god of judgment and death LN **** Black jackal
Apep, god of evil, fire, and serpents NE **** Flaming snake
Bast, goddess of cats and vengeance CG **** Cat
Bes, god of luck and music CN **** Image of the misshapen deity
Hathor, goddess of love, music, and motherhood NG Life, **** Horned cow's head with lunar disk
Imhotep, god of crafts and medicine NG **** Step pyramid
Isis, goddess of fertility and magic NG ****, Life Ankh and star
Nephthys, goddess of death and grief CG **** Horns around a lunar disk
Osiris, god of nature and the underworld LG Life, **** Crook and flail
Ptah, god of crafts, knowledge, and secrets LN **** Bull
Set, god of darkness and desert storms CE ****, ****, **** Coiled cobra
Sobek, god of water and crocodiles LE ****, **** Crocodile head with horns and plumes
Thoth, god of knowledge and wisdom N **** Ibis
Norse Deities
Deity Alignment Suggested Domains Symbol
Odin, god of knowledge and war NG ****, **** Watching blue eye
Aegir, god of the sea and storms NE **** Rough ocean waves
Balder, god of beauty and poetry NG Life, **** Gem-encrusted silver chalice
Forseti, god of justice and law N **** Head of a bearded man
Frey, god of fertility and the sun NG Life, **** Ice-blue greatsword
Freya, goddess of fertility and love NG Life Falcon
Frigga, goddess of birth and fertility N Life, **** Cat
Heimdall, god of watchfulness and loyalty LG ****, **** Curling musical horn
Hel, goddess of the underworld NE **** Woman's face, rotting on one side
Hermod, god of luck CN **** Winged scroll
Loki, god of thieves and trickery CE **** Flame
Njord, god of sea and wind NG ****, **** Gold coin
Odur, god of light and the sun CG **** Solar disk
Sif, goddess of war CG **** Upraised sword
Skadi, god of earth and mountains N **** Mountain peak
Surtur, god of fire giants and war LE **** Flaming sword
Thor, god of storms and thunder CG ****, **** Hammer
Thrym, god of frost giants and cold CE **** White double-bladed axe
Tyr, god of courage and strategy LN ****, **** Sword
Uller, god of hunting and winter CN **** Longbow

Appendix C: Planes of Existence*

The cosmos teems with a multitude of worlds as well as myriad alternate dimensions of reality, called the planes of existence. It encompasses every world where GMs run their adventures, all within the relatively mundane realm of the Material Plane. Beyond that plane are domains of raw elemental matter and energy, realms of pure thought and ethos, the homes of demons and angels, and the dominions of the gods.

Many spells and magic items can draw energy from these planes, summon the creatures that dwell there, communicate with their denizens, and allow adventurers to travel there. As your character achieves greater power and higher levels, you might walk on streets made of solid fire or test your mettle on a battlefield where the fallen are resurrected with each dawn.

The Material Plane

The Material Plane is the nexus where the philosophical and elemental forces that define the other planes collide in the jumbled existence of mortal life and mundane matter. All fantasy gaming worlds exist within the Material Plane, making it the starting point for most campaigns and adventures. The rest of the multiverse is defined in relation to the Material Plane.

The worlds of the Material Plane are infinitely diverse, for they reflect the creative imagination of the GMs who set their games there, as well as the players whose heroes adventure there. They include magic-wasted desert planets and island-dotted water worlds, worlds where magic combines with advanced technology and others trapped in an endless Stone Age, worlds where the gods walk and places they have abandoned.

Beyond the Material

Beyond the Material Plane, the various planes of existence are realms of myth and mystery. They're not simply other worlds, but different qualities of being, formed and governed by spiritual and elemental principles abstracted from the ordinary world.

Planar Travel

When adventurers travel into other planes of existence, they are undertaking a legendary journey across the thresholds of existence to a mythic destination where they strive to complete their quest. Such a journey is the stuff of legend. Braving the realms of the dead, seeking out the celestial servants of a deity, or bargaining with an efreeti in its home city will be the subject of song and story for years to come.

Travel to the planes beyond the Material Plane can be accomplished in two ways: by casting a spell or by using a planar portal.

Spells. A number of spells allow direct or indirect access to other planes of existence. Plane Shift and Gate can transport adventurers directly to any other plane of existence, with different degrees of precision. Etherealness allows adventurers to enter the Ethereal Plane and travel from there to any of the planes it touches-such as the Elemental Planes. And the Astral Projection spell lets adventurers project themselves into the Astral Plane and travel to the Outer Planes.

Portals. A portal is a general term for a stationary interplanar connection that links a specific location on one plane to a specific location on another. Some portals are like doorways, a clear window, or a fog- shrouded passage, and simply stepping through it effects the interplanar travel. Others are locations- circles of standing stones, soaring towers, sailing ships, or even whole towns-that exist in multiple planes at once or flicker from one plane to another in turn. Some are vortices, typically joining an Elemental Plane with a very similar location on the Material Plane, such as the heart of a volcano (leading to the Plane of Fire) or the depths of the ocean (to the Plane of Water).

Transitive Planes

The Ethereal Plane and the Astral Plane are called the Transitive Planes. They are mostly featureless realms that serve primarily as ways to travel from one plane to another. Spells such as Etherealness and Astral Projection allow characters to enter these planes and traverse them to reach the planes beyond.

The Ethereal Plane is a misty, fog-bound dimension that is sometimes described as a great ocean. Its shores, called the Border Ethereal, overlap the Material Plane and the Inner Planes, so that every location on those planes has a corresponding location on the Ethereal Plane. Certain creatures can see into the Border Ethereal, and the See Invisibility and True Seeing spell grant that ability. Some magical effects also extend from the Material Plane into the Border Ethereal, particularly effects that use force energy such as Forcecage and Wall of Force. The depths of the plane, the Deep Ethereal, are a region of swirling mists and colorful fogs.

The Astral Plane is the realm of thought and dream, where visitors travel as disembodied souls to reach the planes of the divine and demonic. It is a great, silvery sea, the same above and below, with swirling wisps of white and gray streaking among motes of light resembling distant stars. Erratic whirlpools of color flicker in midair like spinning coins. Occasional bits of solid matter can be found here, but most of the Astral Plane is an endless, open domain.

Inner Planes

The Inner Planes surround and enfold the Material Plane and its echoes, providing the raw elemental substance from which all the worlds were made. The four Elemental Planes-Air, Earth, Fire, and Water-form a ring around the Material Plane, suspended within the churning Elemental Chaos.

At their innermost edges, where they are closest to the Material Plane (in a conceptual if not a literal geographical sense), the four Elemental Planes resemble a world in the Material Plane. The four elements mingle together as they do in the Material Plane, forming land, sea, and sky. Farther from the Material Plane, though, the Elemental Planes are both alien and hostile. Here, the elements exist in their purest form-great expanses of solid earth, blazing fire, crystal-clear water, and unsullied air. These regions are little-known, so when discussing the Plane of Fire, for example, a speaker usually means just the border region. At the farthest extents of the Inner Planes, the pure elements dissolve and bleed together into an unending tumult of clashing energies and colliding substance, the Elemental Chaos.

Outer Planes

If the Inner Planes are the raw matter and energy that makes up the multiverse, the Outer Planes are the direction, thought and purpose for such construction. Accordingly, many sages refer to the Outer Planes as divine planes, spiritual planes, or godly planes, for the Outer Planes are best known as the homes of deities.

When discussing anything to do with deities, the language used must be highly metaphorical. Their actual homes are not literally "places" at all, but exemplify the idea that the Outer Planes are realms of thought and spirit. As with the Elemental Planes, one can imagine the perceptible part of the Outer Planes as a sort of border region, while extensive spiritual regions lie beyond ordinary sensory experience.

Even in those perceptible regions, appearances can be deceptive. Initially, many of the Outer Planes appear hospitable and familiar to natives of the Material Plane. But the landscape can change at the whims of the powerful forces that live on the Outer Planes. The desires of the mighty forces that dwell on these planes can remake them completely, effectively erasing and rebuilding existence itself to better fulfill their own needs.

Distance is a virtually meaningless concept on the Outer Planes. The perceptible regions of the planes often seem quite small, but they can also stretch on to what seems like infinity. It might be possible to take a guided tour of Hell, from the first layer to the last, in a single day-if the powers of Hell desire it. Or it could take weeks for travelers to make a grueling trek across a single layer.

The most well-known Outer Planes are a group of sixteen planes that correspond to the eight alignments (excluding neutrality) and the shades of distinction between them.

Outer Planes

The planes with some element of good in their nature are called the Upper Planes. Celestial creatures such as angels and pegasi dwell in the Upper Planes. Planes with some element of evil are the Lower Planes. Fiends such as demons and devils dwell in the Lower Planes. A plane's alignment is its essence, and a character whose alignment doesn't match the plane's experiences a profound sense of dissonance there.

Demiplanes

Demiplanes are small extradimensional spaces with their own unique rules. They are pieces of reality that don't seem to fit anywhere else. Demiplanes come into being by a variety of means. Some are created by spells, such as Demiplane, or generated at the desire of a powerful deity or other force. They may exist naturally, as a fold of existing reality that has been pinched off from the rest of the multiverse, or as a baby universe growing in power. A given demiplane can be entered through a single point where it touches another plane. Theoretically, a Plane Shift spell can also carry travelers to a demiplane, but the proper frequency required for the tuning fork is extremely hard to acquire. The Gate spell is more reliable, assuming the caster knows of the demiplane.

Nonplayer Characters*

This appendix contains statistics for various humanoid nonplayer characters (NPCs) that adventurers might encounter during a campaign, including lowly commoners and mighty archmages. These stat blocks can be used to represent both human and nonhuman NPCs. Customizing NPCs There are many easy ways to customize the NPCs in this appendix for your home campaign.

Racial Traits. You can add racial traits to an NPC. For example, a halfling druid might have a speed of 25 feet and the Lucky trait. Adding racial traits to an NPC doesn't alter its challenge rating. For more on racial traits, see the ****.

Spell Swaps. One way to customize an NPC spellcaster is to replace one or more of its spells. You can substitute any spell on the NPC's spell list with a different spell of the same level from the same spell list. Swapping spells in this manner doesn't alter an NPC's challenge rating.

Armor and Weapon Swaps. You can upgrade or downgrade an NPC's armor, or add or switch weapons. Adjustments to Armor Class and damage can change an NPC's challenge rating.

Magic Items. The more powerful an NPC, the more likely it has one or more magic items in its possession. An archmage, for example, might have a magic staff or wand, as well as one or more potions and scrolls. Giving an NPC a potent damage-dealing magic item could alter its challenge rating.

Background Lore***

Table of Contents

The Brains

The Load

The Muscle

The Professional

The Sneak

The Brains

When you come to a fork in the road, you can spend hours hours figuring it out. The more intriguing the puzzle, the more accomplished you feel upon completion.

The Load

You are a burden on the party in almost all situations. Decrease all attributes by 6 points. Lose all skills and proficiencies and cannot gain any. You do gain one Load Superpower... but the rare times it is useful are unlikely to make you a valued member of the party.

The Muscle

Who cares about puzzles or locks. When a door is in the way, you can just kick it in!

The Professional

Whatever is worth doing is worth doing right. You have spent your life performing at your best and now its your job to make sure the party finishes what it starts.

The Sneak

The direct way usually means death. Probably best if you find a back door.

Battles Credits***

Table of Contents

Engineer Suite

Explore.com

Inuit Myths.com

Norse Mythology.net

Engineer Suite

Maasq has done a great job of creating an engineer that helps building non-player characters for use in Fantasy Grounds. His software cut down the amount of days needed for this project by a pretty good chunk, and for that I'm extremely grateful. It also generates the wonderful sorted lists by terrain and mythological origin found in the library section. Thank you Maasq for the great effort.

Download: https://www.masq.net/search/label/NPC%20Engineer

Explore.com

So first a few disclaimers. This website believes, or at least claims to believe, that it is "Looking beyond the visible world." That means that what inspiration I've taken from them for fantasy, they may believe to be real. This website also has advertisements that are NOT family friendly, proceed at your own risk.

That being said, they did have a list of fey creatures with basic descriptions that sparked some inspiration.

https://exemplore.com/magic/Fairy-Dictionary-A-Z-of-Fairies-and-the-Wee-Folk

Inuit Myths.com

Inuit Mythology.net is a great source of arctic creatures which inspired several new additions.

http://www.inuitmyths.com/

Norse Mythology.net

Norse Mythology.net is a great website that has lots of information about different creatures in mythology and some of the stories behind them. Most of this information is about individual beasts, monsters, elves, dwarfs, etc. so I took the liberty of generalizing them. Instead of it being a beast you can only encounter one of, it is a group of beasts that resemble that legendary beast.

http://norse-mythology.net

Class Tables, Additional***

Table of Contents

The Neiklot

The Runecrafter - NPC Only Levels

The Runic Breacher

The Neiklot

Proficiency
Level Bonus Features Feat
1st +2 Favored Enemy, Natural Explorer
2nd +2 Fighting Style
3rd +2 Ranger Archetype, Primal Awareness Dead Shot
4th +2 Ability Score Improvement
5th +3 Extra Attack Marksman
6th +3 Favored Enemy and Natural Explorer improvements
7th +3 Ranger Archetype feature
8th +3 Ability Score Improvement, Land's Stride
9th +4 - Natural Hider
10th +4 Natural Explorer improvement, Hid in Plain Sight
11th +4 Ranger Archetype feature
12th +4 Ability Score Improvement
13th +5 - Ricochet Master
14th +5 Favored Enemy improvement, Vanish
15th +5 Ranger Archetype feature
16th +5 Ability Score Improvement
17th +6 - Silent Killer
18th +6 Feral Senses
19th +6 Ability Score Improvement
20th +6 Foe Slayer

The Runecrafter - NPC Only Levels

Proficiency Cantrips -Spell Slots per Spell Level-
Level Bonus Features Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Runecrafting 2 2 - - - - - - - - (tier 1)
2nd +2 Spectral Shield 2 3 - - - - - - - -
3rd +2 Runic Career 2 4 2 - - - - - - -
4th +2 Ability Score Improvement 2 4 3 - - - - - - -
5th +3 - 3 4 3 2 - - - - - - (tier 2)
6th +3 Greater Duration 3 4 3 3 - - - - - -
7th +3 - 3 4 3 3 1 - - - - -
8th +3 Ability Score Improvement 3 4 3 3 2 - - - - -
9th +4 - 4 4 3 3 3 1 - - - -
10th +4 Easy Inscription 4 4 3 3 3 2 - - - -
11th +4 - 4 4 3 3 3 2 1 - - - (tier 3)
12th +4 Ability Score Improvement 4 4 3 3 3 2 1 - - -
13th +5 - 5 4 3 3 3 2 1 1 - -
14th +5 Interwoven Glyph 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 - 6 4 3 3 3 2 1 1 1 1 (tier 4)
18th +6 Runic Surge 6 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 6 4 3 3 3 3 2 1 1 1
20th +6 More Power! 6 4 3 3 3 3 2 2 1 1
NPC Only Levels Cantrips 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th
21st +7 7 4 3 3 3 3 2 2 2 1
22nd +7 Something* 7 5 4 3 3 3 2 2 2 1
23rd +7 7 5 4 3 3 3 2 2 2 2
24th +7 Ability Score Improvement 7 5 4 4 4 3 2 2 2 2
25th +8 8 5 4 4 4 3 2 2 2 2 1 (tier 5)
26th +8 Rapid Inscription 8 6 5 5 4 3 2 2 2 2 1
27th +8 8 6 5 5 4 3 2 2 2 2 1 1
28th +8 Ability Score Improvement 8 7 6 5 4 3 3 3 2 2 1 1
29th +9 9 7 6 5 5 4 4 3 3 2 1 1 1 (tier 6)
30th +9 Something* 9 7 7 6 6 5 5 4 3 2 1 1 1
31st +9 9 7 7 6 6 5 5 4 3 2 1 1 1 1
32nd +9 Ability Score Improvement 9 7 7 6 6 5 5 4 4 3 2 1 1 1
33rd +10 10 7 7 6 6 5 5 4 4 3 2 1 1 1 1
34th +10 Something* 10 7 7 6 6 5 5 4 4 3 3 2 2 1 1
35th +10 10 7 7 6 6 5 5 4 4 3 3 2 2 1 1 1 (tier 7)
36th +10 Ability Score Improvement 10 8 8 7 7 6 6 5 4 3 3 2 2 1 1 1
37th +11 11 8 8 7 7 6 6 5 5 4 4 3 2 2 1 1 1
38th +11 Something* 11 9 8 8 7 7 6 6 5 5 4 4 3 2 2 1 1
39th +11 Ability Score Improvement 11 9 8 8 7 7 6 6 5 5 4 4 3 2 2 1 1 1
40th +11 Master Inscriber 11 9 8 8 7 7 6 6 5 5 4 4 3 3 2 2 1 1 (tier 8)

The Runic Breacher

Proficiency Cantrips Spells Spell Slot
Level Bonus Features Known Known Slots Level
1st +2 Primal Resuscitation, Primal Specialty - - - -
2nd +2 Primal Capacitor - - - -
3rd +2 Pact Magic 2 2 1 1st
4th +2 Ability Score Improvement 2 2 1 1st
5th +3 Extra Attack 2 2 1 1st
6th +3 Ability Score Improvement 2 3 2 1st
7th +3 Sacrificial Lamb 2 3 2 1st
8th +3 Ability Score Improvement 2 3 2 1st
9th +4 Magical Defense (one use) 2 4 2 2nd
10th +4 Inorganic Blast 2 4 2 2nd
11th +4 Extra Attack (2) 2 4 2 2nd
12th +4 Ability Score Improvement 3 5 2 2nd
13th +5 Runic Absorption (two uses) 3 5 2 2nd
14th +5 Ability Score Improvement 3 5 2 2nd
15th +5 Sap Strength 3 6 2 3rd
16th +5 Ability Score Improvement 3 6 2 3rd
17th +6 Primal Capacitor (two uses), Magical Defense (three uses) 3 6 2 3rd
18th +6 Mana Feast 3 7 2 3rd
19th +6 Ability Score Improvement 3 7 2 3rd
20th +6 Extra Attack (3) 3 7 2 3rd

Homebrew Lore***

Table of Contents

Drakon - Canonical

House of Athishut - Canonical

Plane: Manak

Penolia

Runeus

Drakon - Canonical

The Elven Empire of Vlu grew far larger than any other kingdom on Runeus. They labored ceaselessly to master complex spells that did astounding things. As their knowledge grew so did their influence and power across the planes.

Drakon, their king, desired to revitalize the soil of their planet, repairing centuries of abuse. He spent several decades preparing the ritual, investing the full knowledge and power of his empire to achieve a goal that would revitalize his planet, and allow them to do the same for many others across the planes.

On the appointed day of the ritual, there was a blinding light and strange pulse of wind pouring out of their capital city. As the pulse hit the citizens of Vlu it did a number of things. The magical sigils they wore upon their heads glowed brightly and melted down onto their heads. Many of them were teleported to random locations across many planes.

None of the refugees know what went wrong, but they have been irrevocably changed. Their skin has turned blue and their hair snow white, and in the center of each of their foreheads is a glowing ruby like gem. Their magical sigils have become part of their DNA and their young are now born with them.

So the Vluln were born, and so was their desire to find others of their kind and uncover what happened on Runeus that day.

Subraces

Elven - Vluln

House of Athishut - Canonical

Lore

The House of Athishut is a powerful clan of demons. They are known for their vicious savagery and their rotten sportsmanship. Packs of these powerful demons will lay wast to cities and kingdoms. If adventurers manage to isolate and overpower one of these demons, they will trigger the self destruct on their weapons to prevent them from falling into the wrong hands.

Items

Crossbow of House of Athishut

Dagger of House Athishut

NPCs

(coming soon)

Plane: Manak

A plane filled with the very essence of magic. All spellcasters draw from this plane to cast their spells. Legend says that something lives there, something very powerful.

Penolia

Penolia rests deep in the seventh circle. It consists of a main continental landmass surrounded by outlying islands. Generations of wars have left her with many deep scars, lost and buried cities, and untold secrets waiting to be rediscovered. The surface itself has degraded into a lasting feud between two great kingdoms. In the mountains to the east lies the Dwarven Confederacy ruled by the House of Mailkon. This dwarven empire holds the rich mineral deposits of the mountains formely in its hands. To the west stands the great forests of Zerron. Here the orcish empire of Hratoka reigns. They have learned to grow magical woods and fortify the forests to the point where none of the dwarves of Mailkon dare intrude on their soverign realm.

Primary Lore Master: ProNobis

House of Mailkon

The House of Mailkon has stood for 300 years and has waged 9 wars with the Hratoka in that time period.

Runeus

Primary Lore Master: Wolfe

Homebrew Rules***

Table of Contents

Armor/Weapon Proficiencies

Biome Descriptions

Carrying Capacity

Falling

Flight

Forging Items

GM - ProNobis

Languages/Skills Proficiencies

Magic Item Prices

Optional House Rules

Inept (tier 0)

Poor (tier 1)

Average (tier 2)

Decent (tier 3)

Proficient (tier 4)

Excellent (tier 5)

Extraordinary (tier 6)

Legendary (tier 7)

Rules for Using a Musical Instrument

Rules for Using Alchemist's Supplies

Rules for Using Brewer's Supplies

Rules for Using Calligrapher's Supplies

Rules for Using Carpenter's Tools

Rules for Using Cartographer's Tools

Rules for Using Chess Set

Rules for Using Cobbler's Tools

Rules for Using Cook's Utensils

Rules for Using Dice Set

Rules for Using Disguise Kit

Rules for Using Doctor's Tools

Rules for Using Forgery Kit

Rules for Using Glassblower's Tools

Rules for Using Herbalism Kit

Rules for Using Jeweler's Tools

Rules for Using Juggling Pins

Rules for Using Keg of Ale

Rules for Using Klimon Arm Wrestling Set

Rules for Using Leatherworker's Tools

Rules for Using Mason's Tools

Rules for Using Matching Cards

Rules for Using Navigator's Tools

Rules for Using Painter's Supplies

Rules for Using Playing Card Set

Rules for Using Poisoner's Kit

Rules for Using Potter's Tools

Rules for Using Smith's Tools

Rules for Using Thieves' Tools

Rules for Using Tinker's Tools

Rules for Using Weaver's Tools

Rules for Using Woodcarver's Tools

Skill Level (Forging/Crafting)

Stages of Drunkenness

Tool Proficiencies

Armor/Weapon Proficiencies

Armor
Armor Restrictions to Learn
Light Armor
Padded
Leather
Studded
Medium Armor
Hide
Chain Shirt STR 10
Scale Mail STR 10
Breastplate STR 11
Half Plate STR 12
Heavy Armor
Ring Mail STR 12
Chain Mail STR 13
Splint STR 15
Plate STR 15
Shield
Shield not a Druid
Shield (Wooden)
Weapons
Weapon Restrictions
Simple Melee Weapons
Club
Dagger
Greatclub
Handaxe
Javelin
Light Hammer
Mace
Quarterstaff
Sickle
Spear
Simple Ranged Weapons
Dart
Light Crossbow
Shortbow
Sling
Martial Weapons
Battleaxe
Flail
Glaive
Greataxe
Greatsword
Halberd
Lance
Longsword
Maul
Morningstar
Pike
Rapier
Scimitar
Shortsword
Trident
War Pick
Warhammer
Whip
Martial Ranged Weapons
Blowgun
Hand Crossbow
Heavy Crossbow
Longbow
Net
Tiny Weapons

To learn proficiency for any tiny weapons, you must be of tiny or smaller size. You only remain proficient while you are tiny or smaller.

Weapon Restrictions
Simple Melee Weapons
Acupuncture Needle Simple Melee Weapons
Simple Ranged Weapons
Mikon Crossbow Simple Ranged Weapons
Martial Melee Weapons
Azinga Martial Ranged Weapons
Learning Additional Proficiencies

If you find a master of using either a type of armor or a weapon you can train with them to gain proficiency. This proficiency takes either 1) a certain amount of time of training or 2) a certain amount of Gold that increases the more armor/weapon proficiencies you have. For the sake of calculating the number of proficiencies you have please see the following table:

Type Number of Proficiencies
Armor 2
All Light Armor 5
All Medium Armor 7
All Heavy Armor 9
Shield 2
All Armor 20
Weapon 1
All Simple Melee Weapons 7
All Simple Ranged Weapons 2
All Simple Weapons 8
All Martial Melee Weapons 15
All Martial Ranged Weapons 4
All Martial Weapons 18
All Weapons 30
Spellcasting* 20
Learning Table
# Armor/Weapon Proficiencies Time Cost
0-10 1 hour 1 GP
11-20 1 day 10 GP
21-30 1 week 100 GP
31-40 1 month 1,000 GP
41-50 1 year 10,000 GP

To use the above table to calculate the cost of training, first total your current number of armor/weapon proficiencies. Then calculate the total of what you are training for. For each level between the two add the numbers together. For example, training from All Simple Melee Weapons with no armor (7) to All Weapons (30) would have 3 in the first set, 10 in the second set, and 10 in the third set for a total of either 10 weeks, 10 days and 3 hours or 1,103 GP.

NOTE: Explorer's Guild uses the Cost not the Time.

*Spellcasting cannot be learned through this method, however, if any of your classes know spellcasting it is much harder to learn additional armor and weapon proficiencies.

Biome Descriptions

Arctic

Cavern

Coastal

Desert

Forest

Grassland

Hill

Jungle

Mountain

Swamp

Underwater

Urban

Volcanic

Carrying Capacity

Strength Based

Your carrying capacity is directly based on your strength and modified by your size. The following table summarizes carrying capacity by modifiers.

Size Regular Modifier Light Weight Flight
Bitty 2 2/5
Petite 6 6/5
Tiny 7.5 3/2
Small 15 3
Medium 15 3
Large 30 6
Huge 60 12
Gargantuan 120 24
SRD Description

Lifting and Carrying

Falling

Speed of Fall
Time (s) Speed (ft/s) Distance (ft) Total Distance
0 0 0 0
1 30 15 15
2 50 40 55
3 75 60 115
4 90 85 200
5 105 100 300
6 115 110 410
7 125 120 530
8 135 130 660
9 140 140 800
10 145 140 940
11 150 150 1090
12 155 150 1240
Terminal Velocity
46 175 175 7060
Damage

You take 1d6 bludgeoning damage for every 10 feet you fall up to a maximum of 20d6 from 200 feet or higher up.

Flying Creatures

While falling, a flying creature may take an action to make either an Athletics (strength) or Acrobatics (dexterity) check of 10 or greater. On a success they stop falling and begin flying again.

Flight

SRD Information

Falling

Flight

General

Many creatures sore through the air. They flit and zoom, dodge and dive. They are graceful in ways that us land-lovers can only dream of. Unfortunately as much freedom as their flight brings, so it also brings the danger of gravity.

GM Opt Out

Game Masters should seriously consider if you want to deal with flying at all. This rules are a significant optional Nerf to flying to make them more manageable, but a player character can still do some really obnoxious kiting. The most obnoxious kiting involves jumping from high object to high object and raining death from above. I recommend that if someone gets too annoying that their next perch be some-thing's nest. Maybe something with a higher fly speed than them?

Light Weight Flyers

The hollow bones and light weight feathers allow most flying creatures to soar. Their frames were built to get themselves in the air, but not with much extra. That being said, they can carry a little bit with them. Their carrying capacity while flying is 1/5 of the carrying capacity of a creature of that size.

Carrying Capacity

Delicate Flight

Non-magical flight is fragile. When you take damage, catch an object, or make another complicated maneuver during flight you must make either an Acrobatics (dexterity) or Athletics (strength) check of either 10 or half the damage received (whichever is greater) to stay in the air. Upon failure you begin falling (see below).

Unstable Footing

While non-magically flying you have disadvantage on all ranged attacks (including ranged attack spells) as aim is difficult without solid footing.

Area of effect spells don't go exactly where you want them when cast from an unstable position. Roll a d8. 1 is North 2 is North east and so on clock wise. Then make an Arcana check. The center of your spell hits in the direction and distance based on your rolls. If the spell hits outside of its maximum range, then its power dissipates before impact and nothing happens (besides you loosing your spell slot).

Degree of Miss
Arcana Check Miss distance
<5 60
5-9 40
10-14 20
15-19 10
20-24 5
25-30 0
Magical Items/Spells

Flying magic items and spells are very powerful and very rare. As such they are up to the GM to limit dropping them.

Falling

Falling

SRD Data

Movement and Position

Forging Items

Forging Items Table of Contents

The Forging

Special Metals

Weapon Result

Magical Item Properties

Late in the game, your characters have collected huge amounts of amazing magical items. They have a plethora of crazy things they can do, and now there is nothing greater that they can get from boss drops. This is where the ability to forge items beyond what is normally allowed in 5e can begin to shine. Below are some recommended mechanics where players can take advanced materials they have collected in their journey's and turn them into amazing weapons... with a lot of preparation, a huge cost, and a dash of luck.

The Forging

The Forging Table of Contents

Skill Buffs

Material Buffs

Increase Clause

If the GM is expected to give out a weapon more powerful than anything in existence, then the requirements ought to be outrageous. In general, they split into two categories, those of skill and those of the materials. Talented blacksmiths can make decent weapons from anything, but they need epic loot, such as a tooth of an ancient dragon and the staff from an evil necromancer, to forge the most powerful magical weapons.

Skill Buffs
Natural 20 20
Lvl 17+ Tool Expertise +12
24 Dexterity +7
Legendary Skill Level +20
Bardic Inspiration (Lvl 15+ maximum roll) +12
Racial/Subrace Bonus +10

Receiving a maximum score of 81.

Material Buffs

The other major factor is at least partly a subjective factor. This is the creativity/expense of components used. I would suggest the following table be used to approximate the boost.

Creativity Standard Cost 2x Cost 5x Cost 10x Cost 15x Cost 30x Cost 50x Cost 100x Cost
Cost Only 0 +1 +1 +2 +2 +3 +3 +4
Uses Common Quest Item +1 +2 +3 +4 +5 +6 +7 +10
Uses Rare Quest Item +2 +4 +6 +8 +10 +12 +14 +17
Uses Very Rare Quest Item +3 +7 +11 +15 +19 +23 +27 +34
Uses Legendary Quest Item +5 +10 +20 +25 +30 +40 +50 +60
Uses Multiple Legendary Quest Items +10 +20 +30 +40 +50 +60 +70 +80

This means that with a perfect scenario and perfect rolls the maximum score is 161.

Increase Clause

If anything is done to increase the maximum, such as multiple bards, the results table ought to be adjusted.

Special Metals

You can guarantee the presence of a special metal (adamantine, cold-forged iron, crystal, mithril, silver) by having the knowledge needed to craft such a thing and spending the amount of money needed for the rare materials.

Metal Cost (GP) Weapon (W) / Armor (A) Forging Location Feat
Adamantine 900 W/A
Cold-Forged Iron 900 W Cold Forge
Crystal 2,700 W/A Volcanic Forge Crystal Flame
Mithril 300 W/A
Silver 200 W

Weapon Result

The following are some recommended effects for various rolls, please remember that the GM reserves the right to modify the creation of items.

Score Weapon Property Armor Property
1-15 Critical fail Critical fail
16-25 Fail Fail
26-50 Normal Result Normal
51-70 One of the weapons damage dice increase by 1 die type. Normal
71-80 One of the weapons damage dice increase by 1 die type. It also gains one Uncommon Property. The armor has a +1 bonus.
81-90 Two of the weapons damage dice increase by 1 die type. It also gains one Uncommon Property. The armor has a +1 bonus. It also gains one Uncommon Property.
91-100 The weapons damage dice increase by 2 die types. It also gains one Uncommon Property. The armor has a +1 bonus. It also gains one Uncommon Property.
101-110 The weapons damage dice increase by 2 die types. It also gains one Rare Property. The armor has a +2 bonus. It also gains one Uncommon Property.
111-120 The weapons damage dice increase by 2 die types. It also gains two Rare Properties. The armor has a +2 bonus. It also gains one Rare Property.
121-130 The weapons damage dice increase by 2 die types. It also gains three Rare Properties. The armor has a +2 bonus. It also gains one Rare Property.
131-140 The weapons damage dice increase by 2 die types. It also gains one Very Rare Property and, and two Rare Properties. The armor has a +2 bonus. It also gains one Very Rare Property.
141-150 The weapons damage dice increase by 2 die types. It also gains one Very Rare Property and, and three Rare Properties. The armor has a +2 bonus. It also gains one Very Rare Property.
151-155 The weapons damage dice increase by 2 die types. It also gains two Very Rare Properties, and two Rare Properties. The armor has a +2 bonus. It also gains one Very Rare Property.
156-157 The weapons damage dice increase by 2 die types. It also gains one Legendary Property, one Very Rare Property, and two Rare Properties. The armor has a +3 bonus. It also gains one Very Rare Property.
158-159 The weapons damage dice increase by 3 die types. It also gains one Legendary Property, one Very Rare Property, and two Rare Properties. The armor has a +3 bonus. It also gains one Legendary Property.
160 The weapons damage dice increase by 3 die types. It also gains two Legendary Properties, and two Rare Properties. The armor has a +4 bonus. It also gains one Legendary Property.
161 The weapons damage dice increase by 3 die types. It also gains both an Artifact and two Legendary Properties, and two Rare Properties. The armor has a +5 bonus. It also gains one Artifact Property.

Die types: Die type refers to the various dies that can be rolled. These include d3 d4 d6 d8 d10 d12 d20 and d100 . For the purposes of the above table, d100 is ignored.

Magical Item Properties

Magic Properties are applied from the highest level down. If there is a duplicate value then the die is re-rolled. For Example, if you already have the Very Rare Weapon +3 and roll a Rare Weapon +2 you may re-roll the Weapon +2. Weapon Attack bonuses do NOT stack, as that would increase their rarity and substantially change the value.

Armor Properties

Bow Properties

Weapon Properties

Item Template - Uncommon

Item Templates - Rare

Item Templates - Very Rare

Item Templates - Legendary Rare

Item Templates - Artifact Rare

GM - ProNobis

Family Friendly

Games I run sometimes include gifted youths who excel at creativity and role-playing. Because of this I run all my games as family friendly. When there are no youths in a game I send out creative and funny reminders such as growing horns or changing skin color. If there is a youth present then these penalties become much more sever. If you cross into R or X standards then very bad things may happen... like a griffin sweeping from the sky grabbing you and flying away (followed by a kick... then a 1 on 1 to discuss if you can come back, and if so how you are getting out of the griffin's nest).

Languages/Skills Proficiencies

Languages
Language Description
Abyssal A hissing raspy language spoken by monsters that sneak through the darkest places of existence. The very sound of this language is aggressive and speaks of untold atrocities bouncing through the speakers mind.
Celestial The most beautiful rainbow shifted into sound. Its ringing reminds people of peace and tranquility. It speaks of times spent with family and in rest, and yet of the power to defend those times.
Common The mundane language often spoken to communicate between very different groups.
Deep Speech Deep Speech is the oldest of all languages, spoken with the forging of the universe. It is the very language of the depth of creation and hidden within it are many of the secrets of creation, although only the original Speaker fully understands these.
Draconic Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.
Dwarvish Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.
Elvish Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.
Giant Giant is a language of strength and power. The booming of a giants voice dwarfs that of other speakers imitating their sounds, but in all forms it is a language of controlled power and patience. Their language reflects their slowness to act, yet the decisiveness a decision will bring.
Gnomish The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world.
Goblin Goblin is a slurred language that has detailed words that describe animals and other edible things, but lacks words for philosophy or other "pointless" terms. They would rather use their 15 different words for a spear (covering multiple ways to hold it and shapes of repair) then try to understand such a crazy term as "mercy".
Halfling The Halfling language isn't secret, but halflings are loath to share it with others. They write very little, so they don't have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling.
Infernal Infernal is a howling language which has the sound of baying hounds in hot pursuit of their query. It is a harsh language spoken quickly and often leads its speakers to acting without thinking through what they are about to do. This can lead to battle fury in all but the most stoic of heart. In short Infernal is a language of hatred and death.
Mikon Mikon is a language of squeaks and chirps that does not sound like a language to most races, but rather sounds like tiny rodents.
Orc Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script.
Sylvan
Undercommon
Primordial Dialects Knowing one of the following means you may speak with any of the following, you will need to add the others to your player character sheet for this to work.
Auran
Aquan A deep rumbling language that is designed to travel long distances underwater. This allows sea beasts to speak with each other over great distances.
Ignan
Primordial
Terran
Specialty Languages
Language Description Normal Language for
Aloii Aloii is a language unique to its people. To the lay person, it sounds like a computer reciting binary at high speed. Aloii
Assassin's Cant During your training as an assassin you learned a code speak that is only known by other assassins and the aristocracy who hire them. This allows for discussion of hits and pricing within the context of a normal conversation, after all its better if the tavern owner does not know you are scheduling a hit over your beer. These messages are limited almost entirely to who a target is, how hard of a target they are, and how much the "service" will cost. Assassins
Druidic You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic. Druids
Thieves' Cant During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes 4 times longer to convey such a message than it does to speak the same idea plainly . In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run. Rogues
Plainstoungue Plainstoungue is a guttural language that is nigh unpronounceable by most humanoids written with thick marks resembling the movements of the Adams apple up and down the length of the throat. The alphabet represents syllables rather than each symbol representing a letter. It is spoken primarily by antilinoids, however, several other similar races from the area speak this language, including a few native barbarian tribes. You can also communicate with most horned mammals, such as cows and deer. Antilinoids
Skills
Skill Description
Acrobatics Your Dexterity (Acrobatics) check covers your attempt to stay on your feet in a tricky situation, such as when you're trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship's deck. the GM might also call for a Dexterity (Acrobatics) check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips.
Animal Handling When there is any question whether you can calm down a domesticated animal, keep a mount from getting spooked, or intuit an animal's intentions, the GM might call for a Wisdom (Animal Handling) check. You also make a Wisdom (Animal Handling) check to control your mount when you attempt a risky maneuver.
Arcana Your Intelligence (Arcana) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes.
Athletics Your Strength (Athletics) check covers difficult situations you encounter while climbing, jumping, or swimming. Examples include the following activities: 1) You attempt to climb a sheer or slippery cliff, avoid hazards while scaling a wall, or cling to a surface while something is trying to knock you off. 2) You try to jump an unusually long distance or pull off a stunt mid-jump. 3)You struggle to swim or stay afloat in treacherous currents, storm-tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming.
Deception Your Charisma (Deception) check determines whether you can convincingly hide the truth, either verbally or through your actions. This deception can encompass everything from misleading others through ambiguity to telling outright lies. Typical situations include trying to fast-talk a guard, con a merchant, earn money through gambling, pass yourself off in a disguise, dull someone's suspicions with false assurances, or maintain a straight face while telling a blatant lie.
History Your Intelligence (History) check measures your ability to recall lore about historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations.
Insight Your Wisdom (Insight) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone's next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms.
Intimidation When you attempt to influence someone through overt threats, hostile actions, and physical violence, the GM might ask you to make a Charisma (Intimidation) check. Examples include trying to pry information out of a prisoner, convincing street thugs to back gown from a confrontation, or using the edge of a broken bottle to convince a sneering vizier to reconsider a decision.
Investigation When you look around for clues and make deductions based on those clues, you make an Intelligence (Investigation) check. You might deduce the location of a hidden object, discern from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse. Poring through ancient scrolls in search of a hidden fragment of knowledge might also call for an Intelligence (Investigation) check.
Medicine A Wisdom (Medicine) check lets you try to stabilize a dying companion or diagnose an illness.
Nature Your Intelligence (Nature) check measures your ability to recall lore about terrain, plants and animals, the weather, and natural cycles.
Perception Your Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or a candlelight under a closed secret door.
Performance Your Charisma (Performance) check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment.
Persuasion When you attempt to influence someone or a group of people with tact, social graces, or good nature, the GM might ask you to make a Charisma (Persuasion) check. Typically, you use persuasion when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette. Examples of persuading others include convincing a chamberlain to let your party see the king, negotiating peace between warring tribes, or inspiring a crowd of townsfolk.
Religion Your Intelligence (Religion) check measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults.
Sleight of Hand Whenever you attempt an act of legerdemain or manual trickery, such as planting something on someone else or concealing an object on your person, make a Dexterity (Sleight of Hand) check. the GM might also call for a Dexterity (Sleight of Hand) check to determine whether you can lift a coin purse off another person or slip something out of another person's pocket.
Stealth Make a Dexterity (Stealth) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard.
Survival The GM might ask you to make a Wisdom (Survival check to follow tracks, hunt wild game, guide your group through frozen wastelands, identify signs that owlbears live nearby, predict the weather, or avoid quicksand and other natural hazards.
Learning a Language/Skill

To learn a language/skill you must find an NPC native speaker of the language or an NPC expert in the skill and convince them to teach you. The GM then has two options (which may be dictated by league) 1) time 2) money (used by Explorer's Guild). These are all based on the # of languages/skills known/proficient before the new language/skill is learned. If you are learning a specialty language, you must pay the requirements of two lines, instead of one. You may not gain expertise through this method.

Note: Specialty Languages count as 2 languages.

# of languages/skills known Time Money
0 1 day 1 GP
1 2 days 2 GP
2 4 days 4 GP
3 1 week 8 GP
4 2 weeks 16 GP
5 1 month 30 GP
6 2 months 60 GP
7 3 months 100 GP
8 6 months 200 GP
9 8 months 400 GP
10 10 months 600 GP
11 1 years 1,000 GP
12 2 years 2,000 GP
13 3 years 4,000 GP
14 4 years 8,000 GP
15 5 years 16,000 GP
16 6 years 18,000 GP
17 7 years 20,000 GP
18 8 years 22,000 GP
19 9 years 24,000 GP
20 10 years 26,000 GP
21 11 years 28,000 GP
22 12 years 30,000 GP
23 13 years 32,000 GP
24 14 years 34,000 GP
25 15 years 36,000 GP
26 16 years 38,000 GP
27 17 years 40,000 GP
28 18 years 42,000 GP
29 19 years 45,000 GP
30 20 years 50,000 GP
31 21 years 55,000 GP
32 22 years 60,000 GP
33 23 years 65,000 GP
34 24 years 70,000 GP
35 25 years 75,000 GP
36 26 years 80,000 GP
37 27 years 85,000 GP
38 28 years 90,000 GP
39 29 years 95,000 GP
40+ 30 years 100,000 GP

Magic Item Prices

Rarity Minor (GP) Major (GP) Ingredient (GP)
Common - 33 67 10
Common 50 100 25 Dull Potion Dinky
Common+ 200
Uncommon - 200
Uncommon 100 300 50 Dim Potion Greater Minor
Uncommon + 600
Rare - 600
Rare 200 900 100 Potion Superior Lesser
Rare + 1,800
Very Rare - 1,800
Very Rare 400 2,700 200 Shiny Potion Supreme Undersized
Very Rare + 5,400
Legendary - 5,400
Legendary 800 8,100 400 Glowing Potion Legendary Small
Legendary + 16,200
Artifact - 16,200
Artifact 1,600 24,300 800 Vibrantly Glowing Potion Celestial/Infernal
Artifact + 3,200 48,600
Magic Scrolls
Level Cost Unidentified Description Rarity
Cantrip 33 GP Tattered Scroll Common
Level 1 50 GP Mundane Scroll Common
Level 2 100 GP Simple Scroll Uncommon
Level 3 150 GP Scroll Uncommon
Level 4 200 GP Fine Scroll Rare
Level 5 300 GP Pretty Scroll Rare
Level 6 400 GP Elegant Scroll Very Rare
Level 7 600 GP Fabulous Scroll Very Rare
Level 8 800 GP Exotic Scroll Legendary
Level 9 1,600 GP Embellished Scroll Legendary

Optional House Rules

Inept (tier 0)

When attempting to create an item a -8 penalty is imposed

Forging Items

Skill Level (Forging/Crafting)

Poor (tier 1)

When attempting to create an item a -4 penalty is imposed.

Forging Items

Skill Level (Forging/Crafting)

Average (tier 2)

When attempting to create an item no modifier is added to the attempt.

Forging Items

Skill Level (Forging/Crafting)

Decent (tier 3)

When attempting to create an item a +4 modifier is added to the attempt.

Forging Items

Skill Level (Forging/Crafting)

Proficient (tier 4)

When attempting to create an item a +8 modifier is added to the attempt.

Forging Items

Skill Level (Forging/Crafting)

Excellent (tier 5)

When attempting to create an item, a +12 is added to the attempt.

Forging Items

Skill Level (Forging/Crafting)

Extraordinary (tier 6)

When attempting to create an item a +16 is added to the attempt.

Forging Items

Skill Level (Forging/Crafting)

Legendary (tier 7)

When attempting to create an item a +20 is added to the attempt.

Forging Items

Skill Level (Forging/Crafting)

Rules for Using a Musical Instrument

Effects on Skills

History: You have advantage on History checks about the same type of instrument(s) that you are proficient with.

Insight: You have advantage on Insight checks about whether or not someone likes the music they are hearing.

Performance: You have advantage on Performance checks with the proficient instrument(s).

Common DC Checks
Task DC
Play a simple song 10
Play an interesting melody 15
Play an intricate tune 20
Play an astounding ballad 25
Stun an audience into silence (in a good way) 30
Common Instruments

Bagpipes

Drum

Dulcimer

Flute

Harmonica

Harp

Horn

Lute

Lyre

Pan Flute

Shawm

Viol

Percussion

Percussion and stringed instruments require a high dexterity to play. If you do not have the required dexterity for a musical instrument then you have disadvantage on Performance checks made with that instrument.

Instrument Required Dexterity Score
Drum 10
Dulcimer 11
Viol 12
Lute 14
Lyre 15
Harp 16

Rules for Using Alchemist's Supplies

Effects on Skills

Animal Handling: Animal's sense of smell makes them great at tracking particular scents. Your skill lets you derive two particular types of scent that can be applied to individuals. Both attract beasts, but they have opposite effects on the beasts mood.

Repugnant Vial

Soothing Aroma

Intimidation: Nothing says Intimidation quite like stuffing a pigs head full of various chemicals, then holding a torch in front of its mouth. Your victim will watch as smoke begins to pour out of the mouth, then the nose, finally it will begin to leak out of the eyes. About a minute after holding the flame up, the entire head explodes. You then look at them and pull out the same pouch to start stuffing their mouth. Such a performance gives you a +5 to Intimidation checks. You can gather exploding powder by expending 1 hour and half the normal gold price while being in an appropriate biome (cavern, jungle, or volcano)

Exploding Powder

Size of Head Doses of Powder Needed
Tiny or smaller 1/4
Small 1/2
Medium 1
Large 2
Huge 5
Gargantuan 10
Utility

You can attempt to create the following by spending 1 hour gathering the needed resources in the correct biome. You must also expend the cost of the item in "exotic" materials that cannot be scavenged in the wild. Once requirements are met, you roll the DC check. If you succeed you get the attempted item. If you fail, you waste your ingredients. If you fail by more than 10 your experiment backfires and blows up.

Item Cost (GP) Biome
Alchemist's Fire 25 Forest, Jungle, Volcanic
Exploding Powder 25 Forest, Jungle
Repugnant Vial 25 Swamp, Volcanic
Soothing Aroma 25 Forest, Grassland
Greater Alchemist's Fire 50 Jungle, Volcanic
Smoke Bomb 50 Forest, Jungle
Superior Alchemist's Fire 100 Volcanic
Supreme Alchemist's Fire 200 Volcanic, materials from the surface of lava
Legendary Alchemist's Fire 400 Volcanic, materials from 10 feet down in the lava flow
Infernal Alchemist's Fire 800 Volcanic, materials from deep in the lava flow

Alchemist's Fire (Flask)

Greater Alchemist's Fire (Flask)

Superior Alchemist's Fire (Flask)

Supreme Alchemist's Fire (Flask)

Legendary Alchemist's Fire (Flask)

Infernal Alchemist's Fire (Flask)

Exploding Powder

Repugnant Vial

Soothing Aroma

Smoke Bomb

Biome Descriptions

Common DC Checks
Task DC
Identify a Potion 15

Rules for Using Brewer's Supplies

Utility

There are different quality supplies for each quality of an alcohol. You must pay 1/2 the cost of the alcohol quality that you are trying to make before rolling the DC check. If you pass the DC then you succeed in making the quality you desired. If you exceed a higher level, you still get the level you paid for. If you fail the DC then you get the next DC lower that you did pass.

Although the higher level alcohols may be used for negotiations with npcs and other lore based tactics, it is almost impossible to sell any for profit.

DC Needed
Supplies Beverage Fail Common Greater Superior Supreme Legendary Celestial
Barley Beer <5 5 7 10 14 19 25
Grapes Wine <7 7 12 17 25 30 NA
Honey Mead <10 10 15 22 30 NA NA
Distillation
Wheat Whiskey <8 8 14 20 26 30 NA
Rye Vodka <10 15 22 30 NA NA NA
Apples Cider <5 5 10 15 20 25 30

List of Alcohols

Common DC Checks
Task DC
Identify the quality of an alcohol 10

Rules for Using Calligrapher's Supplies

Effects on Skills

History. Years of studying ancient texts have allowed you to identify the handwriting of many of the great writers of the past. This allows you to tell the difference between originals of classics and copies. If you are able to get a decent sample of someone's handwriting you can also tell if a particular example matches it.

Perception Some documents have far more to them than normal eyes can find. Your studies reveal such hidden meaning. You have a +5 to Perception checks to find hidden clues in documents.

Utility.

Calligrapher Supplies can be used to write a document, restore a faded/damaged document, or to hide your own message within a document. Uncovering a hidden message depends on how well hidden it was.

Common DC Checks
Task DC
Write a Document 5
Restore a faded document 15
Hide a message in a document 20

Rules for Using Carpenter's Tools

Effects on Skills

Investigation. Knowing how to make hidden compartments also makes them easier to find. You have advantage in looking for hidden compartments in wooden objects.

Nature. Working with wood has taught you what different woods are good for. You have advantage on Nature checks to examine wood for unique properties.

Stealth. When creeping over wooden objects and wooden floors you are likely to see the flaws that will cause a board to squeak. You have advantage on Stealth checks crossing such places.

Utility

Your skills allow you to carve simple wooden figures out of wood. Those with great skill can even create hidden compartments with secret latches.

Common DC Checks
Task DC
Wooden Figure 10
Wooden Figure with hidden compartment (DC 15 perception to find) 20
Wooden Figure with a very hidden compartment (DC 25 perception to find) 30

Rules for Using Cartographer's Tools

Effects on Skills

History. Studying maps all the time means you are familiar with civilizations long past. You have advantage on History checks made regarding the location of ancient empires/civilizations.

Investigation. Finding hidden entrances is very difficult. If you have a map detailing the location of a hidden object, such as a hidden door or hidden loot, you have advantage on Investigation checks made to find it.

Persuasion. Having a good map gives you authority. If you have a good map, then you have advantage on convincing others that you are going the right direction, or advising them against the direction they want to go.

Utility

Having a good map allows you to communicate well with others and head strait towards your target allowing future trips to be both faster and safer.

Common DC Checks
Task DC
Basic Map 10
Detailed Map 15
Encoded Map 20

Rules for Using Chess Set

Battle of the Brains

Both contestants make intelligence (or chess set) checks. The high number outmaneuvers the low number.

Rules for Using Cobbler's Tools

Effects on Boots

A job for every situation and a set of boots for every job. Proficiency with Cobbler's Tools makes you better at using special boots than others.

Spiky Boots: Knowing just how to kick helps in a fight. (Spiky Boots receive a +2 modifier)

Rubber Soled Boots: Knowing how to distribute your weight on the rubber soles makes you move silently across any floor (advantage on Stealth checks dependent on sound).

Utility

You can create special boots with the right materials and a bit of money. Creating a set of boots takes 8 hours of work.

Item Cost Material Needed Biome of Material
Spiky Boots 25 GP iron/steal
Rubber Soled Boots 75 GP Sap from Rubber Tree Jungle

Spiky Boots

Rubber Soled Boots

Common DC Checks
Task DC
Repair shoes/boots worth < 5 GP 5
Repair shoes/boots worth < 50 GP 10
Repair shoes/boots worth < 300 GP 15
Repair shoes/boots worth < 600 GP 20
Repair shoes/boots worth < 1,000 GP 25
Repair shoes/boots worth > 1,001 GP 30

Rules for Using Cook's Utensils

Effects on Skills

Deception: You have advantage on Deception checks when telling people what they are eating.

Performance: You have advantage on Performance checks to make food.

Survival: You have advantage on Survival checks for finding food.

Rules for Using Dice Set

High Number

Both parties roll a d20, the high number wins. If you have proficiency with Dice Set, you may attempt to "cheat" by using your Dice Set skill (with proficiency) instead of a plain d20. Any number above 20 counts as a 20. If there is a tie, both sides re-roll.

If your opponent becomes suspicious they may attempt a Perception roll against your Sleight of Hand to see if you are cheating.

Rules for Using Disguise Kit

Effects on Skills

While you are disguised you have a benefit to Deception checks relating to who you are based on the quality of the disguise.

Quality of Disguise Benefit
Minor Disguise + 1
Regular Disguise +2
Greater Disguise Advantage
Superior Disguise Advantage +2
Supreme Disguise Advantage +5
Legendary Disguise Advantage +5 + Proficiency of applier
Common DC Checks

After paying the cost of additional components for a disguise you roll the DC check to determine the quality of the disguise. Your disguise can be no greater than the disguise you paid to attempt. If you fail to make the disguise DC you are attempting, you instead get the next highest that your roll passed.

Quality of Disguise DC Cost
Minor Disguise 5 0
Regular Disguise 10 0
Greater Disguise 15 1 GP
Superior Disguise 20 10 GP
Supreme Disguise 25 100 GP
Legendary Disguise 30 1,000 GP
General note on disguises

Significant differences affect disguises. All relevant penalties are summed then applied.

Difference Penalty
Extra/Missing Body Part -5
Gender -3
Race (similar appearance) -1
Race (different appearance) -3
Size (1 difference) -5
Size (2 differences) -10
Size (3 differences) -15

Rules for Using Doctor's Tools

Effects on Skills

Utility

Common DC Checks
Task DC

Rules for Using Forgery Kit

Detect Forgery
Task DC
Bad Forgery 5
Passable Forgery 10
Decent Forgery 15
Masterful Forgery 20
Legendary Forgery 25
Make a Forgery

In order to make a forgery you need a sample of the type of document you are attempting to forge and similar materials to forge it with. The kit contains many basics, but the wealthy and powerful use exotic materials in their correspondences that you will have to somehow find or duplicate before attempting a forgery.

Task DC
Bad Forgery 10
Passable Forgery 15
Decent Forgery 25
Masterful Forgery 25
Legendary Forgery 30

Rules for Using Glassblower's Tools

Effects on Skills

Damage: Knowing the weak-points of glass, you score an automatic critical on all non-magical glass objects.

Perception: You have advantage on Perception checks made on non-magical glass objects.

Sleight of Hand: You have advantage on Sleight of Hand checks to delicately handle and not break glass objects.

Rules for Using Herbalism Kit

Utility

The Herbalism Kit allows you to make potions. You must have proficiency with the kit to attempt to do so. To attempt to create a potion, you spend the cost in GP while meeting all other requirements. If you pass the DC then you create the potion (in a vial). If not then you waste your ingredients.

Item Cost DC Biome Special Ingredients
Potions of Healing
Potion of healing 15 10 Forest, Grassland, Jungle
Greater Potion of Healing 50 13 Forest, Jungle
Superior Potion of Healing 100 15 Forest, Jungle Planetar Feather
Supreme Potion of Healing 200 18 Forest, Jungle 5 Planetar Feathers
Legendary Potion of Healing 400 21 Jungle Solar Feather
Celestial Potion of Healing 1,600 25 Jungle 5 Solar Feathers
Berserker Juice
Common Berserker Juice 150 GP 13 Cavern, Forest, Volcanic
Greater Berserker Juice 300 GP 16 Cavern, Forest, Volcanic
Superior Berserker Juice 600 GP 19 Cavern, Volcanic Balor Horn
Supreme Berserker Juice 1,200 GP 22 Cavern, Volcanic 2 Balor Horns
Legendary Berserker Juice 2,500 GP 25 Volcanic Pit Fiend Horn
Infernal Berserker Juice 5,000 GP 28 Volcanic 2 Pit Fiend Horns

Potions of Healing

Potion of Healing

Greater Potion of Healing

Superior Potion of Healing

Supreme Potion of Healing

Legendary Potion of Healing

Celestial Potion of Healing

Berserker Juice

Common Berserker Juice

Greater Berserker Juice

Superior Berserker Juice

Supreme Berserker Juice

Legendary Berserker Juice

Infernal Berserker Juice

Common DC Checks
Task DC Cost
Create Antidote Same as that of poison Same as that of poison

Rules for Using Jeweler's Tools

Effects on Skills

Arcana: You have advantage on Arcana checks made on gems.

History: You have advantage on History checks made on jewelery.

Perception: You have advantage on Perception checks made on jewelery.

Rules for Using Juggling Pins

Effects on Skills

Utility

Common DC Checks
Task DC

Rules for Using Keg of Ale

Effects on Skills

Constitution: You have a +5 to constitution saves relating to alcohol.

Persuasion: You have advantage when convincing someone to get into a drinking contest with you. The challenged person gets to choose the type of contest.

Utility

Drinking Contest

There are three main types of drinking contest.

  • The first is drink till you drop. In drink till you drop each party drinks a portion of alcohol each round and makes the relevant constitution save. Rounds keep going until you either run out of alcohol or someone falls Unconscious.
  • The second main contest is a drunken skill contest. In this contest you drink a certain number of rounds and then both perform a skill check. The winner is the side that performs the skill best. If someone falls Unconscious before the skill checks, the other party wins by default.
  • The third contest is a skill drinking contest. In this contest a skill is proposed. Each round both members perform the skill against a set DC. Each individual who fails the DC takes a drink and the next round begins.

Stages of Drunkenness

Common DC Checks
Task DC
Identifying the Type of Alcohol 10
Identifying the Strength of an Alcohol 15
Identifying the presence of an additive to a beverage (such as a poison) 20

Rules for Using Klimon Arm Wrestling Set

Strongest There IS

For those who believe brawn is all, this is the test for you. Both individuals perform strength (or klimon arm wrestling) check. The high number wins. The loser takes 1d6 piercing damage.

Poisoned Variant

For those who think stabbing is not enough, sometimes this game is increased by applying poison to the blades, just to make things more interesting.

Rules for Using Leatherworker's Tools

Utility

The biggest use of Leatherworker's Tools is the ability to apply proficiency (or double proficiency if you have expertise) while crafting Leather, Padded, Studded Leather, and Hide armor.

Forging Items

Common DC Checks
Task DC Cost
Repair Appropriate Armor 15 1/2 value

Rules for Using Mason's Tools

Effects on Skills

Athletics: You have advantage on finding hand holds on stone structures to be able to climb the sides.

History: You have advantage on History checks relating to stonework.

Investigation: You have advantage on Investigation checks looking for oddities in stonework.

Rules for Using Matching Cards

Look First

The perceptive eyes flash over the cards and quickly grab the matches. Both individuals perform Perception (or matching cards) checks. The high number wins.

Rules for Using Navigator's Tools

Effects on Skills

History: You have advantage on History checks made to recognize stellar constellations.

Investigation: You have advantage on Investigation checks made to determine your location by the stars.

Rules for Using Painter's Supplies

Effects on Skills

History: You have advantage on History checks on paintings.

Insight: You have advantage on Insight checks to see how people react to a painting.

Performance: You have advantage on Performance checks while doing public paintings.

Common DC Checks
Task DC
Paint a scene 10
Paint a grand scene 20
Paint a legendary scene 30

Rules for Using Playing Card Set

Bluffing 101

Starting

  • The parties declare an wager.
  • Both parties roll a d20 (luck) into the tower.
  • The GM whispers their rolls back to them.
  • Either party may then suggest increasing the wager. If the other side declines they pay out the current wager, if they increase then the new wager replaces the current wager.

Checks

  • Both parties roll a Charisma (or playing card set) roll into the tower.
  • The GM gives a hint to both players based on their competing Charisma rolls.
  • Either party may then suggest increasing the wager. If the other side declines they pay out the current wager, if they increase then the new wager replaces the current wager.

Payout

  • The GM reveals the "luck" rolls and the loser pays the wager.

Rules for Using Poisoner's Kit

Utility

By gathering the right materials from the right place, you can create your own poisons. Attempting to do so requires meeting all requirements (including paying the gold cost for the additives needed to refine that batch) and then rolling a check with the poisoner's kit against the DC to make. On a success you gain the poison (in a vial), on a fail you accidentally destroy the ingredients. If you fail a check by more than 10, your terrible practice results in accidentally poisoning yourself with the poison you were trying to make.

Poison Cost (GP) DC to make Biome Special Requirements
Assassin's Blood 25 10 Forest
Drow Poison 25 10 Cavern Darkness; Darkvision
Spider Venom 25 10 A dead/Incapacitated Giant Spider
Burnt Other Fumes 50 13 Volcano
Essence of Ether 50 13 Jungle
Pale Tincture 50 13 Cavern
Serpent Venom 50 13 A dead/Incapacitated Giant Poisonous Snake
Malice 100 15 Desert
Oil of Taggit 100 15 Swamp
Torpor 100 15 Mountain
Wyvern Poison 300 17 A dead/Incapacitated Wyvern
Midnight Tears 350 18 Cavern
Purple Worm Poison 400 20 A dead/Incapacitated Purple Worm
Truth Serum 400 20 Underwater (at least 20 meters down in the ocean)

Assassin's Blood (Ingested)

Drow Poison (Injury)

Spider Venom (Injury)

Burnt Other Fumes (Inhaled)

Essence Of Ether (Inhaled)

Pale Tincture (Ingested)

Serpent Venom (Injury)

Malice (Inhaled)

Oil Of Taggit (Contact)

Torpor (Ingested)

Wyvern Poison (Injury)

Midnight Tears (Ingested)

Purple Worm Poison (Injury)

Truth Serum (Ingested)

Rules for Using Potter's Tools

Effects on Skills

Sleight of Hand: You have advantage on Sleight of Hand checks for handling delicate pots (trying not to break them).

Survival: You have advantage on Survival checks looking for clay deposits.

Common DC Checks
Task DC
Make a common pot 10
Make a fine pot 20
Make a legendary pot 30

Rules for Using Smith's Tools

Utility

The biggest use of Smith's Tools is that it allows you to apply proficiency (or double proficiency if you have expertise) while forging metal weapons or armor.

Forging Items

Common DC Checks
Task DC Cost
Repair Relevant Weapon/Armor 15 1/2 value

Rules for Using Thieves' Tools

About

A lot of traps have predefined DC checks. Here is a list of some common suggestions for various tasks. The GM can bend this table as is appropriate for lore.

Common DC Checks
Task DC
Open an unlocked door 0
Move a pitchfork off of a path 5
Pick a common lock 10
Cut a trip wire tying it in place 10
Pick a complex lock 15
Disarm a pressure plate 20
Pick a vault lock 25
Disarm a delicate pressure plate 30

Rules for Using Tinker's Tools

Effects on Skills

Requires benefits from a class/race to use in a beneficial manner.

Rules for Using Weaver's Tools

Effects on Skills

Deception: You have advantage on Deception rolls convincing people of the quality of woven materials.

Investigation: You have advantage on Investigation rolls concerning woven materials.

Stealth: If you have made and are wearing clothes that match the clothing of people in the area, you have advantage on Stealth checks made to blend into the crowd.

Rules for Using Woodcarver's Tools

Utility

The biggest use of Carpenter's Tools is that it allows you to apply proficiency (or double proficiency if you have expertise) while crafting bows, crossbows, and other ranged weapons:

Forging Items

Common DC Checks
Task DC Cost
Repair a bow 15 1/2 value

Skill Level (Forging/Crafting)

Optionality

This Optional Rule allows for post level 20 play where players can collect rare materials (claw from a red dragon, skin from a tarasque, etc.) and use them to make weapons and magical items beyond the strength of any natural drop. This section will continue to be overhauled. Although most campaigns will not go that far, and 99% of players can safely ignore these sections, it is designed to give the option of high level play.

Skill Levels

Inept (tier 0)

Poor (tier 1)

Average (tier 2)

Decent (tier 3)

Proficient (tier 4)

Excellent (tier 5)

Extraordinary (tier 6)

Legendary (tier 7)

Starting Out

PCs who start with a relevant background (like blacksmith or fletcher) start with a Decent Skill in their field (metal weapons and bows respectfully). Everyone else starts as Inept.

Additional Training

In order to increase your skill you must find an appropriate teacher of greater skill. The bigger the difference in the skill the faster they can train you (and therefore the cheaper), but the less likely they will be to take someone as unskilled as a student. A teacher may only train you up to their own skill level.

Teacher's Skill Level
Player's Current Skill Level Inept Poor Average Decent Proficient Excellent Extraordinary Legendary
Inept -unable- 25 GP 20 GP 15 GP -unwilling- -unwilling- -unwilling- -unwilling
Poor -unable- -unable- 50 GP 30 GP 20 GP -unwilling- -unwilling- -unwilling-
Average -unable- -unable- -unable- 100 GP 80 GP 60 GP -unwilling- -unwilling-
Decent -unable- -unable- -unable- -unable- 300 GP 250 GP 200 GP -unwilling-
Proficient -unable- -unable- -unable- -unable- -unable- 1,000 GP 800 GP 600 GP
Excellent -unable- -unable- -unable- -unable- -unable- -unable- 5,000 GP 4,000 GP
Extraordinary -unable- -unable- -unable- -unable- -unable- -unable- -unable- 10,000 GP

Stages of Drunkenness

When you go drinking, you risk inhibiting your senses. Each time you fail a DC check you increase one stage of drunkenness. If fail a DC by more than 10 you increase 2 stages instead. If you fail a DC by 20 you increase 3 stages instead. A long rest will clear the stages of drunkenness, however if you go to stage 3 then you will be effected by the "Hangover" until you have another long rest.

The effects of the stages of drunkenness cannot be removed by any means other than decreasing the stage of drunkenness or the Wish spell.

Stage 1: Tipsy

Alcohol makes everything seem reasonable. You have a -5 to Insight checks.

Stage 2: Confusion

In addition to the previous, your mind is starting to spin. Lying is becoming more and more difficult (you have a -5 to Deception checks). If you fail a Deception check by more than 10, you accidentally let the truth slip.

Stage 3: Intoxicated

In addition to the previous you gain the Intoxicated effect. (Disadvantage to all attacks and checks)

Stage 4: Unconscious

In addition to the previous you gain the Unconscious effect.

Stage 5: Alcohol Poisoning

In addition to the previous, drinking a powerful alcohol can do more than just knock you Unconscious. Your body is slowly shutting down on you. You take 1/2 of your maximum hp in true damage every hour until you finish a long rest. Hope you have friends who like you enough to heal you through the night.

Stage 6: Death

Too much alcohol will kill you outright. There are no more rolls at this point, you are simply dead.

Hangover

You head is ringing and it is hard to think straight. You have disadvantage on intelligence, wisdom and charisma checks.

Tool Proficiencies

Artisan's Tools
  • Alchemist's Supplies
  • Brewer's Supplies
  • Calligrapher's Supplies
  • Carpenter's Tools
  • Cartographer's Tools
  • Cobbler's Tools
  • Cook's Tools
  • Glassblower's Tools
  • Jeweler's Tools
  • Leatherworker's Tools
  • Mason's Tools
  • Painter's Supplies
  • Potter's Tools
  • Smith's Tools
  • Tinker's Tools
  • Weaver's Tools
  • Woodcarver's Tools
Kits and Sets
  • Disguise Kit
  • Forgery Kit
  • Herbalism Kit
  • Navigator's Tools
  • Poisoner's Kit
  • Thieves' Tools
Gaming Sets
  • Chess Set
  • Dice Set
  • Keg of Ale
  • Klimon Arm Wrestling Set
  • Matching Cards
  • Playing Card Set
Musical Instrument
  • Bagpipes
  • Drum
  • Dulcimer
  • Flute
  • Horn
  • Lute
  • Lyre
  • Pan Flute
  • Shawm
  • Viol
Learning New Proficiencies
Type Value # of proficiencies
Artisan's 5 17
Kit/Set 5 6
Gaming Set 3 6
Musical Instrument 1 10

The more skill sets you learn, the more you have to hold in your mind and handle and the harder it is to learn additional proficiencies.

# Tool Proficiencies Known Time Cost
0-10 1 day 10 GP
11-20 1 week 100 GP
21-30 1 month 1,000 GP
31-40 1 year 10,000 GP
41-50 5 years 100,000 GP
51+ 10 years 200,000 GP

To use the above table to calculate the cost of training, first total your current number of tool proficiencies. Then calculate the total of what you are training for. For each level between the two add the numbers together. For example, training from One Kit and Two Musical Instruments (7) to Three Kits and 5 musical Instruments (20) would have 3 in the first set, and 10 in the second set for a total of either 10 weeks and 2 days or 1,020 GP.

Note: Explorer's Guild uses the Cost not the Time.

Leagues and Schools***

Explorer's Guild

Miscellaneous***

Table of Contents

Dead Plants

Defiled Ground

List of Alcohols

[Random - Generated Name]

10 Random Location

Random NPC

Random Long Rest

100 Insults

Random Adventuring Day

Random Dungeon Room

Random Dungeon Day

[Linguistically Generated Name - Method] - Organization Generator

[5 Letter Combo] - Teleportation Circle

Dead Plants

There are plants here that seem to have had the life sucked out of them.

Life Drain

Defiled Ground

The ground here is completely devoid of life. No bugs, insects, or anything else is left alive here.

Life Drain

List of Alcohols

Beer

Small Keg of Common Beer

Small Keg of Greater Beer

Small Keg of Superior Beer

Small Keg of Supreme Beer

Small Keg of Legendary Beer

Small Keg of Celestial Beer

Wine

Small Cask of Common Wine

Small Cask of Greater Wine

Small Cask of Superior Wine

Small Cask of Supreme Wine

Small Cask of Legendary Wine

Small Cask of Celestial Wine

Mead

Small Keg of Common Mead

Small Keg of Greater Mead

Small Keg of Superior Mead

Small Keg of Supreme Mead

Small Keg of Legendary Mead

Small Keg of Celestial Mead

Whiskey

Flask of Common Whiskey

Flask of Greater Whiskey

Flask of Superior Whiskey

Flask of Supreme Whiskey

Flask of Legendary Whiskey

Flask of Celestial Whiskey

Vodka

Small Flask of Common Vodka

Small Flask of Greater Vodka

Small Flask of Superior Vodka

Small Flask of Supreme Vodka

Small Flask of Legendary Vodka

Small Flask of Celestial Vodka

Cider

Small Cask of Common Hard Apple Cider

Small Cask of Greater Hard Apple Cider

Small Cask of Superior Hard Apple Cider

Small Cask of Supreme Hard Apple Cider

Small Cask of Legendary Hard Apple Cider

Small Cask of Celestial Hard Apple Cider

Miscellaneous

Rules for Using Brewer's Supplies

Stages of Drunkenness

[Random - Generated Name]

Special Attributes

Random - City Trait

Key Descriptors

Size: Random - City - Size

City Size Re-roll Template

Alignment: Random - Alignment

Demographics: Random - Demographics

Government: The government is run by Random - Government - Number of Rulers who came to power through Random - Government - Rise to Power . Their main focus is Random - Government - Main Focus . Currently [5d20] % of the governed are satisfied with the government.

Economy: Random - Strength of Economy

Imports: Random - Good Random - Resource

Exports: Random - Good Random - Resource

Resources: Random - Resource

Income: [1d100]

Currency: Dominant Currency Type

Treasury: [3d1000]

Purchase Limit: [2d100]

Specialization

Random - City Specialization

Current Calamity

Random - City Calamity

First sight description

Random - City - Intro

10 Random Location

Physical Features

Climate Zone: Climate Zone

Terrain: Random - Terrain

Altitude: Random - Altitude

Population: Random - Location Population

Demographics: Random - Demographics

Alignment: Random - Alignment

Political Entity

Leadership Style: Ruler Leadership Style

Confidence: [1d100]

Government: Random - Type of Government

Economy: Random - Strength of Economy

Imports: Random - Good, Random - Resource

Exports: Random - Good, Random - Resource

Resources: Random - Resource

Income: [1d100] GP/ month

Currency: Dominant Currency Type

Treasury: [3d1000] GP

Random NPC

Random Race

Random - Race

Random Background

Random - Background

Random Alignment

Random - Alignment

NPC Talent

Random - Talents

Random Long Rest

100 Insults

For the bard struggling to get his Vicious Mockery down, try sending him this:

Incarnate - Foundation - Random - Insult

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Random Adventuring Day

Random Dungeon Room

Description

Random - Dungeon - Cave - Chamber - Description

Difficulty

Trap: The trap in this room is triggered by a Random - Trap - Trigger causing Random - Trap - Effects which has the following characteristics:

Random - Trap - Danger

Possible Encounter:

Random Encounter

Useful Items

Random - Dungeon - Useful Items

Random - Dungeon - Useful Items

Random - Dungeon - Useful Items

Random - Dungeon - Useful Items

Dungeon Dressing

Noises: Random - Dungeon - Noises

Air: The air is Random - Dungeon - Air with a Random - Dungeon - Odor smell.

Chamber State: Random - Dungeon - Chamber State

General Features

Choose [1d2] :

Random - Dungeon - Key Feature

Random Dungeon Day

Midnight-1AM: Dungeon - Night

1AM-2AM: Dungeon - Night

2AM-3AM: Dungeon - Night

3AM-4AM: Dungeon - Night

4AM-5AM: Dungeon - Night

5AM-6AM: Dungeon - Dawn/Dusk

6AM-7AM: Dungeon - Dawn/Dusk

7AM-8AM: Dungeon - Dawn/Dusk

8AM-9AM: Dungeon - Day

9AM-10AM: Dungeon - Day

10AM-11AM: Dungeon - Day

11AM-Noon: Dungeon - Day

Noon-1PM: Dungeon - Day

1PM-2PM: Dungeon - Day

2PM-3PM: Dungeon - Day

3PM-4PM: Dungeon - Day

4PM-5PM: Dungeon - Day

5PM-6PM: Dungeon - Dawn/Dusk

6PM-7PM: Dungeon - Dawn/Dusk

7PM-8PM: Dungeon - Night

8PM-9PM: Dungeon - Night

9PM-10PM: Dungeon - Night

10PM-11PM: Adventuring - Night

11PM-Midnight: Adventuring - Night

[Linguistically Generated Name - Method] - Organization Generator

Name:

[Linguistically Generated Name - Method] ([1st Syllable] [Middle Syllable] [Final Syllable])

Membership

Members: Random - Organization - Members

Joining: Random - Organization - Initiation

Motto:

Random - Organization - Motto

Influence

Power: Random - Organization - Influence - Power

Scope: Random - Organization - Influence - Scope

Centralization: Random - Organization - Centralization

Age: Random - Organization - Age

Secrecy: Random - Organization - Secrecy

Finances

Wealth level: Random - Organization - Wealth Level

Means of Finance: Random - Organization - Means of Finance

Alignment

Random - Organization - Alignment

Benefits
Obligations
Parent Organization

Daughter Organization

[5 Letter Combo] - Teleportation Circle

Key

[5 Letter Combo]

Location

.

Foreshadowing

.

Arrival Description

After dialing [5 Letter Combo] you find yourself

Syrinscape***

Table of Contents

000 Quick Panel

Abandoned Lunatic Asylum

Barghest Battle

Battle of Wolven Pass

Bell Monk Temple

Big City (M)

Black M Battle

Brindol Town

Bugbear Battle

Bustling Port Town

Castle R

Clockwork Entities

Creepy Shopkeeper

Debauched Gala

Desert

Desert Camp

Deserted Desert House

Disjunction Chamber

Dragon Battle

Dungeon Depths

Elemental - Earth

Elemental - Fire

Elements - Horror

Elven Vale Day

Elven Vale Night

Ettin Battle

Farmland

Flooded Cavern

Flying Fiend Battle

Fountain Room

Friendly Tavern

Gen Con

Ghoul Battle

Giant Rat Battle

Gnoll Battle

Gnomeland Security

Goblin Battle

Green Dragon

Grim Battle

Grio Battle

Gu Battle

Gurgles And Gas

Hell

Hell Swarm

High Seas

High Seas Battle

Icy Wasteland

In the Lair of the Siren

Jungle (Tropical)

Kobold Lair

Library of Arcana

Lycanthrope Stalker

M Horror

Mad Scientists Laboratory

Magical Stone Circle

Mountain Pass

Mountaintop Portal

Music - Chilled

Music - Circus

Music - Epic Star Battles

Music - Hell's Rebels

Music - Moody

Music - Smooth Jazz

Music - Spooky

Night Battle

Ogre Battle

Ooze Battle

Oriental Tavern

Priest of R

Rain

Red Dragon City Raid

Red Dragon Underground

River Journey

Seedy Tavern

Sewer

Shadow Giants

Shimmering Veils

Skav Battle

Spooky

Stone Giant Battle

Stony Beach

Storm

Swamp

Tavern Brawl

Tavern Keep

Temple of the Jade Dragon

Tiger Battle

Undead Battle

Underwater - Deep Underwater

Underwater - Dungeon

V Battle

W Wraith Battle

Wagon Journey

White Dragon Battle

Witchwood

Wizard Spells E

Wraith Battle

Y Hound

Zombie Battle

000 Quick Panel

Abandoned Lunatic Asylum

Barghest Battle

Battle of Wolven Pass

Bell Monk Temple

Big City (M)

Black M Battle

Brindol Town

Bugbear Battle

Bustling Port Town

Castle R

Clockwork Entities

Creepy Shopkeeper

Moods

Creepy Shopkeeper - Strange Store

One Times

Creepy Shopkeeper - Welcome

Creepy Shopkeeper - Can I help you?

Creepy Shopkeeper - Have a look around.

Creepy Shopkeeper - Anything you like?

Creepy Shopkeeper - A good price.

Creepy Shopkeeper - Out of requested supply

Creepy Shopkeeper - Very expensive

Creepy Shopkeeper - I'll give you a better price.

Creepy Shopkeeper - I'll hex you for that one.

Creepy Shopkeeper - It's a deal.

Creepy Shopkeeper - Yes, we can.

Creepy Shopkeeper - Yes.

Creepy Shopkeeper - No.

Creepy Shopkeeper - What?/I don't know./I'm confused.

Creepy Shopkeeper - Good Day.

Creepy Shopkeeper - A pleasure doing business with you.

Creepy Shopkeeper - Come back soon

Creepy Shopkeeper - Don't get yourself killed out there.

Creepy Shopkeeper - Get out, or I'll call the guard.

Debauched Gala

Desert

Desert Camp

Deserted Desert House

Disjunction Chamber

Dragon Battle

Dungeon Depths

Elemental - Earth

Elemental - Fire

Elements - Horror

Elven Vale Day

Elven Vale Night

Ettin Battle

Farmland

Flooded Cavern

Flying Fiend Battle

Fountain Room

Friendly Tavern

Gen Con

Ghoul Battle

Giant Rat Battle

Gnoll Battle

Gnomeland Security

Goblin Battle

Green Dragon

Grim Battle

Grio Battle

Gu Battle

Gurgles And Gas

Hell

Hell Swarm

High Seas

High Seas Battle

Icy Wasteland

In the Lair of the Siren

Jungle (Tropical)

Kobold Lair

Library of Arcana

Lycanthrope Stalker

M Horror

Mad Scientists Laboratory

Magical Stone Circle

Mountain Pass

Mountaintop Portal

Music - Chilled

Music - Circus

Music - Epic Star Battles

Music - Hell's Rebels

Music - Moody

Music - Smooth Jazz

Music - Spooky

Night Battle

Ogre Battle

Ooze Battle

Oriental Tavern

Priest of R

Rain

Red Dragon City Raid

Red Dragon Underground

River Journey

Seedy Tavern

Sewer

Shadow Giants

Shimmering Veils

Skav Battle

Spooky

Stone Giant Battle

Stony Beach

Storm

Swamp

Tavern Brawl

Tavern Keep

Temple of the Jade Dragon

Tiger Battle

Undead Battle

Underwater - Deep Underwater

Moods

Moored above the Eye - Underwater - Deep Underwater

Dive into the Water - Underwater - Deep Underwater

Just Below the Surface - Underwater - Deep Underwater

Haunted Domain - Underwater - Deep Underwater

Deep Down in the Eye - Underwater - Deep Underwater

Drowned Sailors Battle - Underwater - Deep Underwater

Zombie Shark Roars - Underwater - Deep Underwater

Huge Sea Creature Battle - Underwater - Deep Underwater

Breaking the Curse - Underwater - Deep Underwater

Climbing Out of the Water - Underwater - Deep Underwater

Fresh Feeling Waters - Underwater - Deep Underwater

One Times

Into the Water - Underwater - Deep Underwater

Out of the Water - Underwater - Deep Underwater

Breaking the Curse - Underwater - Deep Underwater

Spell 1 - Underwater - Deep Underwater

Spell 2 - Underwater - Deep Underwater

Spell 3 - Underwater - Deep Underwater

Spell 4 - Underwater - Deep Underwater

Underwater - Dungeon

V Battle

W Wraith Battle

Wagon Journey

White Dragon Battle

Witchwood

Wizard Spells E

Moods

Walking - Wizard Spells E

Running - Wizard Spells E

Combat Cloth Sounds - Wizard Spells E

One Times

Thoughtful - Wizard Spells E

Exertion - Wizard Spells E

Injury - Wizard Spells E

Arcane Forces - Wizard Spells E

Bend to my will - Wizard Spells E

Come arcane forces - Wizard Spells E

Come kill them - Wizard Spells E

Help me arcane - Wizard Spells E

Fire, help me now - Wizard Spells E

You will die - Wizard Spells E

Speak Fire of - Wizard Spells E

Strengthen my - Wizard Spells E

0th level spell - Wizard Spells E

1st level spell - Wizard Spells E

2nd level spell - Wizard Spells E

3rd level spell - Wizard Spells E

4th level spell

5th level spell

6th level spell

7th level spell

8th level spell

9th level spell

Acid Spray - Wizard Spells E

Alarms - Wizard Spells E

Arcane Marks - Wizard Spells E

Burning Palms - Wizard Spells E

Bleeding - Wizard Spells E

Cause fright - Wizard Spells E

Charm - Wizard Spells E

Chilling Hand - Wizard Spells E

Colorful spray - Wizard Spells E

Comprehension - Wizard Spells E

Dancing Light - Wizard Spells E

Daze - Wizard Spells E

Detect Magic - Wizard Spells E

Detect Poisons - Wizard Spells E

Endure Elements - Wizard Spells E

Enlarge - Wizard Spells E

Erasing - Wizard Spells E

Fireball - Wizard Spells E

Flare - Wizard Spells E

Force Missile - Wizard Spells E

Frost Ray - Wizard Spells E

Ghost Noise - Wizard Spells E

Greasing - Wizard Spells E

Hold Door - Wizard Spells E

Hypnotize - Wizard Spells E

Jumping - Wizard Spells E

Light Bright - Wizard Spells E

Magical Armor - Wizard Spells E

Magical Hand - Wizard Spells E

Magical Aura - Wizard Spells E

Mend - Wizard Spells E

Messages - Wizard Spells E

Mount Summon - Wizard Spells E

Obscuring fog - Wizard Spells E

Opening/closing - Wizard Spells E

Protection - Wizard Spells E

Reading magic - Wizard Spells E

Reduce - Wizard Spells E

Shield Person - Wizard Spells E

Shock Grasp - Wizard Spells E

Sleep - Wizard Spells E

Speed - Wizard Spells E

Summon Ally - Wizard Spells E

True Attack - Wizard Spells E

Robe Swoosh - Wizard Spells E

Dagger unsheathe - Wizard Spells E

Dagger sheath - Wizard Spells E

Dagger pierce - Wizard Spells E

Dagger miss - Wizard Spells E

Dagger hit - Wizard Spells E

Dagger crit - Wizard Spells E

Staff miss - Wizard Spells E

Staff hit - Wizard Spells E

Staff crit - Wizard Spells E

Crossbow nock - Wizard Spells E

Crossbow fire - Wizard Spells E

Crossbow miss - Wizard Spells E

Crossbow hit - Wizard Spells E

Crossbow crit - Wizard Spells E

Coin-purse - Wizard Spells E

Open scrollcase - Wizard Spells E

Close scrollcase - Wizard Spells E

Unravel scroll - Wizard Spells E

Ravel Scroll - Wizard Spells E

Wraith Battle

Y Hound

Zombie Battle

Syrinscape - Sound Compilation***

Table of Contents

Syrinscape: Crossbow

Syrinscape: Dagger

Syrinscape: Staff

Syrinscape: Crossbow

Syrinscape: Dagger

Syrinscape: Staff

Skills

As a hero you get to perform many feats of wonder. From leaping over a 15 foot wide bottomless pit to performing a concert to get the attention of a king, table top games are about thinking outside of the box.

The official rules contains information on Using Ability Scores, Advantage and Disadvantage, Proficiency Bonus, Ability Checks, and Saving Throws.

Skills Table of Contents

Acrobatics*

Alchemist's Supplies***

Animal Handling*

Arcana*

Athletics*

Bagpipes***

Brewer's Supplies***

Calligrapher's Supplies***

Carpenter's Tools***

Cartographer's Tools***

Chess Set***

Cobbler's Tools***

Cook's Utensils***

Deception*

Dice Set***

Disguise Kit***

Doctor's Tools***

Drum***

Dulcimer***

Flute***

Forgery Kit***

Glassblower's Tools***

Harmonica***

Harp***

Herbalism Kit***

History*

Horn***

Insight*

Intimidating Stance***

Intimidation*

Investigation*

Jeweler's Tools***

Juggling Pins***

Keg of Ale***

Klimon Arm Wrestling Set***

Leatherworker's Tools***

Lute***

Lyre***

Mason's Tools***

Matching Cards***

Medicine*

Nature*

Navigator's Tools***

Painter's Supplies***

Pan Flute***

Perception*

Performance*

Persuasion*

Playing Card Set***

Poisoner's Kit***

Potter's Tools***

Religion*

Shawm***

Sleight of Hand*

Smith's Tools***

Stealth*

Survival*

Thieves' Tools***

Tinker's Tools***

Viol***

Weaver's Tools***

Woodcarver's Tools***

Strength Skills

Athletics*

Your Strength (Athletics) check covers difficult situations you encounter while climbing, jumping, or swimming. Examples include the following activities:

  • You attempt to climb a sheer or slippery cliff, avoid hazards while scaling a wall, or cling to a surface while something is trying to knock you off.
  • You try to jump an unusually long distance or pull off a stunt mid-jump.
  • You struggle to swim or stay afloat in treacherous currents, storm-tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming.

Intimidating Stance***

Subclass Coding

Path of the Executioner

Ability Coding

Intimidating Stance

Klimon Arm Wrestling Set***

Item Coding

Klimon Arm Wrestling Set

Rules for Using Klimon Arm Wrestling Set

Mason's Tools***

Item Coding

Mason's Tools

Rules for Using Mason's Tools

Dexterity Skills

Acrobatics*

Your Dexterity (Acrobatics) check covers your attempt to stay on your feet in a tricky situation, such as when you're trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship's deck. the GM might also call for a Dexterity (Acrobatics) check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips.

Calligrapher's Supplies***

Item Coding

Calligrapher's Supplies

Rules for Using Calligrapher's Supplies

Carpenter's Tools***

Item Coding

Carpenter's Tools

Rules for Using Carpenter's Tools

Cobbler's Tools***

Item Coding

Cobbler's Tools

Rules for Using Cobbler's Tools

Dice Set***

Item Coding

Dice Set

Rules for Using Dice Set

Disguise Kit***

Item Coding

Disguise Kit

Description

This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise.

Rules for Using Disguise Kit

Forgery Kit***

Item Coding

Forgery Kit

Description

This small box contains a variety of papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a physical forgery of a document.

Rules for Using Forgery Kit

Glassblower's Tools***

Item Coding

Glassblower's Tools

Rules for Using Glassblower's Tools

Harp***

Item Coding

Harp

Rules for Using a Musical Instrument

Jeweler's Tools***

Item Coding

Jeweler's Tools

Rules for Using Jeweler's Tools

Juggling Pins***

Item Coding

Juggling Pins

Leatherworker's Tools***

Item Coding

Leatherworker's Tools

Rules for Using Leatherworker's Tools

Potter's Tools***

Item Coding

Potter's Tools

Rules for Using Potter's Tools

Sleight of Hand*

Whenever you attempt an act of legerdemain or manual trickery, such as planting something on someone else or concealing an object on your person, make a Dexterity (Sleight of Hand) check. the GM might also call for a Dexterity (Sleight of Hand) check to determine whether you can lift a coin purse off another person or slip something out of another person's pocket.

Smith's Tools***

Item Coding

Smith's Tools

Rules for Using Smith's Tools

Stealth*

Make a Dexterity (Stealth) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard.

Thieves' Tools***

Item Coding

Thieves' Tools

Description

This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks.

Rules for Using Thieves' Tools

Weaver's Tools***

Item Coding

Weaver's Tools

Rules for Using Weaver's Tools

Woodcarver's Tools***

Item Coding

Woodcarver's Tools

Rules for Using Woodcarver's Tools

Constitution Skills

Keg of Ale***

Item Coding

Keg of Ale

Rules for Using Keg of Ale

Intelligence Skills

Alchemist's Supplies***

Item Coding

Alchemist's Supplies

Rules for Using Alchemist's Supplies

Arcana*

Your Intelligence (Arcana) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes.

Brewer's Supplies***

Item Coding

Brewer's Supplies

Rules for Using Brewer's Supplies

Chess Set***

Item Coding

Chess Set

Rules for Using Chess Set

Doctor's Tools***

Item Coding

Doctor's Tools

Herbalism Kit***

Item Coding

Herbalism Kit

Description

This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and potions of healing .

Rules for Using Herbalism Kit

History*

Your Intelligence (History) check measures your ability to recall lore about historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations.

Investigation*

When you look around for clues and make deductions based on those clues, you make an Intelligence (Investigation) check. You might deduce the location of a hidden object, discern from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse. Poring through ancient scrolls in search of a hidden fragment of knowledge might also call for an Intelligence (Investigation) check.

Nature*

Your Intelligence (Nature) check measures your ability to recall lore about terrain, plants and animals, the weather, and natural cycles.

Navigator's Tools***

Item Coding

Navigator's Tools

Description

This set of instruments is used for navigation at sea. Proficiency with navigator's tools lets you chart a ship's course and follow navigation charts. In addition, these tools allow you to add your proficiency bonus to any ability check you make to avoid getting lost at sea.

Rules for Using Navigator's Tools

Religion*

Your Intelligence (Religion) check measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults.

Tinker's Tools***

Item Coding

Tinker's Tools

Rules for Using Tinker's Tools

Wisdom Skills

Animal Handling*

When there is any question whether you can calm down a domesticated animal, keep a mount from getting spooked, or intuit an animal's intentions, the GM might call for a Wisdom (Animal Handling) check. You also make a Wisdom (Animal Handling) check to control your mount when you attempt a risky maneuver.

Cartographer's Tools***

Item Coding

Cartographer's Tools

Rules for Using Cartographer's Tools

Insight*

Your Wisdom (Insight) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone's next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms.

Matching Cards***

Item Coding

Matching Cards

Rules for Using Matching Cards

Medicine*

A Wisdom (Medicine) check lets you try to stabilize a dying companion or diagnose an illness.

Perception*

Your Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or a candlelight under a closed secret door.

Poisoner's Kit***

Item Coding

Poisoner's Kit

Description

A poisoner's kit includes the vials, chemicals, and other equipment necessary for the creation of poisons. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to craft or use poisons.

Rules for Using Poisoner's Kit

Survival*

The GM might ask you to make a Wisdom (Survival check to follow tracks, hunt wild game, guide your group through frozen wastelands, identify signs that owlbears live nearby, predict the weather, or avoid quicksand and other natural hazards.

Charisma Skills

Bagpipes***

Item Coding

Bagpipes

Rules for Using a Musical Instrument

Cook's Utensils***

Item Coding

Cook's Utensils

Rules for Using Cook's Utensils

Deception*

Your Charisma (Deception) check determines whether you can convincingly hide the truth, either verbally or through your actions. This deception can encompass everything from misleading others through ambiguity to telling outright lies. Typical situations include trying to fast-talk a guard, con a merchant, earn money through gambling, pass yourself off in a disguise, dull someone's suspicions with false assurances, or maintain a straight face while telling a blatant lie.

Drum***

Item Coding

Drum

Rules for Using a Musical Instrument

Dulcimer***

Item Coding

Dulcimer

Rules for Using a Musical Instrument

Flute***

Item Coding

Flute

Rules for Using a Musical Instrument

Harmonica***

Item Coding

Harmonica

Rules for Using a Musical Instrument

Horn***

Item Coding

Horn

Rules for Using a Musical Instrument

Intimidation*

When you attempt to influence someone through overt threats, hostile actions, and physical violence, the GM might ask you to make a Charisma (Intimidation) check. Examples include trying to pry information out of a prisoner, convincing street thugs to back gown from a confrontation, or using the edge of a broken bottle to convince a sneering vizier to reconsider a decision.

Lute***

Item Coding

Lute

Rules for Using a Musical Instrument

Lyre***

Item Coding

Lyre

Rules for Using a Musical Instrument

Painter's Supplies***

Item Coding

Painter's Supplies

Rules for Using Painter's Supplies

Pan Flute***

Item Coding

Pan Flute

Rules for Using a Musical Instrument

Performance*

Your Charisma (Performance) check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment.

Persuasion*

When you attempt to influence someone or a group of people with tact, social graces, or good nature, the GM might ask you to make a Charisma (Persuasion) check. Typically, you use persuasion when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette. Examples of persuading others include convincing a chamberlain to let your party see the king, negotiating peace between warring tribes, or inspiring a crowd of townsfolk.

Playing Card Set***

Item Coding

Playing Card Set

Rules for Using Playing Card Set

Shawm***

Item Coding

Shawm

Rules for Using a Musical Instrument

Viol***

Item Coding

Viol

Rules for Using a Musical Instrument

Spells

In fantasy worlds filled with magic we need some organization out of the chaos. To gain that organization, we have preset things you can do with magic ranked by levels that magic users unlock as they level up.

The official rules gives information for Spellcasting, Casting a Spell, and Schools of Magic.

Spells Table of Contents

Alphebetical List of Spells

Bard Spells

Cleric Spells

Druid Spells

Paladin Spells

Ranger Spells

Rune Blade Spells

Runecrafter Spells

Sorcerer Spells

Warlock Spells

Wizard Spells

Alphebetical List of Spells

Abandon Ship***, Accelerated Growth***, Accelerated Pursuit***, Acid Arrow*, Acid Bath***, Acid Splash*, Aid*, Air Recycler***, Alarm*, Alter Self*, Amplify***, Animal Friendship*, Animal Messenger*, Animal Shapes*, Animate Dead*, Animate Objects*, Animate Tree***, Antilife Shell*, Antimagic Field*, Antipathy/Sympathy*, Arcane Eye*, Arcane Hand*, Arcane Lock*, Arcane Sword*, Arcanist's Magic Aura*, Arctic Slow***, Arrow Repellent***, Astral Projection*, Augury*, Awaken*, Baited Lure***, Baited Trap***, Bane*, Banishment*, Barkskin*, Beacon of Hope*, Beast Magnet***, Beast Sight*, Bestow Curse*, Black Tentacles*, Blade Barrier*, Bless*, Blight*, Blindness/Deafness*, Blink*, Blissful Naps***, Blur*, Branding Smite*, Burning Hands*, Bypass Magical Marker***, Call Lightning*, Calm Emotions*, Celestial Blessing***, Chain Lightning*, Charm Person*, Chill Touch**, Circle of Death*, Clairvoyance*, Clean Shave***, Clone*, Cloudkill*, Color Spray*, Command*, Commune*, Commune with Nature*, Compelled Confession***, Comprehend Languages*, Compulsion*, Cone of Cold*, Confusion*, Conjure Animals*, Conjure Celestial*, Conjure Elemental*, Conjure Fey*, Conjure Minor Elementals*, Conjure Woodland Beings*, Contact Other Plane*, Contagion*, Contingency*, Continual Flame*, Control Water*, Control Weather*, Couch Potato Casting***, Counterspell*, Create Food and Water*, Create or Destroy Water*, Create Undead*, Creation*, Creeping Poison***, Creeping Stone***, Cure Wounds*, Dance of Air***, Dance of Earth***, Dance of Fire***, Dance of Water***, Dancing Lights*, Darkness*, Darkvision*, Daylight*, Death Ward*, Delayed Blast Fireball*, Demiplane*, Detect Evil and Good*, Detect Magic*, Detect Poison and Disease*, Detect Thoughts*, Dimension Door*, Disguise Self*, Disintegrate*, Dispel Evil and Good*, Dispel Magic*, Dispel Rune***, Distress Signal***, Divination*, Divine Favor*, Divine Word*, Domestic Beast*, Dominate Beast*, Dominate Monster*, Dominate Person*, Don't Slip***, Dream*, Druidcraft*, Earth Shot***, Earthquake*, Eldritch Blast*, Elemental Aura***, Emergency Chute***, Emergency Resuscitator***, Enhance Ability*, Enlarge/Reduce*, Enlightenment***, Entangle*, Enthrall*, Etherealness*, Excessive Gas***, Expeditious Retreat*, Eyebite*, Fabricate*, Faerie Fire*, Faithful Hound*, False Life*, Fear*, Feather Fall*, Feeblemind*, Fertile Ground***, Fiery Shield***, Find Familiar*, Find Steed*, Find the Path*, Find Traps*, Finger of Death*, Fire Bolt*, Fire Shield*, Fire Storm*, Fireball*, Flame Blade*, Flame Strike*, Flaming Sphere*, Flesh to Stone*, Floating Disk*, Fly*, Flying Seed Pouch***, Fog Cloud*, Forbiddance*, Forcecage*, Foresight*, Freedom of Movement*, Freezing Sphere*, Frozen Helmet***, Gaseous Form*, Gate*, Geas*, Gentle Repose*, Giant Insect*, Give it Away***, Glibness*, Globe of Invulnerability*, Glyph of Warding*, Goodberry*, Grease*, Greater Invisibility*, Greater Restoration*, Guardian of Faith*, Guards and Wards*, Guidance*, Guided Teleport***, Guiding Bolt*, Gust of Wind*, Hairless Strike***, Hallow*, Hallucinatory Terrain*, Harm*, Haste*, Heal*, Healing Word*, Heat Metal*, Hellish Rebuke*, Heroes' Feast*, Heroism*, Hideous Laughter*, Hold Monster*, Hold Person*, Hole in the Wall***, Holy Aura*, Hunter's Mark*, Hypnotic Pattern*, Ice Bomb***, Ice Storm*, Identify*, Illusory Script*, Imprisonment*, Incendiary Cloud*, Infernal Beret***, Infighting***, Inflict Wounds*, Insect Plague*, Instant Summons*, Invigorating Time***, Invisibility*, Irresistible Dance*, It's For Family***, It's Yours***, Jump*, Knock*, Lava Jar***, Lava Mine***, Legend Lore*, Lesser Restoration*, Levitate*, Light*, Lightning Bolt*, Lightning Rod***, Lightweight Stone***, Locate Animals or Plants*, Locate Creature*, Locate Object*, Longstrider*, Mage Armor*, Mage Hand*, Magic Circle*, Magic Jar*, Magic Missile*, Magic Mouth*, Magic Weapon*, Magical Highway***, Magical Marker***, Magnificent Mansion*, Major Image*, Masked Scent***, Mass Cure Wounds*, Mass Heal*, Mass Healing Word*, Mass Suggestion*, Maze*, Meld into Stone*, Mending*, Message*, Metal to Wood Glue***, Meteor Swarm*, Mild Paralysis*, Mind Blank*, Mineral Detector***, Minor Illusion*, Mirage Arcane*, Mirror Image*, Mislead*, Misty Step*, Modify Memory*, Moonbeam*, Mount Glue***, Move Earth*, Newts Tail***, Nondetection*, Painting Strike***, Pass without Trace*, Passwall*, Phantasmal Killer*, Phantom Loot*, Phantom Steed*, Phasing Shot***, Planar Ally*, Planar Binding*, Plane Shift*, Plant Growth*, Poison Spray*, Polished Nails***, Polymorph*, Power Word Kill*, Power Word Stun*, Prayer of Healing*, Prestidigitation*, Prime Rune***, Prismatic Spray*, Prismatic Wall*, Private Sanctum*, Produce Flame*, Programmed Illusion*, Project Image*, Protection from Energy*, Protection from Evil and Good*, Protection from Poison*, Purify Food and Drink*, Raise Dead*, Ray of Enfeeblement*, Ray of Frost*, Regenerate*, Reincarnate*, Reinforce***, Remove Curse*, Renewed Life***, Resilient Sphere*, Resistance*, Resurrection*, Reverse Gravity*, Revivify*, Rope Trick*, Rosy Breath***, Rune Diagnostics***, Sacred Flame*, Sanctuary*, Scorching Ray*, Scrying*, Secret Chest*, See Invisibility*, Seeming*, Sending*, Sequester*, Shapechange*, Shatter*, Shield*, Shield of Faith*, Shillelagh*, Shocking Grasp*, Silence*, Silent Image*, Simulacrum*, Sleep*, Sleet Storm*, Slow*, Sniper's Scope***, Soaring Commando***, Spare the Dying*, Speak with Animals*, Speak with Dead*, Speak with Plants*, Spider Climb*, Spike Growth*, Spiked Cut***, Spirit Guardians*, Spiritual Weapon*, Static Attraction***, Stinking Cloud*, Stone Shape*, Stoneskin*, Storm of Vengeance*, Suggestion*, Sunbeam*, Sunburst*, Sunshot***, Symbol*, Talking Beast***, Tame Monster***, Telekinesis*, Telepathic Bond*, Teleport*, Teleportation Circle*, Test of Fortitude*, Thaumaturgy*, Thunder Strut***, Thunderwave*, Time Stop*, Tiny Hut*, Tongues*, Tracer Rune***, Tranquilizer***, Transmute Into Water***, Transmute Water***, Transport via Plants*, Tree Guidance***, Tree Stride*, True Polymorph*, True Resurrection*, True Seeing*, True Strike*, Uncut-able Rope***, Unseen Servant*, Vampiric Touch*, Vector Mirror***, Vicious Mockery*, Wall of Fire*, Wall of Force*, Wall of Ice*, Wall of Stone*, Wall of Thorns*, Warding Bond*, Water Breathing*, Water Walk*, Web*, Weird*, Wind Walk*, Wind Wall*, Wish*, Word of Recall*, Zone of Truth*

BardSpells

Cantrip, Level 1, Level 2, Level 3, Level 4, Level 5, Level 6, Level 7, Level 8, Level 9

Cantrip

Amplify***, Dancing Lights*, Light*, Mage Hand*, Mending*, Message*, Minor Illusion*, Prestidigitation*, True Strike*, Vicious Mockery*

Level 1

Animal Friendship*, Bane*, Charm Person*, Comprehend Languages*, Cure Wounds*, Detect Magic*, Disguise Self*, Faerie Fire*, Feather Fall*, Healing Word*, Heroism*, Hideous Laughter*, Identify*, Illusory Script*, Longstrider*, Silent Image*, Sleep*, Speak with Animals*, Thunderwave*, Unseen Servant*

Level 2

Animal Messenger*, Blindness/Deafness*, Calm Emotions*, Detect Thoughts*, Enhance Ability*, Enthrall*, Heat Metal*, Hold Person*, Invisibility*, Knock*, Lesser Restoration*, Locate Animals or Plants*, Locate Object*, Magic Mouth*, See Invisibility*, Shatter*, Silence*, Suggestion*, Talking Beast***, Zone of Truth*

Level 3

Bestow Curse*, Clairvoyance*, Compelled Confession***, Dispel Magic*, Fear*, Glyph of Warding*, Hypnotic Pattern*, Major Image*, Nondetection*, Plant Growth*, Sending*, Speak with Dead*, Speak with Plants*, Stinking Cloud*, Tiny Hut*, Tongues*

Level 4

Compulsion*, Confusion*, Dimension Door*, Freedom of Movement*, Greater Invisibility*, Hallucinatory Terrain*, Locate Creature*, Polymorph*

Level 5

Animate Objects*, Awaken*, Dominate Person*, Dream*, Geas*, Greater Restoration*, Hold Monster*, Legend Lore*, Mass Cure Wounds*, Mislead*, Modify Memory*, Planar Binding*, Raise Dead*, Scrying*, Seeming*, Teleportation Circle*

Level 6

Dance of Water***, Eyebite*, Find the Path*, Guards and Wards*, Irresistible Dance*, Mass Suggestion*, Programmed Illusion*, True Seeing*

Level 7

Arcane Sword*, Dance of Air***, Etherealness*, Forcecage*, Magnificent Mansion*, Mirage Arcane*, Project Image*, Regenerate*, Resurrection*, Symbol*, Teleport*

Level 8

Dominate Monster*, Feeblemind*, Glibness*, Mind Blank*, Power Word Stun*

Level 9

Foresight*, Power Word Kill*, True Polymorph*

ClericSpells

Cantrip, Level 1, Level 2, Level 3, Level 4, Level 5, Level 6, Level 7, Level 8, Level 9

Cantrip

Amplify***, Guidance*, Light*, Mending*, Resistance*, Sacred Flame*, Spare the Dying*, Thaumaturgy*

Level 1

Bane*, Bless*, Command*, Create or Destroy Water*, Cure Wounds*, Detect Evil and Good*, Detect Magic*, Detect Poison and Disease*, Guiding Bolt*, Healing Word*, Inflict Wounds*, Protection from Evil and Good*, Purify Food and Drink*, Sanctuary*, Shield of Faith*, Transmute Into Water***

Level 2

Aid*, Augury*, Blindness/Deafness*, Calm Emotions*, Continual Flame*, Enhance Ability*, Find Traps*, Gentle Repose*, Hold Person*, Lesser Restoration*, Locate Object*, Prayer of Healing*, Protection from Poison*, Silence*, Spiritual Weapon*, Transmute Water***, Warding Bond*, Zone of Truth*

Level 3

Animate Dead*, Beacon of Hope*, Bestow Curse*, Clairvoyance*, Compelled Confession***, Create Food and Water*, Daylight*, Dispel Magic*, Glyph of Warding*, Magic Circle*, Mass Healing Word*, Meld into Stone*, Protection from Energy*, Remove Curse*, Revivify*, Sending*, Speak with Dead*, Spirit Guardians*, Tongues*, Water Walk*

Level 4

Banishment*, Control Water*, Death Ward*, Divination*, Fiery Shield***, Freedom of Movement*, Locate Creature*, Stone Shape*

Level 5

Commune*, Contagion*, Dispel Evil and Good*, Flame Strike*, Geas*, Greater Restoration*, Hallow*, Insect Plague*, Legend Lore*, Mass Cure Wounds*, Planar Binding*, Raise Dead*, Scrying*

Level 6

Blade Barrier*, Create Undead*, Dance of Water***, Find the Path*, Forbiddance*, Harm*, Heal*, Heroes' Feast*, Planar Ally*, True Seeing*, Word of Recall*

Level 7

Conjure Celestial*, Dance of Air***, Dance of Earth***, Divine Word*, Etherealness*, Fire Storm*, Plane Shift*, Regenerate*, Resurrection*, Symbol*

Level 8

Antimagic Field*, Control Weather*, Earthquake*, Holy Aura*

Level 9

Astral Projection*, Gate*, Mass Heal*, True Resurrection*

DruidSpells

Cantrip, Level 1, Level 2, Level 3, Level 4, Level 5, Level 6, Level 7, Level 8, Level 9

Cantrip

Druidcraft*, Guidance*, Mending*, Poison Spray*, Produce Flame*, Resistance*, Shillelagh*

Level 1

Animal Friendship*, Charm Person*, Create or Destroy Water*, Cure Wounds*, Detect Magic*, Detect Poison and Disease*, Entangle*, Faerie Fire*, Fog Cloud*, Goodberry*, Healing Word*, Jump*, Longstrider*, Purify Food and Drink*, Speak with Animals*, Thunderwave*, Transmute Into Water***

Level 2

Animal Messenger*, Barkskin*, Darkvision*, Enhance Ability*, Find Traps*, Flame Blade*, Flaming Sphere*, Gust of Wind*, Heat Metal*, Hold Person*, Lesser Restoration*, Locate Animals or Plants*, Locate Object*, Moonbeam*, Pass without Trace*, Protection from Poison*, Spike Growth*, Static Attraction***, Talking Beast***, Transmute Water***

Level 3

Call Lightning*, Compelled Confession***, Conjure Animals*, Daylight*, Dispel Magic*, Meld into Stone*, Plant Growth*, Protection from Energy*, Sleet Storm*, Speak with Plants*, Water Breathing*, Water Walk*, Wind Wall*

Level 4

Blight*, Confusion*, Conjure Minor Elementals*, Conjure Woodland Beings*, Control Water*, Dominate Beast*, Freedom of Movement*, Giant Insect*, Hallucinatory Terrain*, Ice Storm*, Locate Creature*, Polymorph*, Stone Shape*, Stoneskin*, Wall of Fire*

Level 5

Antilife Shell*, Awaken*, Commune with Nature*, Conjure Elemental*, Contagion*, Enlightenment***, Geas*, Greater Restoration*, Insect Plague*, Mass Cure Wounds*, Planar Binding*, Reincarnate*, Scrying*, Tree Stride*, Wall of Stone*

Level 6

Conjure Fey*, Dance of Water***, Find the Path*, Heal*, Heroes' Feast*, Move Earth*, Sunbeam*, Transport via Plants*, Wall of Thorns*, Wind Walk*

Level 7

Dance of Air***, Dance of Earth***, Fire Storm*, Mirage Arcane*, Plane Shift*, Regenerate*, Reverse Gravity*

Level 8

Animal Shapes*, Antipathy/Sympathy*, Control Weather*, Earthquake*, Feeblemind*, Sunburst*

Level 9

Foresight*, Shapechange*, Storm of Vengeance*, True Resurrection*

PaladinSpells

Cantrip, Level 1, Level 2, Level 3, Level 4, Level 5, Level 6, Level 7, Level 8, Level 9

Cantrip

Level 1

Bless*, Command*, Cure Wounds*, Detect Evil and Good*, Detect Magic*, Detect Poison and Disease*, Divine Favor*, Heroism*, Protection from Evil and Good*, Purify Food and Drink*, Shield of Faith*

Level 2

Aid*, Branding Smite*, Find Steed*, Lesser Restoration*, Locate Object*, Magic Weapon*, Protection from Poison*, Zone of Truth*

Level 3

Compelled Confession***, Create Food and Water*, Daylight*, Dispel Magic*, Magic Circle*, Remove Curse*, Revivify*

Level 4

Banishment*, Death Ward*, Fiery Shield***, Locate Creature*

Level 5

Dispel Evil and Good*, Geas*, Raise Dead*

Level 6

Level 7

Level 8

Level 9

RangerSpells

Cantrip, Level 1, Level 2, Level 3, Level 4, Level 5, Level 6, Level 7, Level 8, Level 9

Cantrip

Level 1

Alarm*, Animal Friendship*, Cure Wounds*, Detect Magic*, Detect Poison and Disease*, Fog Cloud*, Goodberry*, Hunter's Mark*, Jump*, Longstrider*, Speak with Animals*, Transmute Into Water***

Level 2

Animal Messenger*, Barkskin*, Darkvision*, Find Traps*, Lesser Restoration*, Locate Animals or Plants*, Locate Object*, Pass without Trace*, Protection from Poison*, Silence*, Spike Growth*, Talking Beast***, Transmute Water***

Level 3

Conjure Animals*, Daylight*, Nondetection*, Plant Growth*, Protection from Energy*, Speak with Plants*, Water Breathing*, Water Walk*, Wind Wall*

Level 4

Conjure Woodland Beings*, Freedom of Movement*, Locate Creature*, Stoneskin*

Level 5

Commune with Nature*, Enlightenment***, Tree Stride*

Level 6

Level 7

Level 8

Level 9

Rune BladeSpells

Cantrip, Level 1, Level 2, Level 3, Level 4, Level 5, Level 6, Level 7, Level 8, Level 9

Cantrip

Acid Bath***, Lava Mine***

Level 1

Creeping Poison***, Ice Bomb***

Level 2

Level 3

Renewed Life***

Level 4

Level 5

Level 6

Level 7

Level 8

Level 9

RunecrafterSpells

Cantrip, Level 1, Level 2, Level 3, Level 4, Level 5, Level 6, Level 7, Level 8, Level 9

Cantrip

Acid Bath***, Arctic Slow***, Clean Shave***, Don't Slip***, Elemental Aura***, Emergency Chute***, Fertile Ground***, Invigorating Time***, It's Yours***, Lava Mine***, Masked Scent***, Mineral Detector***, Mount Glue***, Rune Diagnostics***, Test of Fortitude*, Tree Guidance***

Level 1

Animate Tree***, Blissful Naps***, Creeping Poison***, Flying Seed Pouch***, Give it Away***, Hole in the Wall***, Ice Bomb***, It's For Family***, Lava Jar***, Lightning Rod***, Painting Strike***, Polished Nails***, Prime Rune***, Reinforce***, Spiked Cut***, Thunder Strut***, Tracer Rune***, Uncut-able Rope***

Level 2

Abandon Ship***, Accelerated Growth***, Accelerated Pursuit***, Air Recycler***, Baited Trap***, Couch Potato Casting***, Dispel Rune***, Distress Signal***, Emergency Resuscitator***, Excessive Gas***, Frozen Helmet***, Hairless Strike***, Infernal Beret***, Lightweight Stone***, Metal to Wood Glue***, Rosy Breath***, Sniper's Scope***

Level 3

Arrow Repellent***, Baited Lure***, Renewed Life***, Soaring Commando***

Level 4

Bypass Magical Marker***, Domestic Beast*, Magical Highway***, Magical Marker***, Mild Paralysis*, Newts Tail***

Level 5

Level 6

Beast Magnet***, Infighting***

Level 7

Tranquilizer***

Level 8

Level 9

Celestial Blessing***, Phantom Loot*, Tame Monster***

SorcererSpells

Cantrip, Level 1, Level 2, Level 3, Level 4, Level 5, Level 6, Level 7, Level 8, Level 9

Cantrip

Acid Splash*, Chill Touch**, Dancing Lights*, Fire Bolt*, Light*, Mage Hand*, Mending*, Message*, Minor Illusion*, Poison Spray*, Prestidigitation*, Ray of Frost*, Shocking Grasp*, True Strike*

Level 1

Burning Hands*, Charm Person*, Color Spray*, Comprehend Languages*, Detect Magic*, Disguise Self*, Expeditious Retreat*, False Life*, Feather Fall*, Fog Cloud*, Jump*, Mage Armor*, Magic Missile*, Shield*, Silent Image*, Sleep*, Thunderwave*

Level 2

Alter Self*, Blindness/Deafness*, Blur*, Darkness*, Darkvision*, Detect Thoughts*, Enhance Ability*, Enlarge/Reduce*, Gust of Wind*, Hold Person*, Invisibility*, Knock*, Levitate*, Mirror Image*, Misty Step*, Scorching Ray*, See Invisibility*, Shatter*, Spider Climb*, Suggestion*, Web*

Level 3

Blink*, Clairvoyance*, Counterspell*, Daylight*, Dispel Magic*, Fear*, Fireball*, Fly*, Gaseous Form*, Haste*, Hypnotic Pattern*, Lightning Bolt*, Major Image*, Protection from Energy*, Sleet Storm*, Slow*, Stinking Cloud*, Sunshot***, Tongues*, Water Breathing*, Water Walk*

Level 4

Banishment*, Blight*, Confusion*, Dimension Door*, Dominate Beast*, Greater Invisibility*, Ice Storm*, Polymorph*, Stoneskin*, Vector Mirror***, Wall of Fire*

Level 5

Animate Objects*, Cloudkill*, Cone of Cold*, Creation*, Dominate Person*, Hold Monster*, Insect Plague*, Seeming*, Telekinesis*, Teleportation Circle*, Wall of Stone*

Level 6

Chain Lightning*, Circle of Death*, Disintegrate*, Eyebite*, Globe of Invulnerability*, Mass Suggestion*, Move Earth*, Sunbeam*, True Seeing*

Level 7

Delayed Blast Fireball*, Etherealness*, Finger of Death*, Fire Storm*, Plane Shift*, Prismatic Spray*, Reverse Gravity*, Teleport*

Level 8

Dominate Monster*, Earthquake*, Incendiary Cloud*, Power Word Stun*, Sunburst*

Level 9

Gate*, Meteor Swarm*, Power Word Kill*, Time Stop*, Wish*

WarlockSpells

Cantrip, Level 1, Level 2, Level 3, Level 4, Level 5, Level 6, Level 7, Level 8, Level 9

Cantrip

Chill Touch**, Eldritch Blast*, Minor Illusion*, Phasing Shot***, Poison Spray*, Prestidigitation*, True Strike*

Level 1

Charm Person*, Comprehend Languages*, Expeditious Retreat*, Hellish Rebuke*, Illusory Script*, Protection from Evil and Good*, Unseen Servant*

Level 2

Darkness*, Enthrall*, Hold Person*, Invisibility*, Mirror Image*, Misty Step*, Ray of Enfeeblement*, Shatter*, Spider Climb*, Suggestion*

Level 3

Counterspell*, Dispel Magic*, Fear*, Fly*, Gaseous Form*, Hypnotic Pattern*, Magic Circle*, Major Image*, Remove Curse*, Tongues*, Vampiric Touch*

Level 4

Banishment*, Blight*, Dimension Door*, Hallucinatory Terrain*

Level 5

Contact Other Plane*, Dream*, Hold Monster*, Scrying*

Level 6

Circle of Death*, Conjure Fey*, Create Undead*, Dance of Fire***, Eyebite*, Flesh to Stone*, Mass Suggestion*, True Seeing*

Level 7

Etherealness*, Finger of Death*, Forcecage*, Plane Shift*

Level 8

Demiplane*, Dominate Monster*, Feeblemind*, Glibness*, Power Word Stun*

Level 9

Astral Projection*, Foresight*, Imprisonment*, Power Word Kill*, True Polymorph*

WizardSpells

Cantrip, Level 1, Level 2, Level 3, Level 4, Level 5, Level 6, Level 7, Level 8, Level 9

Cantrip

Acid Splash*, Chill Touch**, Dancing Lights*, Earth Shot***, Fire Bolt*, Light*, Mage Hand*, Mending*, Message*, Minor Illusion*, Poison Spray*, Prestidigitation*, Ray of Frost*, Shocking Grasp*, True Strike*

Level 1

Alarm*, Burning Hands*, Charm Person*, Color Spray*, Comprehend Languages*, Creeping Stone***, Detect Magic*, Disguise Self*, Expeditious Retreat*, False Life*, Feather Fall*, Find Familiar*, Floating Disk*, Fog Cloud*, Grease*, Hideous Laughter*, Identify*, Illusory Script*, Jump*, Longstrider*, Mage Armor*, Magic Missile*, Protection from Evil and Good*, Shield*, Silent Image*, Sleep*, Thunderwave*, Unseen Servant*

Level 2

Acid Arrow*, Alter Self*, Arcane Lock*, Arcanist's Magic Aura*, Blindness/Deafness*, Blur*, Continual Flame*, Darkness*, Darkvision*, Detect Thoughts*, Enlarge/Reduce*, Flaming Sphere*, Gentle Repose*, Gust of Wind*, Hold Person*, Invisibility*, Knock*, Levitate*, Locate Object*, Magic Mouth*, Magic Weapon*, Mirror Image*, Misty Step*, Ray of Enfeeblement*, Rope Trick*, Scorching Ray*, See Invisibility*, Shatter*, Spider Climb*, Suggestion*, Web*

Level 3

Animate Dead*, Bestow Curse*, Blink*, Clairvoyance*, Counterspell*, Dispel Magic*, Fear*, Fireball*, Fly*, Gaseous Form*, Glyph of Warding*, Haste*, Hypnotic Pattern*, Lightning Bolt*, Magic Circle*, Major Image*, Nondetection*, Phantom Steed*, Protection from Energy*, Remove Curse*, Sending*, Sleet Storm*, Slow*, Stinking Cloud*, Sunshot***, Tiny Hut*, Tongues*, Vampiric Touch*, Water Breathing*

Level 4

Arcane Eye*, Banishment*, Black Tentacles*, Blight*, Confusion*, Conjure Minor Elementals*, Control Water*, Dimension Door*, Fabricate*, Faithful Hound*, Fire Shield*, Greater Invisibility*, Hallucinatory Terrain*, Ice Storm*, Locate Creature*, Phantasmal Killer*, Polymorph*, Private Sanctum*, Resilient Sphere*, Secret Chest*, Stone Shape*, Stoneskin*, Vector Mirror***, Wall of Fire*

Level 5

Animate Objects*, Arcane Hand*, Cloudkill*, Cone of Cold*, Conjure Elemental*, Contact Other Plane*, Creation*, Dominate Person*, Dream*, Geas*, Hold Monster*, Legend Lore*, Mislead*, Modify Memory*, Passwall*, Planar Binding*, Scrying*, Seeming*, Telekinesis*, Telepathic Bond*, Teleportation Circle*, Wall of Force*, Wall of Stone*

Level 6

Chain Lightning*, Circle of Death*, Contingency*, Create Undead*, Dance of Fire***, Disintegrate*, Eyebite*, Flesh to Stone*, Freezing Sphere*, Globe of Invulnerability*, Guards and Wards*, Instant Summons*, Irresistible Dance*, Magic Jar*, Mass Suggestion*, Move Earth*, Programmed Illusion*, Sunbeam*, True Seeing*, Wall of Ice*

Level 7

Arcane Sword*, Dance of Air***, Delayed Blast Fireball*, Etherealness*, Finger of Death*, Forcecage*, Magnificent Mansion*, Mirage Arcane*, Plane Shift*, Prismatic Spray*, Project Image*, Reverse Gravity*, Sequester*, Simulacrum*, Symbol*, Teleport*

Level 8

Antimagic Field*, Antipathy/Sympathy*, Clone*, Control Weather*, Demiplane*, Dominate Monster*, Feeblemind*, Guided Teleport***, Incendiary Cloud*, Maze*, Mind Blank*, Power Word Stun*, Sunburst*

Level 9

Astral Projection*, Foresight*, Gate*, Imprisonment*, Meteor Swarm*, Power Word Kill*, Prismatic Wall*, Shapechange*, Time Stop*, True Polymorph*, Weird*, Wish*

Abandon Ship***

2nd-level Conjuration (ritual)

Casting Time: 1 hour

Range: Touch

Components: S

Duration: 1 day

If the ship is going down, you need to get your crew somewhere, anywhere but there.

You may place a rune on an object. Any creature who willing walks onto the rune is teleported to the closest Teleportation Circle (hopefully not in the ancient sunken city under your ship). This may not be the best way to get your crew to safety, but it is a lot better than them going down with the ship. Too bad interference keeps you from going with them...

At Higher Levels: When this rune is inscribed using a spell slot of 3rd level or higher the duration increases according to the following table.

Spell Slot Duration
3rd 3 days
4th 1 week
5th 2 weeks
6th 1 month
7th 3 months
8th 6 months
9th 1 year
10th 2 years
11th 5 years
12th 10 years
13th 25 years
14th 50 years
15th 100 years
16th 250 years
17th 500 years
18th 1,000 years

Accelerated Growth***

2nd-level Necromancy (ritual)

Casting Time: 1 action

Range: Touch

Components: S

Duration: 15 minutes

All non-germinated seeds within 1 acre centered on this rune grow at 1,000 times the normal speed. That means that in the 10 minutes the rune is active that seeds will grow to be just over 10 days old.

Safety Stroke: This rune has a safety stroke. The original caster may use an action while within touch range to add a specific stroke to the rune to cause it to dispel. We don't want your plant's to over-ripen after all.

NOTE: as this rune only effects non-germinated seeds it cannot be extended by re-inscription.

At Higher Levels: When you inscribe this rune using a spell slot of 3rd level or higher, the duration increases according to the table below. Final growing age is included for your convenience.

Spell Slot Duration Final Age
3rd 30 minutes 20.8 days
4th 1 hour 41.6 days
5th 3 hours 125 days
6th 6 hours 250 days
7th 12 hours 500 days
8th 1 day 2.7 years
9th 2 days 5.4 years
10th 4 days 10.9 years
11th 1 week 19.2 years
12th 2 weeks 38.3 years
13th 1 month 82.2 years
14th 3 months 246 years
15th 6 months 493 years
16th 1 year 1,000 years
17th 2 years 2,000 years
18th 4 years 4,000 years

Accelerated Pursuit***

2nd-level Abjuration (ritual)

Casting Time: 1 minute

Range: Touch

Components: S

Duration: 1 hour

Place a rune on a creature. That creature adds your Runecasting Modifier to their Initiative rolls.

At Higher Levels: When this rune is inscribed using a spell slot of 3rd level or higher the duration increases according to the following table.

Spell Slot Duration
3rd 3 hours
4th 6 hours
5th 12 hours
6th 1 day
7th 3 days
8th 1 week
9th 2 weeks
10th 1 month
11th 3 months
12th 6 months
13th 1 year
14th 2 years
15th 5 years
16th 10 years
17th 25 years
18th 50 years

Acid Arrow*

2nd-level Evocation

Casting Time: 1 action

Range: 90 feet

Components: V, S, M (powdered rhubarb leaf and an adder's stomach)

Duration: Instantaneous

Syrinscape: Acid Spray - Wizard Spells E

A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.

When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd. At Higher Levels:

Acid Bath***

Cantrip Transmutation (ritual)

Casting Time: 1 action

Range: Touch

Components: S

Duration: Instantaneous

With a couple quick strokes a rune glows on the ground, but only for a second. The strokes fade into a greenish blue color that then begins to run out of the rune. Within half a second the rune has dissolved into a 5 foot puddle of acid eating into the ground. Any creature on top of the rune when it dissolves must make a Dexterity saving throw or take 1d6 acid damage.

The acid neutralizes itself into the ground at the end of the round. Until then, any creature who steps into the puddle takes 1d6 acid damage.

This rune's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Acid Splash*

Cantrip Conjuration

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: Instantaneous

Syrinscape: Acid Spray - Wizard Spells E

You hurl a bubble of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Aid*

2nd-level Abjuration

Casting Time: 1 action

Range: 30 feet

Components: V, S, M (a tiny strip of white cloth)

Duration: 8 hours

Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd.

Air Recycler***

2nd-level Transmutation (ritual)

Casting Time: 1 minute

Range: Touch

Components: S

Duration: 1 hour

You may place a rune on a creature's armor. The rune sucks in C02 and releases 02. This allows that creature to comfortably breathe in any area where there had been breathable air, but only a limited amount of it.

At Higher Levels: When you inscribe this rune using a spell slot of 3rd level or higher, the duration increases according to the table below.

Spell Slot Duration
3rd 3 hours
4th 6 hours
5th 12 hours
6th 1 day
7th 3 days
8th 1 week
9th 2 weeks
10th 1 month
11th 3 months
12th 6 months
13th 1 year
14th 2 years
15th 5 years
16th 10 years
17th 25 years
18th 50 years

Alarm*

1st-level Abjuration (ritual)

Casting Time: 1 minute

Range: 30 feet

Components: V, S, M (a tiny bell and a piece of fine silver wire)

Duration: 8 hours

Syrinscape: Alarms - Wizard Spells E

You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible. A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.

Alter Self*

2nd-level Transmutation

Casting Time: 1 action

Range: Self

Components: V, S

Duration: Concentration, up to 1 hour

You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.

Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.

Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.

Natural Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.

Amplify***

Cantrip Transmutation

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: 1 round

You create a 2.5 ft sphere floating in the air. Any attacks (physical/spell) which pass through it gain 1d6 damage. The sphere remains until the beginning of your next turn. This sphere has no effect on any attacks you make.

This spell's amplification damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

A big thank you to Levi Foxend for this idea.

Animal Friendship*

1st-level Enchantment

Casting Time: 1 action

Range: 30 feet

Components: V, S, M (a morsel of food)

Duration: 24 hours

This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be Charmed by you for the spell's duration. If you or one of your companions harms the target, the spells ends.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast t level above 1st.

Animal Messenger*

2nd-level Enchantment (ritual)

Casting Time: 1 action

Range: 30 feet

Components: V, S, M (a morsel of food)

Duration: 24 hours

By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as "a man or woman dressed in the uniform of the town guard" or "a red-haired dwarf wearing a pointed hat." You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals. When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell.

At Higher Levels: If you cast this spell using a spell slot of 3nd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd.

Animal Shapes*

8th-level Transmutation

Casting Time: 1 action

Range: 30 feet

Components: V, S

Duration: Concentration, up to 24 hours

Your magic turns others into beasts. Choose any number of willing creatures that you can see within range. You transform each target into the form of a Large or smaller beast with a challenge rating of 4 or lower. On subsequent turns, you can use your action to transform affected creatures into new forms. The transformation lasts for the duration for each target, or until the target drops to 0 hit points or dies. You can choose a different form for each target. A target's game statistics are replaced by the statistics of the chosen beast, though the target retains its alignment and Intelligence, Wisdom, and Charisma scores. The target assumes the hit points of its new form, and when it reverts to its normal form, it returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked Unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can't speak or cast spells. The target's gear melds into the new form. The target can't activate, wield, or otherwise benefit from any of its equipment.

CR 4

Alsvinian Horse

Fenririan Wolf

Hrimfaxian Horse

CR 3

Giant Scorpion

CR 2

Cave Bear

Giant Boar

Hunter Shark

Plesiosaurus

Polar Bear

Rhinoceros

Saber-toothed Tiger

Animate Dead*

3rd-level Necromancy

Casting Time: 1 minute

Range: 10 feet

Components: V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust)

Duration: Instantaneous

This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the GM has the creature's game statistics). On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.

Animate Objects*

5th-level Transmutation

Casting Time: 1 action

Range: 120 feet

Components: V, S

Duration: Concentration, up to 1 minute

Animate Object (Tiny)

Animate Object (Small)

Animate Object (Medium)

Animate Object (Large)

Animate Object (Huge)

Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points.

As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

Animated Object Statistics

An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has Blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form. If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The GM might rule that a specific object inflicts slashing or piercing damage based on its form.

At Higher Levels: If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.

Size HP AC Attack STR DEX
Tiny 20 18 +8 to hit, 1d4 + 4 damage 4 18
Small 25 16 +6 to hit, 1d8 + 2 damage 6 14
Medium 40 13 +5 to hit, 2d6 + 1 damage 10 12
Large 50 10 +6 to hit, 2d10 + 2 damage 14 6
Huge 80 10 +8 to hit, 2d12 + 4 damage 18 6

Animate Tree***

1st-level Transmutation (ritual)

Casting Time: 1 minute

Range: Touch

Components: S

Duration: 1 hour

True fletchers understand the nature of how trees work. The rise of the sap, the new growth in spring, the fall of leaves in the fall. For a tree all is a cycle, an easily bent cycle. Just a few strokes and the trees behavior becomes a whole new creature.

You may place a rune on a tree younger than 2 years old to cause one of the following effects:

Flail: Any creature that comes within 5 feet of the tree must make a Dexterity saving throw or be hit by a tree limb taking 1d6 bludgeoning damage.

Bow: The limbs of the tree come down to the ground creating plethora of tripping hazards. A 10 foot radius around the tree becomes difficult terrain.

Root Them: Whenever a creature first enters a 5 foot radius around the tree, roots spring up from the ground. The creature must make a Strength saving throw or be Restrained for 1 minute.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the duration, maximum age of tree increase according to the table below. The older the tree, the larger damage (flail) and the radius of difficult terrain (Bow) also as marked in the table below.

As the damage depends on the age of the tree, casting a high level spell on a young tree will not do much at the time, but it is an investment into the future. As the tree grows, the damage will continue to increase. Some eccentric hermits have been known to place high level Animate Tree runes on every tree in their sizable forest. Such a scenario allows them to walk around in peace (as the runes cease to work when the caster is close enough to trigger them) while leaving ceaseless branches attacking everything that moves (poor squirrels).

Spell Slot Duration Age of Tree Damage Radius of Difficult Terrain
2nd 1 day 5 years 2d6 10 ft.
3rd 3 days 10 years 3d6 10 ft.
4th 1 week 20 years 4d6 15 ft.
5th 2 weeks 30 years 5d6 15 ft.
6th 1 month 40 years 6d6 20 ft.
7th 3 months 50 years 7d6 20 ft.
8th 6 months 60 years 8d6 25 ft.
9th 1 year 70 years 9d6 25 ft.
10th 2 years 80 years 10d6 30 ft.
11th 5 years 90 years 11d6 30 ft.
12th 10 years 100 years 12d6 35 ft.
13th 25 years 110 years 13d6 35 ft.
14th 50 years 120 years 14d6 40 ft.
15th 100 years 130 years 15d6 40 ft.
16th 250 years 140 years 16d6 45 ft.
17th 500 years 150 years 17d6 45 ft.
18th 1,000 years 160 years 18d6 50 ft.

Antilife Shell*

5th-level Abjuration

Casting Time: 1 action

Range: Self (10-foot radius)

Components: V, S

Duration: Concentration, up to 1 hour

A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration. The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier. If you move so that an affected creature is forced to pass through the barrier, the spell ends.

Antimagic Field*

8th-level Abjuration

Casting Time: 1 action

Range: Self (10-foot radius sphere)

Components: V, S, M (a pinch of powdered iron or iron filings)

Duration: Concentration, up to 1 hour

A 10-foot-radius invisible sphere of anti-magic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells can't be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you. Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can't protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration.

Targeted Effects. Spells and other magical effects, such as Magic Missile and Charm Person, that target a creature or an object in the sphere have no effect on that target.

Areas of Magic. The area of another spell or magical effect, such as Fireball, can't extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a Wall of Fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough.

Spells. Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it.

Magic Items. The properties and powers of magic items are suppressed in the sphere. For example, a +1 longsword in the sphere functions as a nonmagical longsword. A magic weapon's properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or a piece of magic ammunition fully leaves the sphere (for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits.

Magical Travel. Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extra-dimensional space such as that created by the rope trick spell, temporarily closes while in the sphere.

Creatures and Objects. A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere.

Dispel Magic. Spells and magical effects such as Dispel Magic have no effect on the sphere. Likewise, the spheres created by different anti-magic field spells don't nullify each other.

Antipathy/Sympathy*

8th-level Enchantment

Casting Time: 1 hour

Range: 60 feet

Components: V, S, M (either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect)

Duration: 10 days

This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura's effect.

Antipathy. The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become Frightened. The creature remains Frightened while it can see the target or is within 60 feet of it. While Frightened by the target, the creature must use its movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 60 feet from the target and can't see it, the creature is no longer Frightened, but the creature becomes Frightened again if it regains sight of the target or moves within 60 feet of it.

Sympathy. The enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target. If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below.

Ending the Effect. If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the spell is allowed another Wisdom saving throw every 24 hours while the spell persists. A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again.

Arcane Eye*

4th-level Divination

Casting Time: 1 action

Range: 30 feet

Components: V, S, M (a bit of bat fur)

Duration: Concentration, up to 1 hour

You create an Invisible, magical eye within range that hovers in the air for the duration. You mentally receive visual information from the eye, which has normal vision and Darkvision out to 30 feet. The eye can look in every direction. As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can't enter another plane of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter.

Arcane Hand*

5th-level Evocation

Casting Time: 1 action

Range: 120 feet

Components: V, S, M (an eggshell and a snake-skin glove)

Duration: Concentration, up to 1 minute

You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell's duration, and it moves at your command, mimicking the movements of your own hand. The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn't fill its space. When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it.

Clenched Fist. The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage.

Forceful Hand. The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand's Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it.

Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand's Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier.

Interposing Hand. The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can't move through the hand's space if its Strength score is less than or equal to the hand's Strength score. If its Strength score is higher than the hand's Strength score, the target can move toward you through the hand's space, but that space is difficult terrain for the target.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th.

Arcane Lock*

2nd-level Abjuration

Casting Time: 1 action

Range: Touch

Components: V, S, M (gold dust worth at least 25 GP, which the spell consumes)

Duration: Until dispelled

Syrinscape: Opening/closing - Wizard Spells E

You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting Knock on the object suppresses Arcane Lock for 10 minutes. While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.

Arcane Sword*

7th-level Evocation

Casting Time: 1 action

Range: 60 feet

Components: V, S, M (a miniature platinum sword with a grip and pommel of copper and zinc, worth 250 GP)

Duration: Concentration, up to 1 minute

You create a sword-shaped plane of force that hovers within range. It lasts for the duration. When the sword appears, you make a melee spell attack against a target of your choice within 5 feet of the sword. On a hit, the target takes 3d10 force damage. Until the spell ends, you can use a bonus action on each of your turns to move the sword up to 20 feet to a spot you can see and repeat this attack against the same target or a different one.

Arcanist's Magic Aura*

2nd-level Illusion

Casting Time: 1 action

Range: Touch

Components: V, S, M (a small square of silk)

Duration: 24 hours

You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn't being carried or worn by another creature. When you cast the spell, choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled.

False Aura. You change the way the target appears to spells and magical effects, such as Detect Magic, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object's magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item.

Mask. You change the way the target appears to spells and magical effects that detect creature types, such as a paladin's Divine Sense or the trigger of a symbol spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignment.

Arctic Slow***

Cantrip Evocation (ritual)

Casting Time: 1 hour

Range: Touch

Components: S

Duration: 1 day

You draw a 20 foot radius rune. As long as you are not on top of the rune, any creature who enters it is slowed by 20 feet per turn. Any creature slowed in such a way has disadvantage on dexterity saving throws.

This rune's duration increases when you reach 5th level (1 week), 11th level (1 month), and 17th level (1 year).

Arrow Repellent***

3rd-level Abjuration (ritual)

Casting Time: 1 minute

Range: Touch

Components: S

Duration: 1 hour

When you are trying to outrun a pirate, you also need to dodge and avoid their ranged attacks.

You may place a rune on an object or creature. That creature's AC is increased by your Runecasting modifier against ranged attacks.

At Higher Levels: When you inscribe this rune using a spell slot of 4th level or higher the duration increases according to the following table.

Spell Slot Duration
4th 3 hours
5th 6 hours
6th 12 hours
7th 1 day
8th 3 days
9th 1 week
10th 2 weeks
11th 1 month
12th 3 months
13th 6 months
14th 1 year
15th 2 years
16th 5 years
17th 10 years
18th 25 years

Astral Projection*

9th-level Necromancy

Casting Time: 1 hour

Range: 10 feet

Components: V, S, M (for each creature you affect with this spell, you must provide one jacinth worth at least 1,000 GP and one ornately carved bar of silver worth at least 100 GP, all of which the spell consumes)

Duration: Special

You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is Unconscious and in a state of suspended animation; it doesn't need food or air and doesn't age. Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut-something that can happen only when an effect specifically states that it does-your soul and body are separated, killing you instantly. Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it. The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens. The spell might also end early for you or one of your companions. A successful Dispel Magic spell used against an astral or physical body ends the spell for that creature. If a creature's original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature's astral form back to its body, ending its state of suspended animation. If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points.

Augury*

2nd-level Divination (ritual)

Casting Time: 1 minute

Range: Self

Components: V, S, M (specially marked sticks, bones, or similar tokens worth at least 25 GP)

Duration: Instantaneous

By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The GM chooses from the following possible omens:

  • Weal, for good results
  • Woe, for bad results
  • Weal and woe, for both good and bad results
  • Nothing, for results that aren't especially good or bad

The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The GM makes this roll in secret.

Awaken*

5th-level Transmutation

Casting Time: 8 hours

Range: Touch

Components: V, S, M (an agate worth at least 1,000 GP, which the spell consumes)

Duration: Instantaneous

After spending the casting time tracing magical pathways within a precious gemstone, you touch a Huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to that of a human. Your GM chooses statistics appropriate for the awakened plant, such as the statistics for the Awakened Shrub or the Awakened Tree. The awakened beast or plant is Charmed by you for 30 days or until you or your companions do anything harmful to it. When the Charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was Charmed.

Baited Lure***

3rd-level Illusion (ritual)

Casting Time: 1 minute

Range: Touch

Components: S

Duration: 1 hour

You may place a rune on the ground or an object. A 1 foot illusion of a type of food appears over the rune. The illusion wafts the smell of the chosen food so that it carries through the air at the same speed as if the food was actually there. A creature cannot tell the food is fake without physically inspecting it, at which point the fact that a claw/paw/etc. passes straight through it gives it away. Seeing another creature physically inspect it is enough to know that it is fake.

At Higher Levels: When this rune is inscribed with a spell slot of 4th level or higher its Duration increases according to the table below.

Spell Slot Duration
4th 3 hours
5th 6 hours
6th 12 hours
7th 1 day
8th 3 days
9th 1 week
10th 2 weeks
11th 1 month
12th 3 months
13th 6 months
14th 1 year
15th 2 years
16th 5 years
17th 10 years
18th 25 years

Baited Trap***

2nd-level Illusion (ritual)

Casting Time: 1 minute

Range: Touch

Components: S

Duration: 1 hour

You may place this augmentation rune on top of another rune.

This rune emits an illusion no larger than 3 feet in its largest dimension. This unmoving illusion may appear to be a pile of coins, weapons, food, or other items you believe might attract a target to your rune. Any creature who sees it makes a Perception check against your runecrafting DC. On a success they see through your illusion, on a fail they can only determine it is fake by either touching the illusion or seeing another creature touch it.

At Higher Levels: When you inscribe this rune using a spell slot of 3rd level or higher the duration increases according to the following table.

Spell Slot Duration
3rd 3 hours
4th 6 hours
5th 12 hours
6th 1 day
7th 3 days
8th 1 week
9th 2 weeks
10th 1 month
11th 3 months
12th 6 months
13th 1 year
14th 2 years
15th 5 years
16th 10 years
17th 25 years
18th 50 years

Bane*

1st-level Enchantment

Casting Time: 1 action

Range: 30 feet

Components: V, S, M (a drop of blood)

Duration: Concentration, up to 1 minute

Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Banishment*

4th-level Abjuration

Casting Time: 1 action

Range: 60 feet

Components: V, S, M (an item distasteful to the target)

Duration: Concentration, up to 1 minute

You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished. If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is Incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.

Barkskin*

2nd-level Transmutation

Casting Time: 1 action

Range: Touch

Components: V, S, M (a handful of oak bark)

Duration: Concentration, up to 1 hour

Syrinscape: Magical armor - Wizard Spells E

You touch a willing creature. Until the spell ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing.

Beacon of Hope*

3rd-level Abjuration

Casting Time: 1 action

Range: 30 feet

Components: V, S

Duration: Concentration, up to 1 minute

This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.

Beast Magnet***

6th-level Conjuration (ritual)

Casting Time: 1 minute

Range: Touch

Components: S

Duration: Instantaneous

Who wants to lumber through cold swamps, snowy peaks, and obscure forests, when you can just have the beast of your dreams teleported to you?

Upon inscription and at the beginning of each hour the rune teleports the closest awake beast of a named species (dog, panther, etc.) onto the rune. The beast has no relation to you and will react to being teleported in a manner that the GM deems as fitting for that type of animal (attacking, fleeing, falling back to sleep, etc.).

At Higher Levels: When this rune is inscribed using a spell slot of 7th level or higher, the duration increases according to the following table.

Spell Slot Duration
7th 1 hour
8th 3 hours
9th 6 hours
10th 12 hours
11th 1 day
12th 3 days
13th 1 week
14th 2 weeks
15th 1 month
16th 3 months
17th 6 months
18th 1 year

Beast Sight*

Cantrip Enchantment

Casting Time: 1 minute

Range: Touch

Components: V, S

Duration: Concentration, up to 1 hour

Upon touching a beast your senses fade away and you are overwhelmed by the senses of a beast you touch. You can see through its eyes and smell through its nose and taste through its mouth and hear through its ears, but cannot communicate with it or direct it (unless you have some other means). You loose all of your senses for the duration.

Bestow Curse*

3rd-level Necromancy

Casting Time: 1 action

Range: Touch

Components: V, S

Duration: Concentration, up to 1 minute

You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:

  • Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
  • While cursed, the target has disadvantage on attack rolls against you.
  • While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
  • While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.

A Remove Curse spell ends this effect. At the GM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The GM has final say on such a curse's effect.

At Higher Levels: If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.

Black Tentacles*

4th-level Conjuration

Casting Time: 1 action

Range: 90 feet

Components: V, S, M (a piece of tentacle from a giant octopus or a giant squid)

Duration: Concentration, up to 1 minute

Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain. When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be Restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already Restrained by the tentacles takes 3d6 bludgeoning damage. A creature Restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.

Blade Barrier*

6th-level Evocation

Casting Time: 1 action

Range: 90 feet

Components: V, S

Duration: Concentration, up to 10 minutes

You create a vertical wall of whirling, razor-sharp blades made of magical energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain. When a creature enters the wall's area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature takes 6d10 slashing damage. On a successful save, the creature takes half as much damage.

Bless*

1st-level Enchantment

Casting Time: 1 action

Range: 30 feet

Components: V, S, M (a sprinkling of holy water)

Duration: Concentration, up to 1 minute

You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Blight*

4th-level Necromancy

Casting Time: 1 action

Range: 30 feet

Components: V, S

Duration: Instantaneous

Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs. If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it. If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw; it simply withers and dies.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

Blindness/Deafness*

2nd-level Necromancy

Casting Time: 1 action

Range: 30 feet

Components: V

Duration: 1 minute

You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either Blinded or Deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Blink*

3rd-level Transmutation

Casting Time: 1 action

Range: Self

Components: V, S

Duration: 1 minute

Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of your next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action. While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can't see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren't there can't perceive you or interact with you, unless they have the ability to do so.

Blissful Naps***

1st-level Necromancy (ritual)

Casting Time: 1 minute

Range: Touch

Components: S

Duration: 1 day

You place a rune on a creature making short rests more effective for them. The creature regains a number of hit points equal to 2d6 + your Runecasting ability modifier on every short rest.

At Higher Levels: When you cast this rune using a spell slot of 2nd level or higher, the healing increases by 2d6 for each slot level above 1st.

Blur*

2nd-level Illusion

Casting Time: 1 action

Range: Self

Components: V

Duration: Concentration, up to 1 minute

Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with Blindsight, or can see through illusions, as with Truesight.

Branding Smite*

2nd-level Evocation

Casting Time: 1 bonus action

Range: Self

Components: V

Duration: Concentration, up to 1 minute

The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it's Invisible, and the target sheds dim light in a 5-foot radius and can't become Invisible until the spell ends.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.

Burning Hands*

1st-level Evocation

Casting Time: 1 action

Range: Self (15-foot cone)

Components: V, S

Duration: Instantaneous

Syrinscape: Burning Palms - Wizard Spells E

As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Bypass Magical Marker***

4th-level Conjuration (ritual)

Casting Time: 1 hour

Range: Touch

Components: S

Duration: 7 days

You may place this hacking rune on top of a Magical Marker rune disabling it. Any attempt to move this rune causes it to be dispelled.

This Mental Presence rune continually feeds you the location and ever up-dating password needed for another rune to connect to this rune. This rune looses the Magical Presence property as soon as you use this information to connect another rune to it.

At Higher Levels: When you inscribe this rune with a spell slot of 5th level or higher the duration increases according to the following table.

Spell Slot Duration
5th 2 weeks
6th 1 month
7th 3 months
8th 6 months
9th 1 year
10th 2 years
11th 5 years
12th 10 years
13th 25 years
14th 50 years
15th 100 years
16th 250 years
17th 500 years
18th 1,000 years

Call Lightning*

3rd-level Conjuration

Casting Time: 1 action

Range: 120 feet

Components: V, S

Duration: Concentration, up to 10 minutes

A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see 100 feet directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud). When you cast the spell, choose a point you can see within range. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one. If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10.

At Higher Levels: When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.

Calm Emotions*

2nd-level Enchantment

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: Concentration, up to 1 minute

You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects. You can suppress any effect causing a target to be Charmed or Frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime. Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the GM rules otherwise.

Celestial Blessing***

9th-level Evocation (ritual)

Casting Time: 1 minute

Range: Touch

Components: S

Duration: 1 hour

You may place a rune on a creature. That creature is shrouded with a celestial glow. At the beginning of each of their turns they regain 10 hit points.

At Higher Levels: When this rune is inscribed with a spell slot of 10th level or higher the duration and healing change according to the following table:

Spell Slot Duration Healing
10th 2 hours 15
11th 6 hours 20
12th 12 hours 25
13th 1 day 30
14th 3 days 35
15th 1 week 40
16th 2 weeks 45
17th 1 month 50
18th 2 months 55

Chain Lightning*

6th-level Evocation

Casting Time: 1 action

Range: 150 feet

Components: V, S, M (a bit of fur; a piece of amber, glass, or a crystal rod; and three silver pins)

Duration: Instantaneous

You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one.

At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.

Charm Person*

1st-level Enchantment

Casting Time: 1 action

Range: 30 feet

Components: V, S

Duration: 1 hour

Syrinscape: Charm - Wizard Spells E

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is Charmed by you until the spell ends or until you or your companions do anything harmful to it. The Charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was Charmed by you.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Chill Touch**

Cantrip Necromancy

Casting Time: 1 action

Range: 120 feet

Components: V, S

Duration: 1 round

Syrinscape: Chilling Hand - Wizard Spells E

You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the start of your next turn.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Circle of Death*

6th-level Necromancy

Casting Time: 1 action

Range: 150 feet

Components: V, S, M (the powder of a crushed black pearl worth at least 500 GP)

Duration: Instantaneous

A sphere of negative energy ripples out in a 60-foot- radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one.

At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.

Clairvoyance*

3rd-level Divination

Casting Time: 10 minutes

Range: 1 mile

Components: V, S, M (a focus worth at least 100 GP, either a jeweled horn for hearing or a glass eye for seeing)

Duration: Concentration, up to 10 minutes

You create an Invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with. When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing. A creature that can see the sensor (such as a creature benefiting from See Invisibility or Truesight) sees a luminous, intangible orb about the size of your fist.

Clean Shave***

Cantrip Transmutation

Casting Time: 1 minute

Range: Touch

Components: S

Duration: 1 day

If you want to strike fear in the heart of any dwarf, threaten to use this.

Place a small glyph on the chin of a creature, its beard will fall out and not regrow for the duration.

This rune's duration increases when you reach 5th level (1 week), 11th level (1 month), and 17th level (1 year).

Clone*

8th-level Necromancy

Casting Time: 1 hour

Range: Touch

Components: V, S, M (a diamond worth at least 1,000 GP and at least 1 cubic inch of flesh of the creature that is to be cloned, which the spell consumes, and a vessel worth at least 2,000 GP that has a seal-able lid and is large enough to hold a Medium creature, such as a huge urn, coffin, mud-filled cyst in the ground, or crystal container filled with salt water)

Duration: Instantaneous

This spell grows an inert duplicate of a living creature as a safeguard against death. This clone forms inside a sealed vessel and grows to full size and maturity after 120 days; you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as its vessel remains undisturbed. At any time after the clone matures, if the original creature dies, its soul transfers to the clone, provided that the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the originals equipment. The original creature's physical remains, if they still exist, become inert and can't thereafter be restored to life, since the creature's soul is elsewhere.

Cloudkill*

5th-level Conjuration

Casting Time: 1 action

Range: 120 feet

Components: V, S

Duration: Concentration, up to 10 minutes

You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is Heavily Obscured. When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe. The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

Color Spray*

1st-level Illusion

Casting Time: 1 action

Range: Self (15-foot cone)

Components: V, S, M (a pinch of powder or sand that is colored red, yellow, and blue)

Duration: 1 round

Syrinscape: Colorful spray - Wizard Spells E

A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring Unconscious creatures and creatures that can't see). Starting with the creature that has the lowest current hit points, each creature affected by this spell is Blinded until the spell ends. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.

Command*

1st-level Enchantment

Casting Time: 1 action

Range: 60 feet

Components: V

Duration: 1 round

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can't follow your command, the spell ends.

Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

Drop. The target drops whatever it is holding and then ends its turn.

Flee. The target spends its turn moving away from you by the fastest available means.

Grovel. The target falls Prone and then ends its turn. Halt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Commune*

5th-level Divination (ritual)

Casting Time: 1 minute

Range: Self

Components: V, S, M (incense and a vial of holy or unholy water)

Duration: 1 minute

You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question. Divine beings aren't necessarily omniscient, so you might receive unclear as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests, the GM might offer a short phrase as an answer instead. If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The GM makes this roll in secret.

Commune with Nature*

5th-level Divination (ritual)

Casting Time: 1 minute

Range: Self

Components: V, S

Duration: Instantaneous

You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in dungeons and towns. You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:

  • terrain and bodies of water
  • prevalent plants, minerals, animals, or peoples
  • powerful celestials, fey, fiends, elementals, or undead
  • influence from other planes of existence
  • buildings

For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.

Compelled Confession***

3rd-level Enchantment

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: Concentration, up to 1 minute

You speak such serene words that they pull guilt to the surface of a target. The target must succeed on a Wisdom saving throw or fall Prone and begin to loudly confess its sins for the duration. Such a creature may make another Wisdom saving throw each time it takes damage, believing that the damage is just penance on a failure.

A target with an intelligence of 4 or less isn't affected by this spell.

Comprehend Languages*

1st-level Divination (ritual)

Casting Time: 1 action

Range: Self

Components: V, S, M (a pinch of soot and salt)

Duration: 1 hour

Syrinscape: Comprehension - Wizard Spells E

Syrinscape: Reading magic - Wizard Spells E

For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.

Compulsion*

4th-level Enchantment

Casting Time: 1 action

Range: 30 feet

Components: V, S

Duration: Concentration, up to 1 minute

Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can't be Charmed. On a failed save, a target is affected by this spell. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving to try to end the effect. A target isn't compelled to move into an obviously deadly hazard, such as a fire or pit, but it will provoke opportunity attacks to move in the designated direction.

Cone of Cold*

5th-level Evocation

Casting Time: 1 action

Range: Self (60-foot cone)

Components: V, S, M (a small crystal or glass cone)

Duration: Instantaneous

A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

Confusion*

4th-level Enchantment

Casting Time: 1 action

Range: 90 feet

Components: V, S, M (three nut shells)

Duration: Concentration, up to 1 minute

This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it. An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.

d10 Behavior
1 The creature uses all its movement to move in a Random Direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.
2-6 The creature doesn't move or take actions this turn.
7-8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
9-10 The creature can act and move normally.

At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.

Conjure Animals*

3rd-level Conjuration

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: Concentration, up to 1 hour

One beast of challenge rating 2 or lower

Two beasts of challenge rating 1 or lower

Four beasts of challenge rating 1/2 or lower

Eight beasts of challenge rating 1/4 or lower

You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:

Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The GM has the creatures' statistics.

At Higher Levels: When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot.

Conjure Celestial*

7th-level Conjuration

Casting Time: 1 minute

Range: 90 feet

Components: V, S

Duration: Concentration, up to 1 hour

You summon a celestial of challenge rating 4 or lower, which appears in an unoccupied space that you can see within range. The celestial disappears when it drops to 0 hit points or when the spell ends. The celestial is friendly to you and your companions for the duration. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions. The GM has the celestial's statistics.

CR 4

Couatl

CR 3

CR 2

Pegasus

CR 1

At Higher Levels: When you cast this spell using a 9th-level spell slot, you summon a celestial of challenge rating 5 or lower.

CR 5

Unicorn

Conjure Elemental*

5th-level Conjuration

Casting Time: 1 minute

Range: 90 feet

Components: V, S, M (burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water)

Duration: Concentration, up to 1 hour

Syrinscape: Elemental - Earth

Syrinscape: Elemental - Fire

You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground.

The elemental disappears when it drops to 0 hit points or when the spell ends. The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions. If your concentration is broken, the elemental doesn't disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can't be dismissed by you, and it disappears 1 hour after you summoned it. The GM has the elemental's statistics.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.

Air Elemental

Earth Elemental

Fire Elemental

Water Elemental

Conjure Fey*

6th-level Conjuration

Casting Time: 1 minute

Range: 90 feet

Components: V, S

Duration: Concentration, up to 1 hour

You summon a fey creature of challenge rating 6 or lower, or a fey spirit that takes the form of a beast of challenge rating 6 or lower. It appears in an unoccupied space that you can see within range. The fey creature disappears when it drops to 0 hit points or when the spell ends. The fey creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the fey creature, it defends itself from hostile creatures but otherwise takes no actions. If your concentration is broken, the fey creature doesn't disappear. Instead, you lose control of the fey creature, it becomes hostile toward you and your companions, and it might attack. An uncontrolled fey creature can't be dismissed by you, and it disappears 1 hour after you summoned it. The GM has the fey creature's statistics.

CR 6

Mammoth

CR 5

Giant Crocodile

Giant Shark

Triceratops

CR 4

Elephant

CR 3

Giant Scorpion

Killer Whale

Green Hag

At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the challenge rating increases by 1 for each slot level above 6th.

CR 7

Giant Ape

CR 8

Tyrannosaurus Rex

CR9

Conjure Minor Elementals*

4th-level Conjuration

Casting Time: 1 minute

Range: 90 feet

Components: V, S

Duration: Concentration, up to 1 hour

You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears:

One elemental of challenge rating 2 or lower

Two elementals of challenge rating 1 or lower

Four elementals of challenge rating 1/2 or lower

Eight elementals of challenge rating 1/4 or lower.

An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The GM has the creatures' statistics.

At Higher Levels: When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.

Conjure Woodland Beings*

4th-level Conjuration

Casting Time: 1 action

Range: 60 feet

Components: V, S, M (one holly berry per creature summoned)

Duration: Concentration, up to 1 hour

You summon fey creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:

One fey creature of challenge rating 2 or lower

Two fey creatures of challenge rating 1 or lower

Four fey creatures of challenge rating 1/2 or lower

Eight fey creatures of challenge rating 1/4 or lower

A summoned creature disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The GM has the creatures' statistics.

At Higher Levels: When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.

Contact Other Plane*

5th-level Divination (ritual)

Casting Time: 1 minute

Range: Self

Components: V

Duration: 1 minute

You mentally contact a demigod, the spirit of a long-dead sage, or some other mysterious entity from another plane. Contacting this extra-planar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a failure, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you can't take actions, can't understand what other creatures say, can't read, and speak only in gibberish. A Greater Restoration spell cast on you ends this effect.

On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The GM answers each question with one word, such as yes, no, maybe, never, irrelevant, or unclear (if the entity doesn't know the answer to the question). If a one-word answer would be misleading, the GM might instead offer a short phrase as an answer.

Contagion*

5th-level Necromancy

Casting Time: 1 action

Range: Touch

Components: V, S

Duration: 7 days

Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, you afflict the creature with a disease of your choice from any of the ones described below. At the end of each of the target's turns, it must make a Constitution saving throw. After failing three of these saving throws, the disease's effects last for the duration, and the creature stops making these saves. After succeeding on three of these saving throws, the creature recovers from the disease, and the spell ends. Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease's effects apply to it.

Blinding Sickness. Pain grips the creature's mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is Blinded.

Filth Fever. A raging fever sweeps through the creature's body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.

Flesh Rot. The creature's flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.

Mind-fire. The creature's mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the Confusion spell during combat.

Seizure. The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.

Slimy Doom. The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is Stunned until the end of its next turn.

Contingency*

6th-level Evocation

Casting Time: 10 minutes

Range: Self

Components: V, S, M (a statuette of yourself carved from ivory and decorated with gems worth at least 1,500 GP)

Duration: 10 days

Choose a spell of 5th level or lower that you can cast, that has a casting time of 1 action, and that can target you. You cast that spell-called the contingent spell-as part of casting contingency, expending spell slots for both, but the contingent spell doesn't come into effect. Instead, it takes effect when a certain circumstance occurs. You describe that circumstance when you cast the two spells. For example, a contingency cast with Water Breathing might stipulate that Water Breathing comes into effect when you are engulfed in water or a similar liquid. The contingent spell takes effect immediately after the circumstance is met for the first time, whether or not you want it to, and then contingency ends. The contingent spell takes effect only on you, even if it can normally target others. You can use only one contingency spell at a time. If you cast this spell again, the effect of another contingency spell on you ends. Also, contingency ends on you if its material component is ever not on your person.

Continual Flame*

2nd-level Evocation

Casting Time: 1 action

Range: Touch

Components: V, S, M (ruby dust worth 50 GP, which the spell consumes)

Duration: Until dispelled

A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched.

Control Water*

4th-level Transmutation

Casting Time: 1 action

Range: 300 feet

Components: V, S, M (a drop of water and a pinch of dust)

Duration: Concentration, up to 10 minutes

Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.

Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.

Part Water. You cause water in the area to move apart and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.

Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.

Whirlpool. This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC. When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so. The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex.

Control Weather*

8th-level Transmutation

Casting Time: 10 minutes

Range: Self (5-mile radius)

Components: V, S, M (burning incense and bits of earth and wood mixed in water)

Duration: Concentration, up to 8 hours

You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don't have a clear path to the sky ends the spell early.

When you cast the spell, you change the current weather conditions, which are determined by the GM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.

When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.

Precipitation
Stage Condition
1 Clear
2 Light clouds
3 Overcast or ground fog
4 Rain, hail, or snow
5 Torrential rain, driving hail, or blizzard
Temperature
Stage Condition
1 Unbearable heat
2 Hot
3 Warm
4 Cool
5 Cold
6 Arctic cold
Wind
Stage Condition
1 Calm
2 Moderate wind
3 Strong wind
4 Gale
5 Storm

Couch Potato Casting***

2nd-level Conjuration

Casting Time: 1 hour

Range: Touch

Components: S

Duration: Concentration, up to 1 hour

You place an extremely elaborate rune on a writing implement which allows it to fly and move at your direction within 30 feet of you. While the rune is in existence you may use an action to begin concentrating on the rune. While concentrating, you see and hear what is going on around the object, can direct it to fly up to 15 feet per turn, and can cast runes through it (this allows only casting spells using spell slots, not cantrips, and not through ritual casting).

Destroying the implement causes this rune to fade from existence.

While concentrating, your physical body is Blinded and Deafened. You still sense taking damage and may stop concentrating as a bonus action.

At Higher Levels: When you cast this rune using a rune slot of 3rd level or higher, the duration and distance the implement can travel from you increases based on the table below.

Spell Slot Duration Distance
3rd 2 hours 50 feet
4th 4 hours 100 feet
5th 6 hours 200 feet
6th 8 hours 150 yards
7th 10 hours 300 yards
8th 12 hours 500 yards
9th 14 hours 1/2 mile
10th 16 hours 1 mile
11th 18 hours 2 miles
12th 20 hours 4 miles
13th 22 hours 6 miles
14th 1 day 8 miles
15th 26 hours 10 miles
16th 28 hours 12 miles
17th 30 hours 14 miles

Counterspell*

3rd-level Abjuration

Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell

Range: 60 feet

Components: S

Duration: Instantaneous

You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

Create Food and Water*

3rd-level Conjuration

Casting Time: 1 action

Range: 30 feet

Components: V, S

Duration: Instantaneous

You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn't go bad.

Create or Destroy Water*

1st-level Transmutation

Casting Time: 1 action

Range: 30 feet

Components: V, S, M (a drop of water if creating water or a few grains of sand if destroying it)

Duration: Instantaneous

You either create or destroy water.

Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.

Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.

Create Undead*

6th-level Necromancy

Casting Time: 1 minute

Range: 10 feet

Components: V, S, M (one clay pot filled with grave dirt, one clay pot filled with brackish water, and one 150 GP black onyx stone for each corpse)

Duration: Instantaneous

You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. (The GM has game statistics for these creatures.) As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather than animating new ones.

At Higher Levels: When you cast this spell using a 7th-level spell slot, you can animate or reassert control over four ghouls. When you cast this spell using an 8th-level spell slot, you can animate or reassert control over five ghouls or two ghasts or wights. When you cast this spell using a 9th-level spell slot, you can animate or reassert control over six ghouls, three ghasts or wights, or two mummies.

Creation*

5th-level Illusion

Casting Time: 1 minute

Range: 30 feet

Components: V, S, M (a tiny piece of matter of the same type of the item you plan to create)

Duration: Special

You pull wisps of shadow material from the **** to create a nonliving object of vegetable matter within range: soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before. The duration depends on the object's material. If the object is composed of multiple materials, use the shortest duration.

Using any material created by this spell as another spell's material component causes that spell to fail.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the cube increases by 5 feet for each slot level above 5th.

Material Duration
Vegetable matter 1 day
Stone or crystal 12 hours
Precious metals 1 hour
Gems 10 minutes
Adamantine or mithril 1 minute

Creeping Poison***

1st-level Transmutation (ritual)

Casting Time: 1 minute

Range: Touch

Components: S

Duration: 1 hour

With a bit of work a rune can take on a poisonous hue.

You may place this rune on any weapon.

The first creature you hit will take 1d6 poison damage at the start of each of their turns for one minute.

At Higher Levels: When you cast this rune using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Creeping Stone***

1st-level Conjuration

Casting Time: 1 action

Range: 10 feet

Components: V, S, M (a piece of rock)

Duration: Concentration, up to 1 hour

The target has a lump of stone sprout out of them. Each time the target moves or takes an action its DC increases by 1. Each time anyone tries attempts to break it off (Strength save if inside, Athletics-Strength if outside) its DC increases by 1 on a fail.

When it reaches a DC 15 the target's moving speed decreases by 10. When it reaches a DC 20 the target has disadvantage on all of its attacks. When it reaches a DC 25 the target is restrained. If the DC reaches 30 then the stone sets and the target are incapacitated, however it recieves full cover until something breakes through the stone. The stone will no longer grow, but is no longer dependent upon concentration. It leaves a small hole by the mouth for air to pass. If concentration is broken before the stone sets then the stone crumbles to a pile of dust.

If outside of rock you either have advantage to break them free or can chip off a piece reducing the DC by 5. (If the creature is only pretending to break the individual free then their check is with disadvantage and the stone still grows.)

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the DC increase (both for actions and checks) increases by 1 for each slot above 1st.

Cure Wounds*

1st-level Evocation

Casting Time: 1 action

Range: Touch

Components: V, S

Duration: Instantaneous

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

Dance of Air***

7th-level Evocation

Casting Time: 1 action

Range: Self

Components: V, S

Duration: Concentration, up to 1 minute

You begin to dance an intricate pattern of raw elemental force. For the duration, the element responds to your caress with a beauty and a ferocity that few outsiders live to tell about.

Passive Effects

  • You are immune to lightning and resistant to thunder
  • You gain the magical flying speed of 60 feet and the ability to hover.
  • You are surrounded by 5 feet of incredibly strong winds. Ranged attacks made with arrows, bolts, and similar ammunition have disadvantage to hitting if they pass through these winds.
  • Non-magical flight is incredibly difficult within these winds, requiring a strength save taking 10d6 bludgeoning damage to the face on a failure.
  • A lone lightning bolt flies through these winds hitting any creature that starts its turn within the dance dealing 2d10 lightning damage.

Active Abilities

  • You may use your action to direct a 15-foot lightning bolt. Any creature caught in it must make a Dexterity saving throw taking 3d10 lightning damage on a failed save or half as much on a successful one.
  • You may use your action focus the winds into lifting an unwilling creature off the ground. That creature must make a Strength saving throw to grab onto something or be lifted 60 feet off the ground, at which point normal rules on falling apply.

Dance of Earth***

7th-level Abjuration

Casting Time: 1 action

Range: Self

Components: V, S

Duration: Concentration, up to 1 minute

You begin to dance an intricate pattern of raw elemental force. For the duration, the element responds to your caress with a beauty and a ferocity that few outsiders live to tell about.

Passive Effects

  • You are immune to acid, and resistant to poison
  • You are surrounded by a layer of 2-inch stone which bends and flexes as you dance. This grants 30 temporary hit points and increases AC by 2 while you have any of these temporary hit points left. You regain 5 temporary hit points at the start of each of your turns, but can never exceed 30.
  • You have advantage to grappling checks and are immune to being knocked Prone.
  • You can burrow through nonmagical, unworked earth and stone. While doing so, you do not disturb the material you move through.

Active Abilities

  • While on stone or dirt you may use your action to pull up a 5 foot by 20 foot by 5 foot barrier. If made of stone this barrier has 50 hit points. If made of dirt this barrier has 25 hit points.
  • You may use your action to perform two slam attacks. (Strength based melee attack you are proficient with that deals 2d8 + Strength bludgeoning damage on a hit.)
  • While on stone or dirt you may use your action to summon forth the ground to restrain a creature within 15 feet of you. They must make a Dexterity saving throw becoming entombed in material from the ground upon a failure. While entombed the creature cannot see, hear, or breath. A creature can make a strength check to break the tomb. A creature has advantage on breaking the tomb if the entombed creature had been only on dirt not stone. The entombed creature has disadvantage on breaking the tomb.

Dance of Fire***

6th-level Evocation (ritual)

Casting Time: 1 action

Range: Self

Components: V, S

Duration: Concentration, up to 1 minute

You begin to dance an intricate pattern of raw elemental force. For the duration, the element responds to your caress with a beauty and a ferocity that few outsiders live to tell about.

Passive Effects

  • You are immune to fire and resistant to cold
  • You are surrounded by a 10-foot radius of fire, any creature who starts in this fire takes 2d6 fire damage at the start of her turn. Any creature who willingly enters the fire joins in the dance receiving 6d6 fire damage.

Active Abilities

  • You may use your action on following turns to pull the fire into a wall just over your skin. Your AC increases by 5 and any creature who makes a melee attack against you takes 6d6 fire damage.
  • You may use your action to spin into the fire causing it to swirl around you embracing all creatures within 5 feet of you. They must succeed on a Dexterity saving throw taking 6d6 fire damage on a failed save and half as much on a successful one.

Dance of Water***

6th-level Evocation

Casting Time: 1 action

Range: Self

Components: V, S

Duration: Concentration, up to 1 minute

You begin to dance an intricate pattern of raw elemental force. For the duration, the element responds to your caress with a beauty and a ferocity that few outsiders live to tell about.

Passive Effects

  • You are immune to cold and resistant to fire
  • A 15-foot sphere of near freezing water forms around you. Any creature who starts her turn inside the sphere takes 2d4 cold damage. Any creature who ends her turn inside of the sphere becomes so cold that it will take one additional d4 cold damage (stacking) from the water's cold damage in the future.

Active Abilities

  • You may use your action to create a wave from your sphere that moves any/all characters within it to unoccupied spaces within 15 feet of their starting positions.
  • You may use your action to fire three ice spikes at an opponent (Ranged weapon attack with a range of 120 feet that deals 1d8 piercing damage and 2d6 cold damage on a hit).
  • You may spray the shoes of any number of creatures within 30 feet of you with water that freezes on contact. They must make a Dexterity saving throw or be rooted (movement speed 0) until A) the ice melts (one minute) B) they remove the clothing/body part stuck in the ice (shoes) C) they break the ice with a successful strength check (against your spellcasting DC)

Dancing Lights*

Cantrip Evocation

Casting Time: 1 action

Range: 120 feet

Components: V, S, M (a bit of phosphorus or wychwood, or a glowworm)

Duration: Concentration, up to 1 minute

Syrinscape: Dancing Light - Wizard Spells E

You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.

Darkness*

2nd-level Evocation

Casting Time: 1 action

Range: 60 feet

Components: V, M (bat fur and a drop of pitch or piece of coal)

Duration: Concentration, up to 10 minutes

Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with Darkvision can't see through this darkness, and nonmagical light can't illuminate it. If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

Darkvision*

2nd-level Transmutation

Casting Time: 1 action

Range: Touch

Components: V, S, M (either a pinch of dried carrot or an agate)

Duration: 8 hours

You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has Darkvision out to a range of 60 feet.

Daylight*

3rd-level Evocation

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: 1 hour

Syrinscape: Light bright - Wizard Spells E

A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet. If you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light. If any of this spell's area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.

Death Ward*

4th-level Abjuration

Casting Time: 1 action

Range: Touch

Components: V, S

Duration: 8 hours

You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends. If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends.

Delayed Blast Fireball*

7th-level Evocation

Casting Time: 1 action

Range: 150 feet

Components: V, S, M (a tiny ball of bat guano and sulfur)

Duration: Concentration, up to 1 minute

A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one. The spell's base damage is 12d6. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6. If the glowing bead is touched before the interval has expired, the creature touching it must make a Dexterity saving throw. On a failed save, the spell ends immediately, causing the bead to erupt in flame. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the spell ends, and the bead explodes. The fire damages objects in the area and ignites flammable objects that aren't being worn or carried.

At Higher Levels: When you cast this spell using a spell slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th.

Demiplane*

8th-level Conjuration

Casting Time: 1 action

Range: 60 feet

Components: S

Duration: 1 hour

You create a shadowy door on a flat solid surface that you can see within range. The door is large enough to allow Medium creatures to pass through unhindered. When opened, the door leads to a demiplane that appears to be an empty room 30 feet in each dimension, made of wood or stone. When the spell ends, the door disappears, and any creatures or objects inside the demiplane remain trapped there, as the door also disappears from the other side. Each time you cast this spell, you can create a new demiplane, or have the shadowy door connect to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can have the shadowy door connect to its demiplane instead.

Detect Evil and Good*

1st-level Divination

Casting Time: 1 action

Range: Self

Components: V, S

Duration: Concentration, up to 10 minutes

For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Detect Magic*

1st-level Divination (ritual)

Casting Time: 1 action

Range: Self

Components: V, S

Duration: Concentration, up to 10 minutes

Syrinscape: Detect Magic - Wizard Spells E

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Detect Poison and Disease*

1st-level Divination (ritual)

Casting Time: 1 action

Range: Self

Components: V, S, M (a yew leaf)

Duration: Concentration, up to 10 minutes

Syrinscape: Detect Poisons - Wizard Spells E

For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Detect Thoughts*

2nd-level Divination

Casting Time: 1 action

Range: Self

Components: V, S, M (a copper piece)

Duration: Concentration, up to 1 minute

For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected. You initially learn the surface thoughts of the creature-what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends. Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation. You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language. Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.

Dimension Door*

4th-level Conjuration

Casting Time: 1 action

Range: 500 feet

Components: V

Duration: Instantaneous

You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45- degree angle, 300 feet." You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell. If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.

Disguise Self*

1st-level Illusion

Casting Time: 1 action

Range: Self

Components: V, S

Duration: 1 hour

You make yourself-including your clothing, armor, weapons, and other belongings on your person- look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

Disintegrate*

6th-level Transmutation

Casting Time: 1 action

Range: 60 feet

Components: V, S, M (a lodestone and a pinch of dust)

Duration: Instantaneous

A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by Wall of Force. A creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 force damage. If this damage reduces the target to 0 hit points, it is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a True Resurrection or a Wish spell. This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell.

At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th.

Dispel Evil and Good*

5th-level Abjuration

Casting Time: 1 action

Range: Self

Components: V, S, M (holy water or powdered silver and iron)

Duration: Concentration, up to 1 minute

Shimmering energy surrounds and protects you from fey, undead, and creatures originating from beyond the Material Plane. For the duration, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls against you. You can end the spell early by using either of the following special functions.

Break Enchantment. As your action, you touch a creature you can reach that is Charmed, Frightened, or possessed by a celestial, an elemental, a fey, a fiend, or an undead. The creature you touch is no longer Charmed, Frightened, or possessed by such creatures.

Dismissal. As your action, make a melee spell attack against a celestial, an elemental, a fey, a fiend, or an undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a Charisma saving throw or be sent back to its home plane (if it isn't there already). If they aren't on their home plane, undead are sent to the the underworld, and fey are sent to the fairy world.

Dispel Magic*

3rd-level Abjuration

Casting Time: 1 action

Range: 120 feet

Components: V, S

Duration: Instantaneous

Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.

Dispel Rune***

2nd-level Abjuration (ritual)

Casting Time: 1 minute

Range: Touch

Components: S

Duration: 1 minute

Choose one rune you know of on a creature, or object you can touch. Any rune of 2nd level or lower on the target is dispelled. For each rune of 3rd level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the rune's level. On a successful check, the rune ends.

As soon as the rune that the Dispel Rune hacking rune has been placed on is dispelled, it itself is dispelled.

At Higher Levels: When you cast this rune using a spell slot of 3rd level or higher, you automatically dispel a rune if the rune's level is equal to or less than the level of spell slot you used.

Distress Signal***

2nd-level Evocation

Casting Time: 1 hour

Range: Touch

Components: V, S, M (tablet and another object to place the rune on)

Duration: 1 day

You place a rune on a tablet and a second item that links the two together. The rune includes a simple trigger on the other item, such as a specific word or motion. When the trigger is fullfilled the spell transmits the next 25 words spoken in its presence to the tablet which displays them as emotionless text. This transmission occurs accross planes, but can be blocked by Antimagic Field or similar spells. One minute after the transmission occurs, the rune fades leaving behind only the text on the tablet.

At Higher Levels: When this rune is inscribed using a spell slot of 3rd level or higher the duration increases according to the following table.

Spell Slot Duration
3rd 3 days
4th 1 week
5th 2 weeks
6th 1 month
7th 3 months
8th 6 months
9th 1 year
10th 2 years
11th 5 years
12th 10 years
13th 25 years
14th 50 years
15th 100 years
16th 250 years
17th 500 years
18th 1,000 years

Divination*

4th-level Divination (ritual)

Casting Time: 1 action

Range: Self

Components: V, S, M (incense and a sacrificial offering appropriate to your religion, together worth at least 25 GP, which the spell consumes)

Duration: Instantaneous

Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The GM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen. The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The GM makes this roll in secret.

Divine Favor*

1st-level Evocation

Casting Time: 1 bonus action

Range: Self

Components: V, S

Duration: Concentration, up to 1 minute

Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.

Divine Word*

7th-level Evocation

Casting Time: 1 bonus action

Range: 30 feet

Components: V

Duration: Instantaneous

You utter a divine word, imbued with the power that shaped the world at the dawn of creation. Choose any number of creatures you can see within range. Each creature that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points:

Regardless of its current hit points, a celestial, an elemental, a fey, or a fiend that fails its save is forced back to its plane of origin (if it isn't there already) and can't return to your current plane for 24 hours by any means short of a Wish spell.

Domestic Beast*

4th-level Enchantment (ritual)

Casting Time: 1 minute

Range: Touch

Components: S

Duration: Permanent

You may place a rune on an awake beast of CR 5 or less. Such a beast must make a Wisdom saving throw or become Charmed into being your pet. If it is hostile to you it has advantage on this save. You may use a bonus action to give instruction to your pet, but it acts on its own initiative and may choose to not follow instructions which place it in severe danger (at GMs discretion).

This Mental Presence rune continuously feeds you the mood of the beast it is on.

Dominate Beast*

4th-level Enchantment

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: Concentration, up to 1 minute

You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be Charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the beast is Charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.

At Higher Levels: When you cast this spell with a 5th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 6th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is concentration, up to 8 hours.

Dominate Monster*

8th-level Enchantment

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: Concentration, up to 1 hour

You attempt to beguile a creature that you can see within range. It must succeed on a Wisdom saving throw or be Charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the creature is Charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.

At Higher Levels: When you cast this spell with a 9th-level spell slot, the duration is concentration, up to 8 hours.

Dominate Person*

5th-level Enchantment

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: Concentration, up to 1 minute

You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be Charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the target is Charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.

At Higher Levels: When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 7th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours.

Don't Slip***

Cantrip Transmutation

Casting Time: 1 minute

Range: Touch

Components: S

Duration: 1 day

One of the greatest dangers at sea is slipping off of a wet deck during a storm. Stying below deck is often not an option if you want to keep your ship above water. Although many types of shoes can help, Runecrafter's found something better.

You may apply a rune to a creature's boots making it so that they do not slip on wet wood.

Dream*

5th-level Illusion

Casting Time: 1 minute

Range: Special

Components: V, S, M (a handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird)

Duration: 8 hours

This spell shapes a creature's dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don't sleep, such as elves, can't be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can't take actions or move. If the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target's dreams. You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target's sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage. If you have a body part, lock of hair, clipping from a nail, or similar portion of the target's body, the target makes its saving throw with disadvantage.

Druidcraft*

Cantrip Transmutation

Casting Time: 1 action

Range: 30 feet

Components: V, S

Duration: Instantaneous

  • You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
  • You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
  • You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.
  • You instantly light or snuff out a candle, a torch, or a small campfire.

Whispering to the spirits of nature, you create one of the following effects within range:

Earth Shot***

Cantrip Evocation

Casting Time: 1 action

Range: 30 feet

Components: V, S

Duration: Instantaneous

You and the earth are one. When you are in danger you may summon balls of earth that fly at your enemies. 1d6 bludgeoning damage.

This damage increases to 2d6 at level 5, 3d6 at level 11, and 4d6 at level 17.

Earthquake*

8th-level Evocation

Casting Time: 1 action

Range: 500 feet

Components: V, S, M (a pinch of dirt, a piece of rock, and a lump of clay)

Duration: Concentration, up to 1 minute

You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area. The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature's concentration is broken. When you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked Prone. This spell can have additional effects depending on the terrain in the area, as determined by the GM.

Fissures. Fissures open throughout the spell's area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the GM. Each is 1d10 × 10 feet deep, 10 feet wide, and extends from one edge of the spell's area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens. A fissure that opens beneath a structure causes it to automatically collapse (see below).

Structures. The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure's height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked Prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The GM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn't fall Prone or become buried.

Eldritch Blast*

Cantrip Evocation

Casting Time: 1 action

Range: 120 feet

Components: V, S

Duration: Instantaneous

A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage. The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

Elemental Aura***

Cantrip Evocation

Casting Time: 1 action

Range: Touch

Components: S

Duration: 1 round

You choose either cold, fire, or lightning damage and draw a 10 foot radius rune on the floor. Any creature who takes that type of damage while standing on that rune before the end of your next turn takes an additional 1d6 damage of that type.

This rune's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Emergency Chute***

Cantrip Transmutation

Casting Time: 1 minute

Range: Touch

Components: S

Duration: 1 day

You place a rune on a creature's armor. For the duration, that armor can fall no more than 60 feet per round. Upon impact with a surface they can take no more than 6d6 bludgeoning damage as falling damage.

Emergency Resuscitator***

2nd-level Necromancy (ritual)

Casting Time: 1 hour

Range: Touch

Components: S

Duration: 1 hour

You may place a rune on a creature. When that creature is reduced to 0 hit points but not instantly killed, this rune triggers pouring its energy into that creature allowing it to regain 1d4 + your Runecrafting Modifier in HP. This takes the full energy of the rune, resulting in it being dispelled.

At Higher Levels: When you cast this rune using a spell slot of 3rd level or higher, the healing power increases by 1d4 for each spell slot above 2nd. The duration also increases according to the table below.

Spell Slot Duration Healing
3rd 2 hours 2d4 + RM
4th 3 hours 3d4 + RM
5th 4 hours 4d4 + RM
6th 5 hours 5d4 + RM

Enhance Ability*

2nd-level Transmutation

Casting Time: 1 action

Range: Touch

Components: V, S, M (fur or a feather from a beast)

Duration: Concentration, up to 1 hour

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends.

Bear's Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.

Bull's Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles.

Cat's Grace. The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't Incapacitated.

Eagle's Splendor. The target has advantage on Charisma checks.

Fox's Cunning. The target has advantage on Intelligence checks.

Owl's Wisdom. The target has advantage on Wisdom checks.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Enlarge/Reduce*

2nd-level Transmutation

Casting Time: 1 action

Range: 30 feet

Components: V, S, M (a pinch of powdered iron)

Duration: Concentration, up to 1 minute

Syrinscape: Enlarge - Wizard Spells E

Syrinscape: Reduce - Wizard Spells E

You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect. If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.

Enlarge. The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category- from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attacks with them deal 1d4 extra damage.

Reduce. The target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category-from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1).

Enlightenment***

5th-level Transmutation

Casting Time: 8 hours

Range: Touch

Components: V, S, M (1,000 GP worth of exotic spices consumed by the potion)

Duration: Permanent

You brew a potion of exotic spices weaving your magic into it. A non-enlightened beast who willingly drinks the potion within the next hour will gain the following:

  • Intelligence increases by 10
  • Wisdom increases by 5
  • Charisma increases by 5
  • Hit points increase by 6 damage dice
  • Becomes an enlightened beast (instead of the beast type)

This spell is often combined with either:

Speak with Animals

Talking Beast

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher and use spices meeting the growing cost as shown in the table below, the attributes instead change based on the following table:

Type Spell Slot Cost (GP) Intelligence Wisdom Charisma Hit Dice
Greater 6th 2,000 12 6 6 8
Superior 7th 5,000 14 7 7 10
Supreme 8th 10,000 16 8 8 12
Transcendent 9th 20,000 18 9 9 14

Entangle*

1st-level Conjuration

Casting Time: 1 action

Range: 90 feet

Components: V, S

Duration: Concentration, up to 1 minute

Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain. A creature in the area when you cast the spell must succeed on a Strength saving throw or be Restrained by the entangling plants until the spell ends. A creature Restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself. When the spell ends, the conjured plants wilt away.

Enthrall*

2nd-level Enchantment

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: 1 minute

You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can't be Charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are Incapacitated or can no longer speak.

Etherealness*

7th-level Transmutation

Casting Time: 1 action

Range: Self

Components: V, S

Duration: Up to 8 hours

You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can't see anything more than 60 feet away. While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you, unless a special ability or magic has given them the ability to do so. You ignore all objects and effects that aren't on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from. When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved. This spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn't border it, such as one of the Outer Planes.

At Higher Levels: When you cast this spell using a spell slot of 8th level or higher, you can target up to three willing creatures (including you) for each slot level above 7th. The creatures must be within 10 feet of you when you cast the spell.

Excessive Gas***

2nd-level Transmutation (ritual)

Casting Time: 1 minute

Range: Touch

Components: S

Duration: 1 hour

Pranks abound in all cultures. For some it may be drawing a beard on a sleeping individual using a permanent marker. For a rune-crafter, they can go quite a bit farther...

You may place a rune on a creature. For the duration, that creature releases a very loud stinky plume of gas every 6 seconds.

At Higher Levels: When you inscribe this rune using a spell slot of 3rd level or higher, the duration increases to the appropriate value in the table below.

Spell Slot Duration
3rd 3 hours
4th 6 hours
5th 12 hours
6th 1 day
7th 3 days
8th 1 week
9th 2 weeks
10th 1 month
11th 3 months
12th 6 months
13th 1 year
14th 2 years
15th 5 years
16th 10 years
17th 25 years
18th 50 years

Expeditious Retreat*

1st-level Transmutation

Casting Time: 1 bonus action

Range: Self

Components: V, S

Duration: Concentration, up to 10 minutes

This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.

Eyebite*

6th-level Necromancy

Casting Time: 1 action

Range: Self

Components: V, S

Duration: Concentration, up to 1 minute

For the spell's duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell ends, you can use your action to target another creature but can't target a creature again if it has succeeded on a saving throw against this casting of eyebite.

Asleep. The target falls Unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake.

Panicked. The target is Frightened of you. On each of its turns, the Frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you, this effect ends.

Sickened. The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another Wisdom saving throw. If it succeeds, the effect ends.

Fabricate*

4th-level Transmutation

Casting Time: 10 minutes

Range: 120 feet

Components: V, S

Duration: Instantaneous

You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool. Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the spell is commensurate with the quality of the raw materials. Creatures or magic items can't be created or transmuted by this spell. You also can't use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan's tools used to craft such objects.

Faerie Fire*

1st-level Evocation

Casting Time: 1 action

Range: 60 feet

Components: V

Duration: Concentration, up to 1 minute

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being Invisible.

Faithful Hound*

4th-level Conjuration

Casting Time: 1 action

Range: 30 feet

Components: V, S, M (a tiny silver whistle, a piece of bone, and a thread)

Duration: 8 hours

You conjure a phantom watchdog in an unoccupied space that you can see within range, where it remains for the duration, until you dismiss it as an action, or until you move more than 100 feet away from it. The hound is Invisible to all creatures except you and can't be harmed. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound sees Invisible creatures and can see into the Ethereal Plane. It ignores illusions. At the start of each of your turns, the hound attempts to bite one creature within 5 feet of it that is hostile to you. The hound's attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 4d8 piercing damage.

False Life*

1st-level Necromancy

Casting Time: 1 action

Range: Self

Components: V, S, M (a small amount of alcohol or distilled spirits)

Duration: 1 hour

Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.

Fear*

3rd-level Illusion

Casting Time: 1 action

Range: Self (30-foot cone)

Components: V, S, M (a white feather or the heart of a hen)

Duration: Concentration, up to 1 minute

Syrinscape: Cause fright - Wizard Spells E

Syrinscape: Ghost Noise - Wizard Spells E

You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become Frightened for the duration. While Frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.

Feather Fall*

1st-level Transmutation

Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls

Range: 60 feet

Components: V, M (a small feather or piece of down)

Duration: 1 minute

Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

Feeblemind*

8th-level Enchantment

Casting Time: 1 action

Range: 150 feet

Components: V, S, M (a handful of clay, crystal, glass, or mineral spheres)

Duration: Instantaneous

You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw. On a failed save, the creature's Intelligence and Charisma scores become 1. The creature can't cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them. At the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends. The spell can also be ended by Greater Restoration, Heal, or Wish.

Fertile Ground***

Cantrip Transmutation

Casting Time: 1 hour

Range: Touch

Components: S

Duration: 1 day

You pour energy into the ground making it and two acres around it extremely fertile. For the next day, plants within extremely fertile soil will grow trice as fast as plants in normal soil. At the end of the day, unless the rune has already been refreshed, they will resume growing at normal speed.

This spell's effected area increases by 2 acres when you reach 5th level (4 acres), 11th level (6 acres), and 17th level (8 acres).

Fiery Shield***

4th-level Abjuration

Casting Time: 1 action

Range: 30 feet

Components: V, S

Duration: 1 hour

A protective dome of fire surrounds a willing creature within range. The target creature gains 20 temporary hit points for the duration, and if a creature attacks the target creature with a melee attack while they have these Temporary Hit Points, the attacker takes 20 fire damage.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, both the temporary hit points and the damage increase by 5 for each slot level above 4th.

Copy Left Notice: This spell is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

Find Familiar*

1st-level Conjuration (ritual)

Casting Time: 1 hour

Range: 10 feet

Components: V, S, M (10 GP worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)

Duration: Instantaneous

You gain the service of a familiar, a spirit that takes an animal form you choose: . Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature. Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel

Find Steed*

2nd-level Conjuration

Casting Time: 10 minutes

Range: 30 feet

Components: V, S

Duration: Instantaneous

Syrinscape: Mount Summon - Wizard Spells E

You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose: a warhorse, a pony, a camel, an elk, or a mastiff. (Your GM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed. When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum. While your steed is within 1 mile of you, you can communicate with it telepathically. You can't have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.

Find the Path*

6th-level Divination

Casting Time: 1 minute

Range: Self

Components: V, S, M (a set of divinatory tools-such as bones, ivory sticks, cards, teeth, or carved runes- worth 100 GP and an object from the location you wish to find)

Duration: Concentration, up to 1 day

This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. If you name a destination on another plane of existence, a destination that moves (such as a mobile fortress), or a destination that isn't specific (such as "a green dragon's lair"), the spell fails. For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.

Find Traps*

2nd-level Divination

Casting Time: 1 action

Range: 120 feet

Components: V, S

Duration: Instantaneous

You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the Alarm spell, a Glyph of Warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole. This spell merely reveals that a trap is present. You don't learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.

Finger of Death*

7th-level Necromancy

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: Instantaneous

You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one. A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.

Fire Bolt*

Cantrip Evocation

Casting Time: 1 action

Range: 120 feet

Components: V, S

Duration: Instantaneous

Syrinscape: Flare - Wizard Spells E

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Fire Shield*

4th-level Evocation

Casting Time: 1 action

Range: Self

Components: V, S, M (a bit of phosphorus or a firefly)

Duration: 10 minutes

Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it. The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage. In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield.

Fire Storm*

7th-level Evocation

Casting Time: 1 action

Range: 150 feet

Components: V, S

Duration: Instantaneous

A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one. The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. If you choose, plant life in the area is unaffected by this spell.

Fireball*

3rd-level Evocation

Casting Time: 1 action

Range: 150 feet

Components: V, S, M (a tiny ball of bat guano and sulfur)

Duration: Instantaneous

Syrinscape: Fireball - Wizard Spells E

A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Flame Blade*

2nd-level Evocation

Casting Time: 1 bonus action

Range: Self

Components: V, S, M (leaf of sumac)

Duration: Concentration, up to 10 minutes

You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action. You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage. The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.

Flame Strike*

5th-level Evocation

Casting Time: 1 action

Range: 60 feet

Components: V, S, M (pinch of sulfur)

Duration: Instantaneous

A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th.

Flaming Sphere*

2nd-level Conjuration

Casting Time: 1 action

Range: 60 feet

Components: V, S, M (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron)

Duration: Concentration, up to 1 minute

A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Flesh to Stone*

6th-level Transmutation

Casting Time: 1 action

Range: 60 feet

Components: V, S, M (a pinch of lime, water, and earth)

Duration: Concentration, up to 1 minute

You attempt to turn one creature that you can see within range into stone. If the target's body is made of flesh, the creature must make a Constitution saving throw. On a failed save, it is Restrained as its flesh begins to harden. On a successful save, the creature isn't affected. A creature Restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and subjected to the Petrified condition for the duration. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind. If the creature is physically broken while Petrified, it suffers from similar deformities if it reverts to its original state. If you maintain your concentration on this spell for the entire possible duration, the creature is turned to stone until the effect is removed.

Floating Disk*

1st-level Conjuration (ritual)

Casting Time: 1 action

Range: 30 feet

Components: V, S, M (a drop of mercury)

Duration: 1 hour

This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground. The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the disk can't move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom. If you move more than 100 feet from the disk (typically because it can't move around an obstacle to follow you), the spell ends.

Fly*

3rd-level Transmutation

Casting Time: 1 action

Range: Touch

Components: V, S, M (a wing feather from any bird)

Duration: Concentration, up to 10 minutes

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

Flying Seed Pouch***

1st-level Transmutation (ritual)

Casting Time: 1 minute

Range: 500 feet

Components: S

Duration: 1 hour

All farmers dread the task of seeding their fields. It may be fast to throw seed out, but that is inaccurate and results in wasted seed on bad ground and wasted land where the seed misses. Runecrafters have a better way.

You may place a rune on a bag of seed no larger than 5 pounds. That bag gains the ability to fly, and enough intelligence to know good land from bad. This bag will then fly around carefully spilling seed evenly across the good ground.

The bag may only carry seeds and may only lift 5 pounds, any force (besides non-magical wind) applied to the outside of the bag can control the bag.

At Higher Levels: When you cast this rune using a spell slot of 2nd level or higher, the duration increases to the appropriate value in the table below.

Spell Slot Duration
2nd 1 day
3rd 3 days
4th 1 week
5th 2 weeks
6th 1 month
7th 3 months
8th 6 months
9th 1 year
10th 2 years
11th 5 years
12th 10 years
13th 25 years
14th 50 years
15th 100 years
16th 250 years
17th 500 years
18th 1,000 years

Fog Cloud*

1st-level Conjuration

Casting Time: 1 action

Range: 120 feet

Components: V, S

Duration: Concentration, up to 1 hour

Obscuring fog - Wizard Spells E

You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is Heavily Obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.

Forbiddance*

6th-level Abjuration (ritual)

Casting Time: 10 minutes

Range: Touch

Components: V, S, M (a sprinkling of holy water, rare incense, and powdered ruby worth at least 1,000 GP)

Duration: 1 day

You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can't teleport into the area or use portals, such as those created by the Gate spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of travel through other planes, or the Plane Shift spell. In addition, the spell damages types of creatures that you choose when you cast it. Choose one or more of the following: celestials, elementals, fey, fiends, and undead. When a chosen creature enters the spell's area for the first time on a turn or starts its turn there, the creature takes 5d10 radiant or necrotic damage (your choice when you cast this spell). When you cast this spell, you can designate a password. A creature that speaks the password as it enters the area takes no damage from the spell. The spell's area can't overlap with the area of another forbiddance spell. If you cast forbiddance every day for 30 days in the same location, the spell lasts until it is dispelled, and the material components are consumed on the last casting.

Forcecage*

7th-level Evocation

Casting Time: 1 action

Range: 100 feet

Components: V, S, M (ruby dust worth 1,500 GP)

Duration: 1 hour

An immobile, Invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose. A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart. A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area. When you cast the spell, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area. A creature inside the cage can't leave it by nonmagical means. If the creature tries to use teleportation or inter-planar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can't exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel. This spell can't be dispelled by Dispel Magic.

Foresight*

9th-level Divination

Casting Time: 1 minute

Range: Touch

Components: V, S, M (a hummingbird feather)

Duration: 8 hours

You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target can't be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration. This spell immediately ends if you cast it again before its duration ends.

Freedom of Movement*

4th-level Abjuration

Casting Time: 1 action

Range: Touch

Components: V, S, M (a leather strap, bound around the arm or a similar appendage)

Duration: 1 hour

You touch a willing creature. For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be Paralyzed or Restrained. The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it Grappled. Finally, being underwater imposes no penalties on the target's movement or attacks.

Freezing Sphere*

6th-level Evocation

Casting Time: 1 action

Range: 300 feet

Components: V, S, M (a small crystal sphere)

Duration: Instantaneous

A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot-radius sphere. Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes 10d6 cold damage. On a successful save, it takes half as much damage. If the globe strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Strength check against your spell save DC to break free. You can refrain from firing the globe after completing the spell, if you wish. A small globe about the size of a sling stone, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling's normal range). It shatters on impact, with the same effect as the normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn't already shattered, it explodes.

At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.

Frozen Helmet***

2nd-level Abjuration (ritual)

Casting Time: 1 minute

Range: Touch

Components: S

Duration: 3 hours

Shaping the hair into a helmet of glistening ice crystals empowers a creature to shrug off extreme cold.

A creature with a Frozen Helmet is immune to the effects of non-magical environmental cold (including damage, and reductions to mobility) down to -200 degrees Fahrenheit (-130 Celsius).

At Higher Levels: When you cast this rune using a spell slot of 3rd level or higher, the duration increases to the appropriate value in the table below.

Spell Slot Duration
3rd 6 hours
4th 12 hours
5th 1 day
6th 2 days
7th 4 days
8th 1 week
9th 2 weeks
10th 1 month
11th 3 months
12th 6 months
13th 1 year
14th 2 years
15th 5 years
16th 10 years
17th 25 years
18th 50 years

Gaseous Form*

3rd-level Transmutation

Casting Time: 1 action

Range: Touch

Components: V, S, M (a bit of gauze and a wisp of smoke)

Duration: Concentration, up to 1 hour

You transform a willing creature you touch, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn't affected. While in this form, the target's only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when Stunned or otherwise Incapacitated. While in the form of a misty cloud, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast spells.

Gate*

9th-level Conjuration

Casting Time: 1 action

Range: 60 feet

Components: V, S, M (a diamond worth at least 5,000 GP)

Duration: Concentration, up to 1 minute

You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration. The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal. Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains. When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn't work). If that creature is on a plane other than the one you are on, the portal opens in the named creature's immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the GM deems appropriate. It might leave, attack you, or help you.

Geas*

5th-level Enchantment

Casting Time: 1 minute

Range: 60 feet

Components: V

Duration: 30 days

You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become Charmed by you for the duration. While the creature is Charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can't understand you is unaffected by the spell. You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends. You can end the spell early by using an action to dismiss it. A Remove Curse, Greater Restoration, or Wish spell also ends it.

At Higher Levels: When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above.

Gentle Repose*

2nd-level Necromancy (ritual)

Casting Time: 1 action

Range: Touch

Components: V, S, M (a pinch of salt and one copper piece placed on each of the corpse's eyes, which must remain there for the duration)

Duration: 10 days

You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead. The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as Raise Dead.

Giant Insect*

4th-level Transmutation

Casting Time: 1 action

Range: 30 feet

Components: V, S

Duration: Concentration, up to 10 minutes

You transform up to ten centipedes, three spiders, five wasps, or one scorpion within range into giant versions of their natural forms for the duration. A centipede becomes a Giant Centipede, a spider becomes a Giant Spider, a wasp becomes a Giant Wasp, and a scorpion becomes a Giant Scorpion. Each creature obeys your verbal commands, and in combat, they act on your turn each round. The GM has the statistics for these creatures and resolves their actions and movement. A creature remains in its giant size for the duration, until it drops to 0 hit points, or until you use an action to dismiss the effect on it. The GM might allow you to choose different targets. For example, if you transform a bee, its giant version might have the same statistics as a giant wasp.

Give it Away***

1st-level Transmutation (ritual)

Casting Time: 1 hour

Range: Touch

Components: S

Duration: 1 day

This hacking rune pours over an It's Yours rune giving it a different target name.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the duration increases to the appropriate value in the table below.

Spell Slot Duration
2nd 2 days
3rd 4 days
4th 1 week
5th 2 weeks
6th 1 month
7th 2 months
8th 4 months
9th 9 months
10th 18 months
11th 3 years
12th 5 years
13th 10 years
14th 25 years
15th 50 years
16th 100 years
17th 250 years
18th 500 years

Glibness*

8th-level Transmutation

Casting Time: 1 action

Range: Self

Components: V

Duration: 1 hour

Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.

Globe of Invulnerability*

6th-level Abjuration

Casting Time: 1 action

Range: Self (10-foot radius)

Components: V, S, M (a glass or crystal bead that shatters when the spell ends)

Duration: Concentration, up to 1 minute

An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration. Any spell of 5th level or lower cast from outside the barrier can't affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells.

At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the barrier blocks spells of one level higher for each slot level above 6th.

Glyph of Warding*

3rd-level Abjuration

Casting Time: 1 hour

Range: Touch

Components: V, S, M (incense and powdered diamond worth at least 200 GP, which the spell consumes)

Duration: Until dispelled or triggered

When you cast this spell, you inscribe a glyph that harms other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends. You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password. When you inscribe the glyph, choose explosive runes or a spell glyph.

Explosive Runes. When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.

Spell Glyph. You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding.

Goodberry*

1st-level Transmutation

Casting Time: 1 action

Range: Touch

Components: V, S, M (a sprig of mistletoe)

Duration: Instantaneous

Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.

Grease*

1st-level Conjuration

Casting Time: 1 action

Range: 60 feet

Components: V, S, M (a bit of pork rind or butter)

Duration: 1 minute

Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration. When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall Prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall Prone.

Greater Invisibility*

4th-level Illusion

Casting Time: 1 action

Range: Touch

Components: V, S

Duration: Concentration, up to 1 minute

You or a creature you touch becomes Invisible until the spell ends. Anything the target is wearing or carrying is Invisible as long as it is on the target's person.

Greater Restoration*

5th-level Abjuration

Casting Time: 1 action

Range: Touch

Components: V, S, M (diamond dust worth at least 100 GP, which the spell consumes)

Duration: Instantaneous

You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's Exhaustion level by one, or end one of the following effects on the target:

  • One effect that Charmed or Petrified the target
  • One curse, including the target's attunement to a cursed magic item
  • Any reduction to one of the target's ability scores
  • One effect reducing the target's hit point maximum

Guardian of Faith*

4th-level Conjuration

Casting Time: 1 action

Range: 30 feet

Components: V

Duration: 8 hours

A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity.

Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.

Guards and Wards*

6th-level Abjuration

Casting Time: 10 minutes

Range: Touch

Components: V, S, M (burning incense, a small measure of brimstone and oil, a knotted string, a small amount of blood from a predator, and a small silver rod worth at least 10 GP)

Duration: 24 hours

You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares). The warded area can be up to 20 feet tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell. When you cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects.

Guards and wards creates the following effects within the warded area.

Corridors. Fog fills all the warded corridors, making them Heavily Obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses.

Doors. All doors in the warded area are magically locked, as if sealed by an Arcane Lock spell. In addition, you can cover up to ten doors with an illusion (equivalent to the illusory object function of the Minor Illusion spell) to make them appear as plain sections of wall.

Stairs. Webs fill all stairs in the warded area from top to bottom, as the Web spell. These strands regrow in 10 minutes if they are burned or torn away while guards and wards lasts.

Other Spell Effect. You can place your choice of one of the following magical effects within the warded area of the stronghold.

  • Place dancing lights in four corridors. You can designate a simple program that the lights repeat as long as guards and wards lasts.
  • Place Magic Mouth in two locations.
  • Place Stinking Cloud in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while guards and wards lasts.
  • Place a constant Gust of Wind in one corridor or room.
  • Place a Suggestion in one location. You select an area of up to 5 feet square, and any creature that enters or passes through the area receives the Suggestion mentally.

The whole warded area radiates magic. A Dispel Magic cast on a specific effect, if successful, removes only that effect. You can create a permanently guarded and warded structure by casting this spell there every day for one year.

Guidance*

Cantrip Divination

Casting Time: 1 action

Range: Touch

Components: V, S

Duration: Concentration, up to 1 minute

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

Guided Teleport***

8th-level Conjuration

Casting Time: 1 action

Range: Unlimited

Components: V, S, M (part of a rune and a diamond worth at least 500 GP which the spell consumes)

Duration: Instantaneous

Eldrin shakes his head while using Move Earth to dig out a deep grave. With a shrug he walks away grieving the death of another of his allies. If only he had not been so proud and headed out by himself. Silly runecrafter should know better than to go out undefended. Eldrin stops as the idea hits him. Runecrafters may be proud folk, who want independance, but when they need help, they need help fast.

With careful practice Eldrin went on to perfect the Guided Teleport, a spell designed to get help to vulnerable runecrafters.

When cast, Guided Teleport teleports you and up to 6 willing creatures to a second part of a rune you have in your possession, such as the tablet for Distress Signal.

Guiding Bolt*

1st-level Evocation

Casting Time: 1 action

Range: 120 feet

Components: V, S

Duration: 1 round

A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Gust of Wind*

2nd-level Evocation

Casting Time: 1 action

Range: Self (60-foot line)

Components: V, S, M (a legume seed)

Duration: Concentration, up to 1 minute

A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.

Hairless Strike***

2nd-level Transmutation (ritual)

Casting Time: 1 minute

Range: Touch

Components: S

Duration: 1 day

You may place this rune on any weapon. This rune is sticky and will attach itself upside down (no longer sticky) to the next creature who is hit with that weapon. That creature's hair falls out and will not re-grow for the duration.

At Higher Levels: When you inscribe this rune using a spell slot of 3rd level or higher, the duration increases to the appropriate value in the table below.

Spell Slot Duration
3rd 3 days
4th 1 week
5th 2 weeks
6th 1 month
7th 3 months
8th 6 months
9th 1 year
10th 2 years
11th 5 years
12th 10 years
13th 25 years
14th 50 years
15th 100 years
16th 250 years
17th 500 years
18th 1,000 years

Hallow*

5th-level Evocation

Casting Time: 24 hours

Range: Touch

Components: V, S, M (herbs, oils, and incense worth at least 1,000 GP, which the spell consumes)

Duration: Until dispelled

You touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect a hallow spell. The affected area is subject to the following effects. First, celestials, elementals, fey, fiends, and undead can't enter the area, nor can such creatures charm, frighten, or possess creatures within it. Any creature Charmed, Frightened, or possessed by such a creature is no longer Charmed, Frightened, or possessed upon entering the area. You can exclude one or more of those types of creatures from this effect. Second, you can bind an extra effect to the area. Choose the effect from the following list, or choose an effect offered by the GM. Some of these effects apply to creatures in the area; you can designate whether the effect applies to all creatures, creatures that follow a specific deity or leader, or creatures of a specific sort, such as orcs or trolls. When a creature that would be affected enters the spell's area for the first time on a turn or starts its turn there, it can make a Charisma saving throw. On a success, the creature ignores the extra effect until it leaves the area.

Courage. Affected creatures can't be Frightened while in the area.

Darkness. Darkness fills the area. Normal light, as well as magical light created by spells of a lower level than the slot you used to cast this spell, can't illuminate the area.

Daylight. Bright light fills the area. Magical darkness created by spells of a lower level than the slot you used to cast this spell can't extinguish the light.

Energy Protection. Affected creatures in the area have resistance to one damage type of your choice, except for bludgeoning, piercing, or slashing.

Energy Vulnerability. Affected creatures in the area have vulnerability to one damage type of your choice, except for bludgeoning, piercing, or slashing.

Everlasting Rest. Dead bodies interred in the area can't be turned into undead.

Extra-dimensional Interference. Affected creatures can't move or travel using teleportation or by extra-dimensional or inter-planar means.

Fear. Affected creatures are Frightened while in the area.

Silence. No sound can emanate from within the area, and no sound can reach into it.

Tongues. Affected creatures can communicate with any other creature in the area, even if they don't share a common language.

Hallucinatory Terrain*

4th-level Illusion

Casting Time: 10 minutes

Range: 300 feet

Components: V, S, M (a stone, a twig, and a bit of green plant)

Duration: 24 hours

You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren't changed in appearance. The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn't obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.

Harm*

6th-level Necromancy

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: Instantaneous

You unleash a virulent disease on a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can't reduce the target's hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature's hit point maximum to return to normal before that time passes.

Haste*

3rd-level Transmutation

Casting Time: 1 action

Range: 30 feet

Components: V, S, M (a shaving of licorice root)

Duration: Concentration, up to 1 minute

Speed - Wizard Spells E

Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.

Heal*

6th-level Evocation

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: Instantaneous

Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. This spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead.

At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th.

Healing Word*

1st-level Evocation

Casting Time: 1 bonus action

Range: 60 feet

Components: V

Duration: Instantaneous

A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

Heat Metal*

2nd-level Transmutation

Casting Time: 1 action

Range: 60 feet

Components: V, S, M (a piece of iron and a flame)

Duration: Concentration, up to 1 minute

Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Hellish Rebuke*

1st-level Evocation

Casting Time: 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see

Range: 60 feet

Components: V, S

Duration: Instantaneous

You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Heroes'

Heroes' Feast*

6th-level Conjuration

Casting Time: 10 minutes

Range: 30 feet

Components: V, S, M (a gem-encrusted bowl worth at least 1,000 GP, which the spell consumes)

Duration: Instantaneous

You bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don't set in until this hour is over. Up to twelve other creatures can partake of the feast. A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune to poison and being Frightened, and makes all Wisdom saving throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of hit points. These benefits last for 24 hours.

Heroism*

1st-level Enchantment

Casting Time: 1 action

Range: Touch

Components: V, S

Duration: Concentration, up to 1 minute

A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being Frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Hideous Laughter*

1st-level Enchantment

Casting Time: 1 action

Range: 30 feet

Components: V, S, M (tiny tarts and a feather that is waved in the air)

Duration: Concentration, up to 1 minute

A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall Prone, becoming Incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends.

Hold Monster*

5th-level Enchantment

Casting Time: 1 action

Range: 90 feet

Components: V, S, M (a small, straight piece of iron)

Duration: Concentration, up to 1 minute

Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be Paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.

Hold Person*

2nd-level Enchantment

Casting Time: 1 action

Range: 60 feet

Components: V, S, M (a small, straight piece of iron)

Duration: Concentration, up to 1 minute

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be Paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

Hole in the Wall***

1st-level Conjuration

Casting Time: 1 minute

Range: Touch

Components: S

Duration: 1 day

When mining, there are sometimes pesky boulders in the way. They don't have any good ore in them, so they are just a waste of space and time to deal with. Simply draw a rune on them to create a hole going back into the wall.

The hole is 10 feet in diameter and 5 feet deep. It has a portal at both the entrance and the exit, with a smooth walls (DC 15 Athletics to climb) in between. If you dig around the side, you can still dig through the space in between the two portals, because the passage way created goes through the Plane of Rock. On the rare occasion that there is an intersection in the paths on the Plane of Rock, you can use it as a portal between worlds.

When Hole in the Wall ends (by being dispelled or timing out), creatures are forced out of the tunnel to the nearest opening. The push is quite violent so they take 1d6 bludgeoning per 10 feet they are moved.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the duration and depth increase by the table below:

Spell Slot Duration Depth
2nd 1 week 10 feet
3rd 2 weeks 15 feet
4th 1 month 20 feet
5th 2 months 30 feet
6th 4 months 40 feet
7th 6 months 50 feet
8th 1 year 60 feet
9th 2 years 70 feet
10th 5 years 80 feet
11th 10 years 100 feet
12th 25 years 120 feet
13th 50 years 140 feet
14th 100 years 160 feet
15th 250 years 180 feet
16th 500 years 200 feet
17th 1,000 years 250 feet
18th 2,000 years 500 feet

Holy Aura*

8th-level Abjuration

Casting Time: 1 action

Range: Self

Components: V, S, M (a tiny reliquary worth at least 1,000 GP containing a sacred relic, such as a scrap of cloth from a saint's robe or a piece of parchment from a religious text)

Duration: Concentration, up to 1 minute

Syrinscape: Magical Aura - Wizard Spells E

Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you. Creatures of your choice in that radius when you cast this spell shed dim light in a 5-foot radius and have advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until the spell ends. In addition, when a fiend or an undead hits an affected creature with a melee attack, the aura flashes with brilliant light. The attacker must succeed on a Constitution saving throw or be Blinded until the spell ends.

Hunter's Mark*

1st-level Divination

Casting Time: 1 bonus action

Range: 90 feet

Components: V

Duration: Concentration, up to 1 hour

You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

At Higher Levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

Hypnotic Pattern*

3rd-level Illusion

Casting Time: 1 action

Range: 120 feet

Components: S, M (a glowing stick of incense or a crystal vial filled with phosphorescent material)

Duration: Concentration, up to 1 minute

You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes Charmed for the duration. While Charmed by this spell, the creature is Incapacitated and has a speed of 0. The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.

Ice Bomb***

1st-level Conjuration (ritual)

Casting Time: 1 minute

Range: Touch

Components: S

Duration: 1 hour

A slight hint of ice on a tile cautions to watch your step. Unfortunately if it is an Ice Bomb rune instead of an icy spot the result is a spike of ice shooting straight through your foot. The good news is you won't slip, the bad news is you are now in great pain and about to be ambushed.

You may place a rune on the ground. Any creature who stand on that rune triggers it. They must make a Dexterity saving throw taking 1d6 piercing and 1d6 cold damage on a fail and half as much on a success. If they fail then their foot is stuck in place (disadvantage to Dexterity saving throws and movement speed of 0) until it melts (1 minute) or is broken (Strength check).

At Higher Levels: When you cast this rune using a spell slot of 2nd level or higher, the rune duration and cold damage increase to the appropriate values in the table below.

Spell Slot Rune Duration Cold Damage
2nd 3 hours 2d6
3rd 6 hours 4d6
4th 12 hours 6d6
5th 1 day 8d6
6th 3 days 12d6
7th 1 week 16d6
8th 2 weeks 20d6
9th 1 month 26d6
10th 3 months 34d6
11th 6 months 42d6
12th 1 year 52d6
13th 2 years 62d6
14th 5 years 72d6
15th 10 years 84d6
16th 25 years 96d6
17th 50 years 110d6
18th 100 years 130d6

Ice Storm*

4th-level Evocation

Casting Time: 1 action

Range: 300 feet

Components: V, S, M (a pinch of dust and a few drops of water)

Duration: Instantaneous

A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one. Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.

Identify*

1st-level Divination (ritual)

Casting Time: 1 minute

Range: Touch

Components: V, S, M (a pearl worth at least 100 GP and an owl feather)

Duration: Instantaneous

You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

Illusory Script*

1st-level Illusion (ritual)

Casting Time: 1 minute

Range: Touch

Components: S, M (a lead-based ink worth at least 10 GP, which the spell consumes)

Duration: 10 days

Syrinscape: Arcane Marks - Wizard Spells E

You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration. To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know. Should the spell be dispelled, the original script and the illusion both disappear. A creature with Truesight can read the hidden message.

Imprisonment*

9th-level Abjuration

Casting Time: 1 minute

Range: 30 feet

Components: V, S, M (a vellum depiction or a carved statuette in the likeness of the target, and a special component that varies according to the version of the spell you choose, worth at least 500 GP per Hit Die of the target)

Duration: Until dispelled

You create a magical restraint to hold a creature that you can see within range. The target must succeed on a Wisdom saving throw or be bound by the spell; if it succeeds, it is immune to this spell if you cast it again. While affected by this spell, the creature doesn't need to breathe, eat, or drink, and it doesn't age. Divination spells can't locate or perceive the target. When you cast the spell, you choose one of the following forms of imprisonment.

Burial. The target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing can pass through the sphere, nor can any creature teleport or use planar travel to get into or out of it. The special component for this version of the spell is a small mithril orb.

Chaining. Heavy chains, firmly rooted in the ground, hold the target in place. The target is Restrained until the spell ends, and it can't move or be moved by any means until then. The special component for this version of the spell is a fine chain of precious metal.

Hedged Prison. The spell transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your choice. The special component for this version of the spell is a miniature representation of the prison made from jade.

Minimus Containment. The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similar object. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of teleportation or planar travel. The gemstone can't be cut or broken while the spell remains in effect. The special component for this version of the spell is a large, transparent gemstone, such as a corundum, diamond, or ruby.

Slumber. The target falls asleep and can't be awoken. The special component for this version of the spell consists of rare soporific herbs.

Ending the Spell. During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the GM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature's name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or hit points. A Dispel Magic spell can end the spell only if it is cast as a 9th-level spell, targeting either the prison or the special component used to create it. You can use a particular special component to create only one prison at a time. If you cast the spell again using the same component, the target of the first casting is immediately freed from its binding.

Incendiary Cloud*

8th-level Conjuration

Casting Time: 1 action

Range: 150 feet

Components: V, S

Duration: Concentration, up to 1 minute

A swirling cloud of smoke shot through with white- hot embers appears in a 20-foot-radius sphere centered on a point within range. The cloud spreads around corners and is Heavily Obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there. The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns.

Infernal Beret***

2nd-level Abjuration (ritual)

Casting Time: 1 minute

Range: Touch

Components: S

Duration: 3 hours

Shaping the hair into a crimson beret that seems to be on fire somehow empowers an creature to shrug off extreme heat.

A creature with an Infernal Beret is immune to non-magical environmental fire damage up to 2,000 degrees Fahrenheit (1093 degrees Celsius).

At Higher Levels: When you cast this rune using a spell slot of 3rd level or higher, the duration increases to the appropriate value in the table below.

Spell Slot Duration
3rd 6 hours
4th 12 hours
5th 1 day
6th 2 days
7th 4 days
8th 1 week
9th 2 weeks
10th 1 month
11th 3 months
12th 6 months
13th 1 year
14th 2 years
15th 5 years
16th 10 years
17th 25 years
18th 50 years

Infighting***

6th-level Enchantment (ritual)

Casting Time: 1 minute

Range: Touch

Components: S

Duration: 3 hours

You may place a rune on the stone, tile, or other object on the ground. Whenever a creature first steps on it each hour, it must make a wisdom saving throw or become Charmed for one minute. A creature Charmed in this way believes that the first other creature it sees is its mortal enemy.

Whenever this creature takes damage it may repeat the saving throw.

At Higher Levels: When you inscribe this rune with a spell slot of 7th level or higher the duration increases according to the following table.

Spell Slot Duration
7th 6 hours
8th 12 hours
9th 1 day
10th 3 day
11th 1 week
12th 2 weeks
13th 1 month
14th 2 months
15th 6 months
16th 1 year
17th 2 years
18th 5 years

Inflict Wounds*

1st-level Necromancy

Casting Time: 1 action

Range: Touch

Components: V, S

Duration: Instantaneous

Syrinscape: Bleeding - Wizard Spells E

Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Insect Plague*

5th-level Conjuration

Casting Time: 1 action

Range: 300 feet

Components: V, S, M (a few grains of sugar, some kernels of grain, and a smear of fat)

Duration: Concentration, up to 10 minutes

Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphere's area is difficult terrain. When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.

Instant Summons*

6th-level Conjuration (ritual)

Casting Time: 1 minute

Range: Touch

Components: V, S, M (a sapphire worth 1,000 GP)

Duration: Until dispelled

Syrinscape: Summon Ally - Wizard Spells E

You touch an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an invisible mark on its surface and invisibly inscribes the name of the item on the sapphire you use as the material component. Each time you cast this spell, you must use a different sapphire. At any time thereafter, you can use your action to speak the item's name and crush the sapphire. The item instantly appears in your hand regardless of physical or planar distances, and the spell ends. If another creature is holding or carrying the item, crushing the sapphire doesn't transport the item to you, but instead you learn who the creature possessing the object is and roughly where that creature is located at that moment.

Dispel magic or a similar effect successfully applied to the sapphire ends this spell's effect.

Invigorating Time***

Cantrip Necromancy

Casting Time: 1 minute

Range: Touch

Components: S

Duration: 1 day

You place a rune on a creature's armor. At the start of each hour, that creature receives temporary hit points equal to your Runecrafting modifier.

This rune's healing increases by 1d4 when you reach 5th level (1d4 + RM), 11th level (2d4 + RM), and 17th level (3d4 + RM).

Invisibility*

2nd-level Illusion

Casting Time: 1 action

Range: Touch

Components: V, S, M (an eyelash encased in gum arabic)

Duration: Concentration, up to 1 hour

A creature you touch becomes Invisible until the spell ends. Anything the target is wearing or carrying is Invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Irresistible Dance*

6th-level Enchantment

Casting Time: 1 action

Range: 30 feet

Components: V

Duration: Concentration, up to 1 minute

Choose one creature that you can see within range. The target begins a comic dance in place: shuffling, tapping its feet, and capering for the duration. Creatures that can't be Charmed are immune to this spell. A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this spell, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes a Wisdom saving throw to regain control of itself. On a successful save, the spell ends.

It's For Family***

1st-level Abjuration (ritual)

Casting Time: 1 hour

Range: Touch

Components: S, M (a drop of blood from the origin ancestor)

Duration: 3 days

This Augmentation rune locks a rune to be only usable by a direct descendant of the "origin ancestor".

By weaving a drop of blood from the origin ancestor into this augmentation, the rune will only work for an individual who is a direct descendant of that origin ancestor. For all other individuals, the object just has a pretty decoration without being able to control any special properties the rune gives it.

At Higher Levels: When you cast this rune using a spell slot of 2nd level or higher, the duration increases to the appropriate value in the table below.

Spell Slot Duration
2nd 1 week
3rd 2 weeks
4th 1 month
5th 3 months
6th 6 months
7th 1 year
8th 2 years
9th 5 years
10th 10 years
11th 25 years
12th 50 years
13th 100 years
14th 250 years
15th 500 years
16th 1,000 years
17th 2,500 years
18th 5,000 years

It's Yours***

Cantrip Abjuration

Casting Time: 1 hour

Range: Touch

Components: S

Duration: 1 day

This augmentation rune may be placed on top of a regular rune. It consists of an elaborate inscription of a name. For the duration, the rune will only work for a creature with that name.

This rune's duration increases when you reach 5th level (1 week), 11th level (1 month), and 17th level (1 year).

Jump*

1st-level Transmutation

Casting Time: 1 action

Range: Touch

Components: V, S, M (a grasshopper's hind leg)

Duration: 1 minute

Jumping - Wizard Spells E

You touch a creature. The creature's jump distance is tripled until the spell ends.

Knock*

2nd-level Transmutation

Casting Time: 1 action

Range: 60 feet

Components: V

Duration: Instantaneous

Syrinscape: Hold Door - Wizard Spells E

Syrinscape: Opening/closing - Wizard Spells E

Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access. A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked. If you choose a target that is held shut with Arcane Lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally. When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.

Lava Jar***

1st-level Abjuration (ritual)

Casting Time: 1 action

Range: Touch

Components: S

Duration: 1 minute

This rune was traditionally used to imbue jars so that they could transport lava for various uses. The rune makes any object it is applied to immune to fire damage and fully insulative.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the duration increases to the appropriate value in the table below.

Spell Slot Duration
2nd 1 hour
3rd 1 day
4th 3 days
5th 1 week
6th 2 weeks
7th 1 month
8th 3 months
9th 6 months
10th 1 year
11th 2 years
12th 5 years
13th 10 years
14th 25 years
15th 50 years
16th 100 years
17th 250 years
18th 500 years

Lava Mine***

Cantrip Evocation (ritual)

Casting Time: 1 action

Range: Touch

Components: S

Duration: 1 minute

You place a brightly glowing rune on the ground. The next creature, other than you, who steps on it triggers it causing it to explode. All creatures within 5 feet of it must make a Dexterity saving throw taking 1d6 fire damage on a fail.

This rune's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Legend Lore*

5th-level Divination

Casting Time: 10 minutes

Range: Self

Components: V, S, M (incense worth at least 250 GP, which the spell consumes, and four ivory strips worth at least 50 GP each)

Duration: Instantaneous

Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn't of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is. The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic ax on hand, the spell might yield this information: "Woe to the evildoer whose hand touches the ax, for even the haft slices the hand of the evil ones."

Lesser Restoration*

2nd-level Abjuration

Casting Time: 1 action

Range: Touch

Components: V, S

Duration: Instantaneous

You touch a creature and can end either one disease or one condition afflicting it. The condition can be Blinded, Deafened, Paralyzed, or Poisoned.

Levitate*

2nd-level Transmutation

Casting Time: 1 action

Range: 60 feet

Components: V, S, M (either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end)

Duration: Concentration, up to 10 minutes

One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected. The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range. When the spell ends, the target floats gently to the ground if it is still aloft.

Light*

Cantrip Evocation

Casting Time: 1 action

Range: Touch

Components: V, M (a firefly or phosphorescent moss)

Duration: 1 hour

Syrinscape: Light bright - Wizard Spells E

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

Lightning Bolt*

3rd-level Evocation

Casting Time: 1 action

Range: Self (100-foot line)

Components: V, S, M (a bit of fur and a rod of amber, crystal, or glass)

Duration: Instantaneous

A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren't being worn or carried.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Lightning Rod***

1st-level Abjuration (ritual)

Casting Time: 1 minute

Range: Touch

Components: S

Duration: 1 hour

When a storm hits you at sea, there is one thing feared above all others, lightning striking the center mast. If that mast is destroyed then your chances of making it through the storm start to take a nose dive. In order to protect that key staff, any ship with a Runecrafter will ask for a volunteer to bear the Lightning Rod rune.

This rune must be placed on a living creature. While that creature is alive, it has resistance to lightning damage. In addition, any lightning attack or damage sent within 100 feet of that creature is redirected onto that creature. If the creature is reduced to 0 hit points, then the rune is dispelled.

At Higher Levels: When you cast this rune using a spell slot of 2nd level or higher, the duration increases to the appropriate value in the table below.

Spell Slot Duration
2nd 3 hours
3rd 6 hours
4th 12 hours
5th 1 day
6th 2 days
7th 4 days
8th 1 week
9th 2 weeks
10th 1 month
11th 3 months
12th 6 months
13th 1 year
14th 2 years
15th 5 years
16th 10 years
17th 25 years
18th 50 years

Lightweight Stone***

2nd-level Transmutation (ritual)

Casting Time: 1 minute

Range: Touch

Components: S

Duration: 30 minutes

It can be hard to move large stones around a quarry, and trying to lift it up to the top of a wall is incredibly dangerous.

You may place this rune on a stone object causing it to weigh 1,000 pounds less (but not less than 0) for the duration.

At Higher Levels. When you cast this rune with a spell slot of 3rd level or higher the duration and weight reduction of this rune increase according to the table below.

Spell Slot Duration Weight Reduction
3rd 1 hour 2,000 pound (1 ton)
4th 3 hours 3 tons
5th 6 hours 5 tons
6th 12 hours 10 tons
7th 1 day 20 tons
8th 2 days 30 tons
9th 4 days 40 tons
10th 1 week 60 tons
11th 2 weeks 80 tons
12th 1 month 100 tons
13th 3 months 200 tons
14th 6 months 300 tons
15th 1 year 400 tons
16th 2 years 600 tons
17th 4 years 800 tons
18th 8 years 1,600 tons

Locate Animals or Plants*

2nd-level Divination (ritual)

Casting Time: 1 action

Range: Self

Components: V, S, M (a bit of fur from a bloodhound)

Duration: Instantaneous

Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.

Locate Creature*

4th-level Divination

Casting Time: 1 action

Range: Self

Components: V, S, M (a bit of fur from a bloodhound)

Duration: Concentration, up to 1 hour

Describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement. The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close-within 30 feet-at least once. If the creature you described or named is in a different form, such as being under the effects of a Polymorph spell, this spell doesn't locate the creature. This spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.

Locate Object*

2nd-level Divination

Casting Time: 1 action

Range: Self

Components: V, S, M (a forked twig)

Duration: Concentration, up to 10 minutes

Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement. The spell can locate a specific object known to you, as long as you have seen it up close-within 30 feet-at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon. This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.

Longstrider*

1st-level Transmutation

Casting Time: 1 action

Range: Touch

Components: V, S, M (a pinch of dirt)

Duration: 1 hour

You touch a creature. The target's speed increases by 10 feet until the spell ends.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Mage Armor*

1st-level Abjuration

Casting Time: 1 action

Range: Touch

Components: V, S, M (a piece of cured leather)

Duration: 8 hours

Syrinscape: Magical armor - Wizard Spells E

You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.

Mage Hand*

Cantrip Conjuration

Casting Time: 1 action

Range: 30 feet

Components: V, S

Duration: 1 minute

Syrinscape: Magical Hand - Wizard Spells E

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can't attack, activate magic items, or carry more than 10 pounds.

Magic Circle*

3rd-level Abjuration

Casting Time: 1 minute

Range: 10 feet

Components: V, S, M (holy water or powdered silver and iron worth at least 100 GP, which the spell consumes)

Duration: 1 hour

You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface. Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways:

  • The creature can't willingly enter the cylinder by nonmagical means.
  • If the creature tries to use teleportation or inter-planar travel to do so, it must first succeed on a Charisma saving throw.
  • The creature has disadvantage on attack rolls against targets within the cylinder.
  • Targets within the cylinder can't be Charmed, Frightened, or possessed by the creature.

When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.

Magic Jar*

6th-level Necromancy

Casting Time: 1 minute

Range: Self

Components: V, S, M (a gem, crystal, reliquary, or some other ornamental container worth at least 500 GP)

Duration: Until dispelled

Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell's material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container's space. You can't move or use reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the spell) or attempting to possess a humanoids body. You can attempt to possess any humanoid within 100 feet of you that you can see (creatures warded by a Protection from Evil and Good or Magic Circle spell can't be possessed). The target must make a Charisma saving throw. On a failure, your soul moves into the target's body, and the target's soul becomes trapped in the container. On a success, the target resists your efforts to possess it, and you can't attempt to possess it again for 24 hours. Once you possess a creature's body, you control it. Your game statistics are replaced by the statistics of the creature, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class features. If the target has any class levels, you can't use any of its class features. Meanwhile, the possessed creature's soul can perceive from the container using its own senses, but it can't move or take actions at all. While possessing a body, you can use your action to return from the host body to the container if it is within 100 feet of you, returning the host creature's soul to its body. If the host body dies while you're in it, the creature dies, and you must make a Charisma saving throw against your own spellcasting DC. On a success, you return to the container if it is within 100 feet of you. Otherwise, you die. If the container is destroyed or the spell ends, your soul immediately returns to your body. If your body is more than 100 feet away from you or if your body is dead when you attempt to return to it, you die. If another creature's soul is in the container when it is destroyed, the creature's soul returns to its body if the body is alive and within 100 feet. Otherwise, that creature dies. When the spell ends, the container is destroyed.

Magic Missile*

1st-level Evocation

Casting Time: 1 action

Range: 120 feet

Components: V, S

Duration: Instantaneous

Force Missile - Wizard Spells E

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

Magic Mouth*

2nd-level Illusion (ritual)

Casting Time: 1 minute

Range: 30 feet

Components: V, S, M (a small bit of honeycomb and jade dust worth at least 10 GP, which the spell consumes)

Duration: Until dispelled

You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message. When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that the words appear to come from the object's mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs. The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.

Magic Weapon*

2nd-level Transmutation

Casting Time: 1 bonus action

Range: Touch

Components: V, S

Duration: Concentration, up to 1 hour

You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.

Magical Highway***

4th-level Conjuration (ritual)

Casting Time: 1 minute

Range: Touch

Components: S

Duration: 3 days

Building a bridge over a river takes a lot of stone. You could quarry that much, transport it, shape it, and build the monstrosity, but let's face it... most of us are way too lazy for that. Wouldn't people magically crossing a river be much easier?

You may place this delicate rune on the ground. Any attempt to move this rune causes it to be dispelled. While inscribing it you must include the location and password for either a Magical Marker rune or a Bypass Magical Marker rune.

A 5 foot high by 5 foot wide portal opens from over top of the Magical Highway to its bound marker rune. For the duration, any creature or object can travel through the plane of the portal for 5 feet worth of movement.

When the Magical Highway rune is made inactive, dispelled, or destroyed, its bound marker rune suffers the same fate.

At Higher Levels: When this rune is inscribed with a 5th level spell slot or higher both its duration and the size of portal increases according to the following table.

Spell Slot Duration Size
5th 1 week 5 feet
6th 2 weeks 5 feet
7th 1 month 5 feet
8th 3 months 5 feet
9th 6 months 5 feet
10th 1 year 10 feet
11th 2 years 10 feet
12th 5 years 10 feet
13th 10 years 10 feet
14th 25 years 10 feet
15th 50 years 15 feet
16th 100 years 15 feet
17th 250 years 15 feet
18th 500 years 15 feet

Magical Marker***

4th-level Conjuration (ritual)

Casting Time: 1 hour

Range: Touch

Components: S

Duration: 7 days

Building a bridge over a river takes a lot of stone. You could quarry that much, transport it, shape it, and build the monstrosity, but let's face it... most of us are way too lazy for that. Wouldn't people magically crossing a river be much easier?

You may place this delicate rune on the ground. Any attempt to move this rune causes it to be dispelled.

This Mental Presence rune continually feeds you the location and ever up-dating password needed for a another rune to connect to this rune. This rune looses the Magical Presence property as soon as you use this information to connect another rune to it.

At Higher Levels: When you inscribe this rune with a spell slot of 5th level or higher the duration increases according to the following table.

Spell Slot Duration
5th 2 weeks
6th 1 month
7th 3 months
8th 6 months
9th 1 year
10th 2 years
11th 5 years
12th 10 years
13th 25 years
14th 50 years
15th 100 years
16th 250 years
17th 500 years
18th 1,000 years

Magnificent Mansion*

7th-level Conjuration

Casting Time: 1 minute

Range: 300 feet

Components: V, S, M (a miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon, each item worth at least 5 GP)

Duration: 24 hours

You conjure an extra-dimensional dwelling in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extra-dimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 30 feet of it. While closed, the portal is Invisible. Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm. You can create any floor plan you like, but the space can't exceed 50 cubes, each cube being 10 feet on each side. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. A staff of 100 near-transparent servants attends all who enter. You decide the visual appearance of these servants and their attire. They are completely obedient to your orders. Each servant can perform any task a normal human servant could perform, but they can't attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can go anywhere in the mansion but can't leave it. Furnishings and other objects created by this spell dissipate into smoke if removed from the mansion. When the spell ends, any creatures inside the extra-dimensional space are expelled into the open spaces nearest to the entrance.

Major Image*

3rd-level Illusion

Casting Time: 1 action

Range: 120 feet

Components: V, S, M (a bit of fleece)

Duration: Concentration, up to 10 minutes

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench). As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your concentration.

Masked Scent***

Cantrip Transmutation

Casting Time: 1 minute

Range: Touch

Components: S

Duration: 1 day

Trees, dirt, manure, there are many such scents in nature. Animals are used to them, but when the scent of a humanoid hits their noses they flee before hunters. Eventually hunters got wise, and started smearing themselves with powerful scents. Runecrafters soon believed they were above such things and came up with an alternative.

You place a rune on a creature. That creature smells like another creature for the duration.

Mass Cure Wounds*

5th-level Evocation

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: Instantaneous

A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th.

Mass Heal*

9th-level Evocation

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: Instantaneous

A flood of healing energy flows from you into injured creatures around you. You restore up to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of all diseases and any effect making them Blinded or Deafened. This spell has no effect on undead or constructs.

Mass Healing Word*

3rd-level Evocation

Casting Time: 1 bonus action

Range: 60 feet

Components: V

Duration: Instantaneous

As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.

Mass Suggestion*

6th-level Enchantment

Casting Time: 1 action

Range: 60 feet

Components: V, M (a snake's tongue and either a bit of honeycomb or a drop of sweet oil)

Duration: 24 hours

You suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can't be Charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell. Each target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn't met before the spell ends, the activity isn't performed. If you or any of your companions damage a creature affected by this spell, the spell ends for that creature.

At Higher Levels: When you cast this spell using a 7th-level spell slot, the duration is 10 days. When you use an 8th-level spell slot, the duration is 30 days. When you use a 9th-level spell slot, the duration is a year and a day.

Maze*

8th-level Conjuration

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: Concentration, up to 10 minutes

You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze. The target can use its action to attempt to escape. When it does so, it makes a DC 20 Intelligence check. If it succeeds, it escapes, and the spell ends (a Minotaur or similarly experienced monster automatically succeeds). When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.

Meld into Stone*

3rd-level Transmutation (ritual)

Casting Time: 1 action

Range: Touch

Components: V, S

Duration: 8 hours

You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses. While merged with the stone, you can't see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can't move. Minor physical damage to the stone doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall Prone in an unoccupied space closest to where you first entered.

Mending*

Cantrip Transmutation

Casting Time: 1 minute

Range: Touch

Components: V, S, M (two lodestones)

Duration: Instantaneous

Mend - Wizard Spells E

This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.

Message*

Cantrip Transmutation

Casting Time: 1 action

Range: 120 feet

Components: V, S, M (a short piece of copper wire)

Duration: 1 round

Messages - Wizard Spells E

You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.

Metal to Wood Glue***

2nd-level Transmutation (ritual)

Casting Time: 2 actions

Range: Touch

Components: S, M (a metal object)

Duration: 5 minutes

Tossing a grappling hook so it catches on another flying ship is incredibly difficult, but a little bit of super glue makes it much easier. This glyph must be applied to a metal object (such as a grappling hook). That metal object will become stuck to any wood it touches. Attempting to pry the a piece of wood off of the metal with a crowbar or similar object takes a strength check against your Rune save DC.

At Higher Levels: When you cast this rune using a spell slot of 3rd level or higher, the duration increases according to the table below:

Spell Slot Duration
3rd 10 minutes
4th 30 minutes
5th 1 hour
6th 2 hours
7th 4 hours
8th 12 hours
9th 1 day
10th 2 days
11th 4 days
12th 1 week
13th 2 weeks
14th 1 month
15th 3 months
16th 6 months
17th 1 year
18th 2 years

Meteor Swarm*

9th-level Evocation

Casting Time: 1 action

Range: 1 mile

Components: V, S

Duration: Instantaneous

Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once. The spell damages objects in the area and ignites flammable objects that aren't being worn or carried.

Mild Paralysis*

4th-level Abjuration (ritual)

Casting Time: 1 minute

Range: Touch

Components: S

Duration: 1 day

You may place a rune on the stone, tile, or other object on the ground. Whenever a creature first steps on it each minute, it must make a constitution saving throw or be Stunned for 1 round.

At Higher Levels: When this rune is inscribed with a spell slot of 5th level or higher the duration increases according to the following table.

Spell Slot Duration
5th 3 days
6th 1 week
7th 2 weeks
8th 1 month
9th 3 months
10th 6 months
11th 1 year
12th 2 years
13th 5 years
14th 10 years
15th 25 years
16th 50 years
17th 100 years
18th 250 years

Mind Blank*

8th-level Abjuration

Casting Time: 1 action

Range: Touch

Components: V, S

Duration: 24 hours

Until the spell ends, one willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells, and the Charmed condition. The spell even foils Wish spells and spells or effects of similar power used to affect the target's mind or to gain information about the target.

Mineral Detector***

Cantrip Divination

Casting Time: 1 hour

Range: Touch

Components: S

Duration: 1 hour

You place a rune on an object with the true name of an element. The object will exert one pound of force to point at the largest deposit of that element within 100 feet.

Many parties have dreamed of the vast hoards of gold they will find with this spell, unfortunately it almost always points towards the Rogue's backpack.

Minor Illusion*

Cantrip Illusion

Casting Time: 1 action

Range: 30 feet

Components: S, M (a bit of fleece)

Duration: 1 minute

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object-such as a chair, muddy footprints, or a small chest-it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

Mirage Arcane*

7th-level Illusion

Casting Time: 10 minutes

Range: Sight

Components: V, S

Duration: 10 days

You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. The terrain's general shape remains the same, however. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Similarly, you can alter the appearance of structures, or add them where none are present. The spell doesn't disguise, conceal, or add creatures. The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell's area disappears immediately. Creatures with Truesight can see through the illusion to the terrain's true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion's presence, the creature can still physically interact with the illusion.

Mirror Image*

2nd-level Illusion

Casting Time: 1 action

Range: Self

Components: V, S

Duration: 1 minute

Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates. Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates. If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher. A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed. A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as Blindsight, or if it can perceive illusions as false, as with Truesight.

Mislead*

5th-level Illusion

Casting Time: 1 action

Range: Self

Components: S

Duration: Concentration, up to 1 hour

You become Invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell. You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose. You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are Blinded and Deafened in regard to your own surroundings.

Misty Step*

2nd-level Conjuration

Casting Time: 1 bonus action

Range: Self

Components: V

Duration: Instantaneous

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

Modify Memory*

5th-level Enchantment

Casting Time: 1 action

Range: 30 feet

Components: V, S

Duration: Concentration, up to 1 minute

Syrinscape: Erasing - Wizard Spells E

You attempt to reshape another creature's memories. One creature that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes Charmed by you for the duration. The Charmed target is Incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none of the target's memories are modified. While this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event. You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature's memory isn't altered. Otherwise, the modified memories take hold when the spell ends. A modified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The GM might deem a modified memory too nonsensical to affect a creature in a significant manner. A Remove Curse or Greater Restoration spell cast on the target restores the creature's true memory.

At Higher Levels: If you cast this spell using a spell slot of 6th level or higher, you can alter the target's memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature's past (9th level).

Moonbeam*

2nd-level Evocation

Casting Time: 1 action

Range: 120 feet

Components: V, S, M (several seeds of any moonseed plant and a piece of opalescent feldspar)

Duration: Concentration, up to 1 minute

A silvery beam of pale light shines down in a 5-foot- radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder. When a creature enters the spell's area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one. A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can't assume a different form until it leaves the spell's light. On each of your turns after you cast this spell, you can use an action to move the beam 60 feet in any direction.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.

Mount Glue***

Cantrip Transmutation (ritual)

Casting Time: 1 minute

Range: Touch

Components: S

Duration: 1 hour

After the third time you have fallen off of a flying mount, you get a bit fed up with it.

You may place a rune on a saddle or chair. Any creature who willingly sits on the saddle is stuck there for the duration. Nothing short of a Wish spell or universal solvent can remove them from what they are sitting on while the rune is active. I sure hope your mount does not feel like rolling over.

Move Earth*

6th-level Transmutation

Casting Time: 1 action

Range: 120 feet

Components: V, S, M (an iron blade and a small bag containing a mixture of soils-clay, loam, and sand)

Duration: Concentration, up to 2 hours

Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. So, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square's elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete. At the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect. Because the terrain's transformation occurs slowly, creatures in the area can't usually be trapped or injured by the ground's movement. This spell can't manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse. Similarly, this spell doesn't directly affect plant growth. The moved earth carries any plants along with it.

Newts Tail***

4th-level Transmutation (ritual)

Casting Time: 10 minutes

Range: Touch

Components: S

Duration: 1 hour

You place a rune on a living creature missing one or more limbs. Every hour that creature regenerates one body part (finger, arm, toe, leg, tail, etc.). This rune dissipates if the creature it is on dies.

At Higher Levels: When you inscribe this rune with a spell slot of 5th level or higher its duration increases according to the following table.

Spell Slot Duration
5th 3 hours
6th 6 hours
7th 12 hours
8th 1 day
9th 3 days
10th 1 week
11th 2 weeks
12th 1 month
13th 3 months
14th 6 months
15th 1 year
16th 2 years
17th 5 years
18th 10 years

Nondetection*

3rd-level Abjuration

Casting Time: 1 action

Range: Touch

Components: V, S, M (a pinch of diamond dust worth 25 GP sprinkled over the target, which the spell consumes)

Duration: 8 hours

For the duration, you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any divination magic or perceived through magical Scrying sensors.

Painting Strike***

1st-level Transmutation (ritual)

Casting Time: 1 action

Range: Touch

Components: S

Duration: 1 round

An artist is always ready to take on a challenge. What could be more difficult than painting an unwilling target during combat? With a little bit of magic it just becomes possible. Imagine the well groomed antilinoid suddenly made up in clown paint? Can you see an Ishilb with a bullseye in the middle of its shell? Did the ambush at the banquet leave your rogue in brightly colored dance attire? A couple quick strokes and those red hues will fade to dull blacks to let her slink back into the shadows.

The effect of this rune is dependent on the goal:

Targeting - placing a bullseye over a target's weak point gives anyone targeting them advantage.

Embarrassment - a creative and hideous paint job results in such a distraction that they have disadvantage on Wisdom checks (GMs discretion on if your described paint job would really lead to that npc being embarrassed enough to be distracted).

Camouflage - painting a creature and their clothing to match the environment gives them advantage on Stealth checks. (Don't worry, the magical rune and all colors fade when the rune ends so you won't ruin anyone's clothing)

At Higher Levels: When you cast this rune using a spell slot of 2nd level or higher, the duration increases to the appropriate value in the table below.

Spell Slot Duration
2nd 1 minute
3rd 10 minutes
4th 1 hour
5th 3 hours
6th 6 hours
7th 12 hours
8th 1 day
9th 3 days
10th 1 week
11th 2 weeks
12th 1 month
13th 3 months
14th 6 months
15th 1 year
16th 2 years
17th 5 years
18th 10 years

Pass without Trace*

2nd-level Abjuration

Casting Time: 1 action

Range: Self

Components: V, S, M (ashes from a burned leaf of mistletoe and a sprig of spruce)

Duration: Concentration, up to 1 hour

A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

Passwall*

5th-level Transmutation

Casting Time: 1 action

Range: 30 feet

Components: V, S, M (a pinch of sesame seeds)

Duration: 1 hour

A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose the opening's dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it. When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell.

Phantasmal Killer*

4th-level Illusion

Casting Time: 1 action

Range: 120 feet

Components: V, S

Duration: Concentration, up to 1 minute

You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target becomes Frightened for the duration. At the end of each of the target's turns before the spell ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.

Phantom Loot*

9th-level Conjuration (ritual)

Casting Time: 1 minute

Range: Touch

Components: S

Duration: 1 year

You may place this rune on the ground or an object. An illusion of a magical pile of gold and platinum appears above the rune. Close inspection results in a Perception check against your Runecrafting save DC. On a failure the pile looks to be about 15,000 GP worth of loot. On a success they see faint magical lines extending a few millimeters past a couple of the coins.

When you create this rune you may link it to a Magical Marker or a Bypass Magical Marker rune. If you do then any creature who attempts to touch the illusion (by say trying to pick up the coins), has all of the coins they are carrying teleported through to the linked marker. May Rogues of the world learn to not trifle with Runecrafters!

When the Phantom Loot rune is made inactive, dispelled, or destroyed, its bound marker rune suffers the same fate.

At Higher Levels: When this rune is inscribed with a spell slot of 10th level or higher the duration increases according to the table below.

Spell Slot Duration
10th 2 years
11th 5 years
12th 10 years
13th 25 years
14th 50 years
15th 100 years
16th 250 years
17th 500 years
18th 1,000 years

Phantom Steed*

3rd-level Illusion (ritual)

Casting Time: 1 minute

Range: 30 feet

Components: V, S

Duration: 1 hour

Syrinscape: Mount Summon - Wizard Spells E

A Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature's appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed. For the duration, you or a creature you choose can ride the steed. The creature uses the statistics for a riding horse, except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage.

Phasing Shot***

Cantrip Conjuration

Casting Time: 1 action

Range: 60 feet

Components: V, S, M (ranged weapon with ammunition)

Duration: Instantaneous

As part of the action used to cast this spell, you must make a ranged attack with a weapon against one creature within the spell's range. This ranged attack is not affected by any cover or spell not physically on the target. If you can only hear the target when you fire, you have disadvantage for your attack. If you do not currently perceive the target, you must select the direction you are firing and how far the shot will stay in another plane before returning. If there is any creature within 5 feet of its path before it hits a solid object, then you make an attack with disadvantage against it. If a "blind shot" hits a creature that does not realize combat is initiated, it is an automatic critical.

If the entering point (at you) is in an Antimagic Field, then the attack does not phase. If the exiting point is in an Antimagic Field, then the shot does not return to your plane (no chance of hitting and ammunition is automatically lost).

This spell's damage increases by 1d4 when you reach 5th level (1d4), 11th level (2d4), and 17th level (3d4).

Planar Ally*

6th-level Conjuration

Casting Time: 10 minutes

Range: 60 feet

Components: V, S

Duration: Instantaneous

You beseech an otherworldly entity for aid. The being must be known to you: a god, a primordial, a demon prince, or some other being of cosmic power. That entity sends a celestial, an elemental, or a fiend loyal to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature's name, you can speak that name when you cast this spell to request that creature, though you might get a different creature anyway (GM's choice). When the creature appears, it is under no compulsion to behave in any particular way. You can ask the creature to perform a service in exchange for payment, but it isn't obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for its services. Payment can take a variety of forms. A celestial might require a sizable donation of gold or magic items to an allied temple, while a fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you. As a rule of thumb, a task that can be measured in minutes requires a payment worth 100 GP per minute. A task measured in hours requires 1,000 GP per hour. And a task measured in days (up to 10 days) requires 10,000 GP per day. The GM can adjust these payments based on the circumstances under which you cast the spell. If the task is aligned with the creature's ethos, the payment might be halved or even waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal. After the creature completes the task, or when the agreed-upon duration of service expires, the creature returns to its home plane after reporting back to you, if appropriate to the task and if possible. If you are unable to agree on a price for the creature's service, the creature immediately returns to its home plane. A creature enlisted to join your group counts as a member of it, receiving a full share of experience points awarded.

Planar Binding*

5th-level Abjuration

Casting Time: 1 hour

Range: 60 feet

Components: V, S, M (a jewel worth at least 1,000 GP, which the spell consumes)

Duration: 24 hours

With this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of an inverted Magic Circle in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a Charisma saving throw. On a failed save, it is bound to serve you for the duration. If the creature was summoned or created by another spell, that spell's duration is extended to match the duration of this spell. A bound creature must follow your instructions to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the spell ends.

At Higher Levels: When you cast this spell using a spell slot of a higher level, the duration increases to 10 days with a 6th-level slot, to 30 days with a 7th- level slot, to 180 days with an 8th-level slot, and to a year and a day with a 9th-level spell slot.

Plane Shift*

7th-level Conjuration

Casting Time: 1 action

Range: Touch

Components: V, S, M (a forked, metal rod worth at least 250 GP, attuned to a particular plane of existence)

Duration: Instantaneous

You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, and you appear in or near that destination. Alternatively, if you know the sigil sequence of a Teleportation Circle on another plane of existence, this spell can take you to that circle. If the Teleportation Circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.

You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.

Plant Growth*

3rd-level Transmutation

Casting Time: 1 action or 8 hours

Range: 150 feet

Components: V, S

Duration: Instantaneous

This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits. If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. You can exclude one or more areas of any size within the spell's area from being affected. If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.

Poison Spray*

Cantrip Conjuration

Casting Time: 1 action

Range: 10 feet

Components: V, S

Duration: Instantaneous

You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage. This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

Polished Nails***

1st-level Transmutation (ritual)

Casting Time: 1 minute

Range: Touch

Components: S

Duration: 1 day

Who wouldn't love to have a set of magically perfect finger nails? Well besides orcs, trolls, goblins, and the like which might be mortified by having such nails.

Place a small glyph on each of a creature's finger nails causing them to become truly immaculate. Such nails can take 100 pounds of force and not break. If they do break, they will re-grow to the correct length in 1 minute. These finger nails cannot be soiled or dirty. They are fiercely jealous and will light any clothing covering them (such as gloves) on fire. If they are covered with metal (such as gauntlets) this has the same effect as the spell Heat Metal.

These polished nails are naturally hot pink. The creature they are on can request a different color by speaking the color's name, but the runes don't always do as expected. The runes have very high standards on colors and will likely edit a request to be more appropriate. For example, if a goblin requests puke green, it will likely get heavenly lavender instead.

At Higher Levels: When you cast this rune using a spell slot of 2nd level or higher, the duration increases to the appropriate value in the table below.

Spell Slot Duration
2nd 3 days
3rd 1 week
4th 2 weeks
5th 1 month
6th 3 months
7th 6 months
8th 1 year
9th 2 years
10th 5 years
11th 10 years
12th 25 years
13th 50 years
14th 100 years
15th 250 years
16th 500 years
17th 1,000 years
18th 2,500 years

Polymorph*

4th-level Transmutation

Casting Time: 1 action

Range: 60 feet

Components: V, S, M (a caterpillar cocoon)

Duration: Concentration, up to 1 hour

This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points. The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). This Challenge Rating may not exceed 8.

The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality. The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked Unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech. The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.

Power Word Kill*

9th-level Enchantment

Casting Time: 1 action

Range: 60 feet

Components: V

Duration: Instantaneous

You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you choose has 100 hit points or fewer, it dies. Otherwise, the spell has no effect.

Power Word Stun*

8th-level Enchantment

Casting Time: 1 action

Range: 60 feet

Components: V

Duration: Instantaneous

You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is Stunned. Otherwise, the spell has no effect. The Stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends.

Prayer of Healing*

2nd-level Evocation

Casting Time: 10 minutes

Range: 30 feet

Components: V

Duration: Instantaneous

Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.

Prestidigitation*

Cantrip Transmutation

Casting Time: 1 action

Range: 10 feet

Components: V, S

Duration: Up to 1 hour

  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • You instantaneously light or snuff out a candle, a torch, or a small campfire.
  • You instantaneously clean or soil an object no larger than 1 cubic foot.
  • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Prime Rune***

1st-level Transmutation (ritual)

Casting Time: 10 hours

Range: Touch

Components: S

Duration: Permanent

When the battle gets tough, Runecrafters need meat shields to hide behind. A Runecrafter can inscribe a piece of their own personality along the spine of a volunteer (a very painful experience). The prime rune unlocks the ability to become a Rune Blade. Due to its connection to the Runecrafter it also makes the volunteer slightly more loyal to the Runecrafter, even if the volunteer does not yet understand the depth of the connection.

Note to GMs: If you are playing with Rune Blades it should be assumed that some Runecrafters are willing to provide this service for free. Having a prime rune does not give level 1 Rune Blade, rather it is merely a pre-requisite to taking a level in Rune Blade. Many GMs who wish to place Rune Blades in the world will also place runecrafters to easily explain how a player gets their prime rune.

Prismatic Spray*

7th-level Evocation

Casting Time: 1 action

Range: Self (60-foot cone)

Components: V, S

Duration: Instantaneous

Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a Dexterity saving throw. For each target, roll a d8 to determine which color ray affects it.

1. Red. The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one.

2. Orange. The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one.

3. Yellow. The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.

4. Green. The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one.

5. Blue. The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one.

6. Indigo. On a failed save, the target is Restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the Petrified condition. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind.

7. Violet. On a failed save, the target is Blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the GM's choosing and is no longer Blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.)

8. Special. The target is struck by two rays. Roll twice more, re-rolling any 8.

Prismatic Wall*

9th-level Abjuration

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: 10 minutes

A shimmering, multicolored plane of light forms a vertical opaque wall-up to 90 feet long, 30 feet high, and 1 inch thick-centered on a point you can see within range. Alternatively, you can shape the wall into a sphere up to 30 feet in diameter centered on a point you choose within range. The wall remains in place for the duration. If you position the wall so that it passes through a space occupied by a creature, the spell fails, and your action and the spell slot are wasted. The wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures you designate at the time you cast the spell can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or become Blinded for 1 minute. The wall consists of seven layers, each with a different color. When a creature attempts to reach into or pass through the wall, it does so one layer at a time through all the wall's layers. As it passes or reaches through each layer, the creature must make a Dexterity saving throw or be affected by that layer's properties as described below. The wall can be destroyed, also one layer at a time, in order from red to violet, by means specific to each layer. Once a layer is destroyed, it remains so for the duration of the spell. An anti-magic field has no effect on a prismatic wall.

1. Red. The creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. While this layer is in place, nonmagical ranged attacks can't pass through the wall. The layer can be destroyed by dealing at least 25 cold damage to it.

2. Orange. The creature takes 10d6 acid damage on a failed save, or half as much damage on a successful one. While this layer is in place, magical ranged attacks can't pass through the wall. The layer is destroyed by a strong wind.

3. Yellow. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 60 force damage to it.

4. Green. The creature takes 10d6 poison damage on a failed save, or half as much damage on a successful one. A Passwall spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer.

5. Blue. The creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 25 fire damage to it.

6. Indigo. On a failed save, the creature is Restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the Petrified condition. The successes and failures don't need to be consecutive; keep track of both until the creature collects three of a kind. While this layer is in place, spells can't be cast through the wall. The layer is destroyed by bright light shed by a Daylight spell or a similar spell of equal or higher level.

7. Violet. On a failed save, the creature is Blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of the GM's choosing and is no longer Blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) This layer is destroyed by a Dispel Magic spell or a similar spell of equal or higher level that can end spells and magical effects.

Private Sanctum*

4th-level Abjuration

Casting Time: 10 minutes

Range: 120 feet

Components: V, S, M (a thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and powdered chrysolite)

Duration: 24 hours

You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to dismiss it. When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties:

  • Sound can't pass through the barrier at the edge of the warded area.
  • The barrier of the warded area appears dark and foggy, preventing vision (including Darkvision) through it.
  • Sensors created by divination spells can't appear inside the protected area or pass through the barrier at its perimeter.
  • Creatures in the area can't be targeted by divination spells.
  • Nothing can teleport into or out of the warded area.
  • Planar travel is blocked within the warded area.

Casting this spell on the same spot every day for a year makes this effect permanent.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you can increase the size of the cube by 100 feet for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a spell slot of 5th level.

Produce Flame*

Cantrip Conjuration

Casting Time: 1 action

Range: Self

Components: V, S

Duration: 10 minutes

A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again. You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Programmed Illusion*

6th-level Illusion

Casting Time: 1 action

Range: 120 feet

Components: V, S, M (a bit of fleece and jade dust worth at least 25 GP)

Duration: Until dispelled

You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes. When the condition you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated again. The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.

Project Image*

7th-level Illusion

Casting Time: 1 action

Range: 500 miles

Components: V, S, M (a small replica of you made from materials worth at least 5 GP)

Duration: Concentration, up to 1 day

You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the spell ends. You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly. You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are Blinded and Deafened in regard to your own surroundings. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.

Protection from Energy*

3rd-level Abjuration

Casting Time: 1 action

Range: Touch

Components: V, S

Duration: Concentration, up to 1 hour

Syrinscape: Protection - Wizard Spells E

For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.

Protection from Evil and Good*

1st-level Abjuration

Casting Time: 1 action

Range: Touch

Components: V, S, M (holy water or powdered silver and iron, which the spell consumes)

Duration: Concentration, up to 10 minutes

Syrinscape: Protection - Wizard Spells E

Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be Charmed, Frightened, or possessed by them. If the target is already Charmed, Frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

Protection from Poison*

2nd-level Abjuration

Casting Time: 1 action

Range: Touch

Components: V, S

Duration: 1 hour

Syrinscape: Protection - Wizard Spells E

You touch a creature. If it is Poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random. For the duration, the target has advantage on saving throws against being Poisoned, and it has resistance to poison damage.

Purify Food and Drink*

1st-level Transmutation (ritual)

Casting Time: 1 action

Range: 10 feet

Components: V, S

Duration: Instantaneous

All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.

Raise Dead*

5th-level Necromancy

Casting Time: 1 hour

Range: Touch

Components: V, S, M (a diamond worth at least 500 GP, which the spell consumes)

Duration: Instantaneous

You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point. This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects; if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life. This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival-its head, for instance-the spell automatically fails. Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

Ray of Enfeeblement*

2nd-level Necromancy

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: Concentration, up to 1 minute

A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends. At the end of each of the target's turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.

Ray of Frost*

Cantrip Evocation

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: Instantaneous

Frost Ray - Wizard Spells E

A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. A creature immune to cold damage is immune to this speed reduction. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Regenerate*

7th-level Transmutation

Casting Time: 1 minute

Range: Touch

Components: V, S, M (a prayer wheel and holy water)

Duration: 1 hour

You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute). The target's severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.

Reincarnate*

5th-level Transmutation

Casting Time: 1 hour

Range: Touch

Components: V, S, M (rare oils and unguents worth at least 1,000 GP, which the spell consumes)

Duration: Instantaneous

You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body. If the target's soul isn't free or willing to do so, the spell fails. The magic fashions a new body for the creature to inhabit, which likely causes the creature's race to change. The GM rolls a d100 and consults the following table to determine what form the creature takes when restored to life, or the GM chooses a form.

The reincarnated creature recalls its former life and experiences. It retains the capabilities it had in its original form, except it exchanges its original race for the new one and changes its racial traits accordingly.

d100 Race
01-04 Dragonborn
05-21 Dwarf, hill
22-32 Elf, high
33-52 Gnome, rock
53-56 Half-elf
57-60 Half-orc
61-68 Halfling, lightfoot
69-96 Human
97-00 Tiefling

Reinforce***

1st-level Abjuration (ritual)

Casting Time: 1 action

Range: 5 feet

Components: V, S, M (a writing implement)

Duration: 1 day

You place a rune on an object that intimately connects it to its surroundings increasing its Threshold damage (a value that if damage from a single source is below then there is no effect) by 5. If the object moves more than 30 feet this connection is broken and the spell dissipates.

At Higher Levels: When you cast this rune using a spell slot of 2nd level or higher then the Threshold damage and duration increases by the table below:

Spell Slot Threshold damage Duration
2nd 10 1 week
3rd 20 2 weeks
4th 30 1 month
5th 40 3 months
6th 50 6 months
7th 60 1 year
8th 80 5 years
9th 100 10 years
10th 120 25 years
11th 140 50 years
12th 160 100 years
13th 180 250 years
14th 200 500 years
15th 250 1,000 years
16th 500 2,500 years
17th 1000 5,000 years
18th 2000 10,000 years

Remove Curse*

3rd-level Abjuration

Casting Time: 1 action

Range: Touch

Components: V, S

Duration: Instantaneous

At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's attunement to the object so it can be removed or discarded.

Renewed Life***

3rd-level Necromancy (ritual)

Casting Time: 1 hour

Range: Touch

Components: S

Duration: Instantaneous

You place a rune on a creature who died within the last 3 hours. That creature regains 1 hit point, restoring it to life. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.

Resilient Sphere*

4th-level Evocation

Casting Time: 1 action

Range: 30 feet

Components: V, S, M (a hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic)

Duration: Concentration, up to 1 minute

A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration. Nothing-not physical objects, energy, or other spell effects-can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it. The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere's walls and thus roll the sphere at up to half the creature's speed. Similarly, the globe can be picked up and moved by other creatures. A disintegrate spell targeting the globe destroys it without harming anything inside it.

Resistance*

Cantrip Abjuration

Casting Time: 1 action

Range: Touch

Components: V, S, M (a miniature cloak)

Duration: Concentration, up to 1 minute

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.

Resurrection*

7th-level Necromancy

Casting Time: 1 hour

Range: Touch

Components: V, S, M (a diamond worth at least 1,000 GP, which the spell consumes)

Duration: Instantaneous

You touch a dead creature that has been dead for no more than a century, that didn't die of old age, and that isn't undead. If its soul is free and willing, the target returns to life with all its hit points. This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn't, however, remove magical diseases, curses, and the like; if such effects aren't removed prior to casting the spell, they afflict the target on its return to life. This spell closes all mortal wounds and restores any missing body parts. Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears. Casting this spell to restore life to a creature that has been dead for one year or longer taxes you greatly. Until you finish a long rest, you can't cast spells again, and you have disadvantage on all attack rolls, ability checks, and saving throws.

Reverse Gravity*

7th-level Transmutation

Casting Time: 1 action

Range: 100 feet

Components: V, S, M (a lodestone and iron filings)

Duration: Concentration, up to 1 minute

This spell reverses gravity in a 50-foot-radius, 100-foot high cylinder centered on a point within range. All creatures and objects that aren't somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall. If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration. At the end of the duration, affected objects and creatures fall back down.

Revivify*

3rd-level Necromancy

Casting Time: 1 action

Range: Touch

Components: V, S, M (diamonds worth 300 GP, which the spell consumes)

Duration: Instantaneous

You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.

Rope Trick*

2nd-level Transmutation

Casting Time: 1 action

Range: Touch

Components: V, S, M (powdered corn extract and a twisted loop of parchment)

Duration: 1 hour

You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an Invisible entrance opens to an extra-dimensional space that lasts until the spell ends. The extra-dimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space. Attacks and spells can't cross through the entrance into or out of the extra-dimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope. Anything inside the extra-dimensional space drops out when the spell ends.

Rosy Breath***

2nd-level Transmutation (ritual)

Casting Time: 1 minute

Range: Touch

Components: S

Duration: 1 hour

How can a pristine elf interrogate an orc with rotten teeth and just as rotten breath? A runecrafter can aid in such situations.

You may place a rune on a creature's tongue. For the duration, the creature has breath that smells like a freshly plucked rose.

At Higher Levels: When you inscribe this rune using a spell slot of 3rd level or higher, the duration increases to the appropriate value in the table below.

Spell Slot Duration
3rd 1 hour
4th 3 hours
5th 6 hours
6th 12 hours
7th 1 day
8th 3 days
9th 1 week
10th 2 weeks
11th 1 month
12th 3 months
13th 6 months
14th 1 year
15th 2 years
16th 5 years
17th 10 years
18th 25 years

Rune Diagnostics***

Cantrip Divination

Casting Time: 1 action

Range: Touch

Components: S

Duration: Instantaneous

The first step in hacking a system is to learn what the system is. Only once you understand it can you bypass countermeasures that are in place.

This hacking rune may be placed on top of any augmented rune allowing you to learn the name of an augmentation you know.

This knowledge increases at 5th level (knowing the spell level), 11th level (knowing any additional requirements such as bloodline, race, age, alignment, etc. bound into the augmentation), and 17th level (knowing the rune's name even if you do not know the augmentation yourself).

Sacred Flame*

Cantrip Evocation

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: Instantaneous

Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Sanctuary*

1st-level Abjuration

Casting Time: 1 bonus action

Range: 30 feet

Components: V, S, M (a small silver mirror)

Duration: 1 minute

You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a Fireball. If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.

Scorching Ray*

2nd-level Evocation

Casting Time: 1 action

Range: 120 feet

Components: V, S

Duration: Instantaneous

You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.

Scrying*

5th-level Divination

Casting Time: 10 minutes

Range: Self

Components: V, S, M (a focus worth at least 1,000 GP, such as a crystal ball, a silver mirror, or a font filled with holy water)

Duration: Concentration, up to 10 minutes

You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed. On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours. On a failed save, the spell creates an Invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see Invisible objects sees the sensor as a luminous orb about the size of your fist. Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move.

Knowledge Save Modifier
Secondhand (you have heard of the target) +5
Firsthand (you have met the target) +0
Familiar (you know the target well) -5
Connection Save Modifier
Likeness or picture -2
Possession or garment -4
Body part, lock of hair, bit of nail, or the like -10

Secret Chest*

4th-level Conjuration

Casting Time: 1 action

Range: Touch

Components: V, S, M (an exquisite chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth at least 5,000 GP, and a Tiny replica made from the same materials worth at least 50 GP)

Duration: Instantaneous

You hide a chest, and all its contents, on the Ethereal Plane. You must touch the chest and the miniature replica that serves as a material component for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet). While the chest remains on the Ethereal Plane, you can use an action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by using an action and touching both the chest and the replica. After 60 days, there is a cumulative 5 percent chance per day that the spell's effect ends. This effect ends if you cast this spell again, if the smaller replica chest is destroyed, or if you choose to end the spell as an action. If the spell ends and the larger chest is on the Ethereal Plane, it is irretrievably lost.

See Invisibility*

2nd-level Divination

Casting Time: 1 action

Range: Self

Components: V, S, M (a pinch of talc and a small sprinkling of powdered silver)

Duration: 1 hour

For the duration, you see Invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.

Seeming*

5th-level Illusion

Casting Time: 1 action

Range: 30 feet

Components: V, S

Duration: 8 hours

This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell. The spell disguises physical appearance as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or in between. You can't change a target's body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The spell lasts for the duration, unless you use your action to dismiss it sooner. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to a creature's outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature's head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. A creature can use its action to inspect a target and make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised.

Sending*

3rd-level Evocation

Casting Time: 1 action

Range: Unlimited

Components: V, S, M (a short piece of fine copper wire)

Duration: 1 round

You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message. You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive.

Sequester*

7th-level Transmutation

Casting Time: 1 action

Range: Touch

Components: V, S, M (a powder composed of diamond, emerald, ruby, and sapphire dust worth at least 5,000 GP, which the spell consumes)

Duration: Until dispelled

By means of this spell, a willing creature or an object can be hidden away, safe from detection for the duration. When you cast the spell and touch the target, it becomes Invisible and can't be targeted by divination spells or perceived through Scrying sensors created by divination spells. If the target is a creature, it falls into a state of suspended animation. Time ceases to flow for it, and it doesn't grow older. You can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include "after 1,000 years" or "when the tarrasque awakens." This spell also ends if the target takes any damage.

Shapechange*

9th-level Transmutation

Casting Time: 1 action

Range: Self

Components: V, S, M (a jade circlet worth at least 1,500 GP, which you must place on your head before you cast the spell)

Duration: Concentration, up to 1 hour

You assume the form of a different creature for the duration. The new form can be of any creature with a challenge rating equal to your level or lower. The creature can't be a construct or an undead, and you must have seen the sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Spellcasting trait. Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus listed in its statistics is higher than yours, use the creature's bonus in place of yours. You can't use any legendary actions or lair actions of the new form. You assume the hit points and Hit Dice of the new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked Unconscious. You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can't use any special senses you have (for example, Darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak. When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions as normal. The GM determines whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change shape or size to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge into your new form. Equipment that merges has no effect in that state. During this spell's duration, you can use your action to assume a different form following the same restrictions and rules for the original form, with one exception: if your new form has more hit points than your current one, your hit points remain at their current value.

Shatter*

2nd-level Evocation

Casting Time: 1 action

Range: 60 feet

Components: V, S, M (a chip of mica)

Duration: Instantaneous

A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Shield*

1st-level Abjuration

Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell

Range: Self

Components: V, S

Duration: 1 round

Syrinscape: Shield Person - Wizard Spells E

An Invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile.

Shield of Faith*

1st-level Abjuration

Casting Time: 1 bonus action

Range: 60 feet

Components: V, S, M (a small parchment with a bit of holy text written on it)

Duration: Concentration, up to 10 minutes

A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

Shillelagh*

Cantrip Transmutation

Casting Time: 1 bonus action

Range: Touch

Components: V, S, M (mistletoe, a shamrock leaf, and a club or quarterstaff)

Duration: 1 minute

The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.

Shocking Grasp*

Cantrip Evocation

Casting Time: 1 action

Range: Touch

Components: V, S

Duration: Instantaneous

Syrinscape: Shock Grasp - Wizard Spells E

Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.

The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Silence*

2nd-level Illusion (ritual)

Casting Time: 1 action

Range: 120 feet

Components: V, S

Duration: Concentration, up to 10 minutes

For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are Deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.

Silent Image*

1st-level Illusion

Casting Time: 1 action

Range: 60 feet

Components: V, S, M (a bit of fleece)

Duration: Concentration, up to 10 minutes

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects. You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.

Simulacrum*

7th-level Illusion

Casting Time: 12 hours

Range: Touch

Components: V, S, M (snow or ice in quantities sufficient to made a life-size copy of the duplicated creature; some hair, fingernail clippings, or other piece of that creature's body placed inside the snow or ice; and powdered ruby worth 1,500 GP, sprinkled over the duplicate and consumed by the spell)

Duration: Until dispelled

You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature's hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates. The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots. If the simulacrum is damaged, you can repair it in an alchemical laboratory, using rare herbs and minerals worth 100 GP per hit point it regains. The simulacrum lasts until it drops to 0 hit points, at which point it reverts to snow and melts instantly. If you cast this spell again, any currently active duplicates you created with this spell are instantly destroyed.

Sleep*

1st-level Enchantment

Casting Time: 1 action

Range: 90 feet

Components: V, S, M (a pinch of fine sand, rose petals, or a cricket)

Duration: 1 minute

Syrinscape: Sleep - Wizard Spells E

This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring Unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls Unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being Charmed aren't affected by this spell.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

Sleet Storm*

3rd-level Conjuration

Casting Time: 1 action

Range: 150 feet

Components: V, S, M (a pinch of dust and a few drops of water)

Duration: Concentration, up to 1 minute

Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is Heavily Obscured, and exposed flames in the area are doused. The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls Prone. If a creature is concentrating in the spell's area, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.

Slow*

3rd-level Transmutation

Casting Time: 1 action

Range: 120 feet

Components: V, S, M (a drop of molasses)

Duration: Concentration, up to 1 minute

You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration. An affected target's speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn. If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted. A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.

Sniper's Scope***

2nd-level Transmutation (ritual)

Casting Time: 1 hour

Range: Touch

Components: S, M (a 6 inch piece of bamboo)

Duration: 1 hour

Attaching a small piece of bamboo with a magical glyph in it to a bow or crossbow allows you to zoom in on your target making it easier to see their weaknesses in their defenses. This gives you a +1 to ranged attacks made with that weapon.

At Higher Levels. When you cast this rune with a spell slot of 3rd level or higher the duration of this rune increases according to the table below. In addition, this accuracy increases with each tier change as marked in the table below.

Spell Slot Duration Attack Bonus
3rd 2 hours +2
4th 4 hours +2
5th 6 hours +2
6th 8 hours +3
7th 12 hours +3
8th 16 hours +3
9th 20 hours +4
10th 24 hours +5
11th 28 hours +5
12th 34 hours +6
13th 40 hours +6
14th 46 hours +6
15th 54 hours +7
16th 62 hours +7
17th 70 hours +7
18th 80 hours +8

Soaring Commando***

3rd-level Conjuration (ritual)

Casting Time: 1 minute

Range: Touch

Components: S

Duration: 10 minutes

Swinging on a cable is well and good for the average pirate, but your elite team needs more flexibility than that. They need to be able to fly around to get to wherever the battle goes poorly.

You may place a rune on a creature. That creature gains a fly speed of 60 feet for the duration.

At Higher Levels: When you inscribe this rune using a spell slot of 4th level or higher, the duration increases according to the following table.

Spell Slot Duration
4th 30 minutes
5th 1 hour
6th 3 hours
7th 6 hours
8th 12 hours
9th 1 day
10th 3 days
11th 1 week
12th 2 weeks
13th 1 month
14th 3 months
15th 6 months
16th 1 year
17th 2 years
18th 5 years

Spare the Dying*

Cantrip Necromancy

Casting Time: 1 action

Range: Touch

Components: V, S

Duration: Instantaneous

You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

Speak with Animals*

1st-level Divination (ritual)

Casting Time: 1 action

Range: Self

Components: V, S

Duration: 10 minutes

You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the GM's discretion.

Speak with Dead*

3rd-level Necromancy

Casting Time: 1 action

Range: 10 feet

Components: V, S, M (burning incense)

Duration: 10 minutes

You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The spell fails if the corpse was the target of this spell within the last 10 days. Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.

Speak with Plants*

3rd-level Transmutation

Casting Time: 1 action

Range: Self (30-foot radius)

Components: V, S

Duration: 10 minutes

You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances. You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example. Plants might be able to perform other tasks on your behalf, at the GM's discretion. The spell doesn't enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks. If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it. This spell can cause the plants created by the Entangle spell to release a Restrained creature.

Spider Climb*

2nd-level Transmutation

Casting Time: 1 action

Range: Touch

Components: V, S, M (a drop of bitumen and a spider)

Duration: Concentration, up to 1 hour

Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.

Spike Growth*

2nd-level Transmutation

Casting Time: 1 action

Range: 150 feet

Components: V, S, M (seven sharp thorns or seven small twigs, each sharpened to a point)

Duration: Concentration, up to 10 minutes

The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels. The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.

Spiked Cut***

1st-level Abjuration (ritual)

Casting Time: 1 minute

Range: Touch

Components: S

Duration: 1 minute

The Language of Color

You cut the hair of one creature into colored spikes. Whenever a creature attacks a creature you gave a Spiked Cut to with a melee attack, you may use your reaction to have the Spiked cut flair out dealing 1d6 damage to the attacking creature. The damage type of Spiked Cut is based on the color of the cut:

At Higher Levels: When you cast this rune using a spell slot of 2nd level or higher, the duration and damage increase to the appropriate values in the table below.

Spell Slot Duration Damage
2nd 30 minute 2d6
3rd 1 hour 3d6
4th 3 hours 4d6
5th 6 hours 5d6
6th 12 hours 6d6
7th 1 day 7d6
8th 2 days 8d6
9th 4 days 9d6
10th 1 week 10d6
11th 2 weeks 12d6
12th 1 month 14d6
13th 3 months 16d6
14th 6 months 18d6
15th 1 year 20d6
16th 2 years 22d6
17th 5 years 24d6
18th 10 years 26d6

Spirit Guardians*

3rd-level Conjuration

Casting Time: 1 action

Range: Self (15-foot radius)

Components: V, S, M (a holy symbol)

Duration: Concentration, up to 10 minutes

You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

Spiritual Weapon*

2nd-level Evocation

Casting Time: 1 bonus action

Range: 60 feet

Components: V, S

Duration: 1 minute

You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon make this spell's effect resemble that weapon.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd.

Static Attraction***

2nd-level Evocation

Casting Time: 1 action

Range: 120 feet

Components: V, S, M (a pinch of ash from a tree hit by a lightning bolt)

Duration: Concentration, up to 1 minute

You point your finger at a creature you can see in range and a tiny spark jumps from your hand to them. What initially seems to be no big deal, becomes a very big deal though. That small spark charges them so that the latent static energy of the area is attracted to them. For the duration, at the start of each of their turns they take 2d6 lightning damage. When that creature dies you may use your bonus action to move the tiny spark from their dead body to another creature within range.

If the target leaves range, even if only for a moment, then the spell dissipates.

This attraction also attracts other lightning based damage. Any lightning attacks within 30 feet of an effected creature are re-centered on that creature.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Stinking Cloud*

3rd-level Conjuration

Casting Time: 1 action

Range: 90 feet

Components: V, S, M (a rotten egg or several skunk cabbage leaves)

Duration: Concentration, up to 1 minute

You create a 20-foot-radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is Heavily Obscured. The cloud lingers in the air for the duration. Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw. A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.

Stone Shape*

4th-level Transmutation

Casting Time: 1 action

Range: Touch

Components: V, S, M (soft clay, which must be worked into roughly the desired shape o f the stone object)

Duration: Instantaneous

You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible.

Stoneskin*

4th-level Abjuration

Casting Time: 1 action

Range: Touch

Components: V, S, M (diamond dust worth 100 GP, which the spell consumes)

Duration: Concentration, up to 1 hour

This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.

Storm of Vengeance*

9th-level Conjuration

Casting Time: 1 action

Range: Sight

Components: V, S

Duration: Concentration, up to 1 minute

A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes Deafened for 5 minutes. Each round you maintain concentration on this spell, the storm produces additional effects on your turn.

Round 2. Acidic rain falls from the cloud. Each creature and object under the cloud takes 1d6 acid damage.

Round 3. You call six bolts of lightning from the cloud to strike six creatures or objects of your choice beneath the cloud. A given creature or object can't be struck by more than one bolt. A struck creature must make a Dexterity saving throw. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.

Round 4. Hailstones rain down from the cloud. Each creature under the cloud takes 2d6 bludgeoning damage.

Round 5-10. Gusts and freezing rain assail the area under the cloud. The area becomes difficult terrain and is Heavily Obscured. Each creature there takes 1d6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical.

Suggestion*

2nd-level Enchantment

Casting Time: 1 action

Range: 30 feet

Components: V, M (a snake's tongue and either a bit of honeycomb or a drop of sweet oil)

Duration: Concentration, up to 8 hours

You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be Charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell. The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed. If you or any of your companions damage the target, the spell ends.

Sunbeam*

6th-level Evocation

Casting Time: 1 action

Range: Self (60-foot line)

Components: V, S, M (a magnifying glass)

Duration: Concentration, up to 1 minute

A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is Blinded until your next turn. On a successful save, it takes half as much damage and isn't Blinded by this spell. Undead and oozes have disadvantage on this saving throw. You can create a new line of radiance as your action on any turn until the spell ends. For the duration, a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight.

Sunburst*

8th-level Evocation

Casting Time: 1 action

Range: 150 feet

Components: V, S, M (fire and a piece of sunstone)

Duration: Instantaneous

Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is Blinded for 1 minute. On a successful save, it takes half as much damage and isn't Blinded by this spell. Undead and oozes have disadvantage on this saving throw. A creature Blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer Blinded. This spell dispels any darkness in its area that was created by a spell.

Sunshot***

3rd-level Evocation

Casting Time: 1 action

Range: 120 feet

Components: V, S

Duration: Instantaneous

You launch a bolt of searing energy. Make a ranged spell attack against a target creature within range. On a hit, this spell deals 5d12 fire damage.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher the damage increases by 1d12 for each spell level above 3rd.

Copy Left Notice: This spell is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

Symbol*

7th-level Abjuration

Casting Time: 1 minute

Range: Touch

Components: V, S, M (mercury, phosphorus, and powdered diamond and opal with a total value of at least 1,000 GP, which the spell consumes)

Duration: Until dispelled or triggered

When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. The glyph is nearly Invisible, requiring an Intelligence (Investigation) check against your spell save DC to find it. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph. You can further refine the trigger so the spell is activated only under certain circumstances or according to a creature's physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don't trigger the glyph, such as those who say a certain password. When you inscribe the glyph, choose one of the options below for its effect. Once triggered, the glyph glows, filling a 60-foot-radius sphere with dim light for 10 minutes, after which time the spell ends. Each creature in the sphere when the glyph activates is targeted by its effect, as is a creature that enters the sphere for the first time on a turn or ends its turn there.

Death. Each target must make a Constitution saving throw, taking 10d10 necrotic damage on a failed save, or half as much damage on a successful save. Discord. Each target must make a Constitution saving throw. On a failed save, a target bickers and argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has disadvantage on attack rolls and ability checks.

Fear. Each target must make a Wisdom saving throw and becomes Frightened for 1 minute on a failed save. While Frightened, the target drops whatever it is holding and must move at least 30 feet away from the glyph on each of its turns, if able.

Hopelessness. Each target must make a Charisma saving throw. On a failed save, the target is overwhelmed with despair for 1 minute. During this time, it can't attack or target any creature with harmful abilities, spells, or other magical effects.

Insanity. Each target must make an Intelligence saving throw. On a failed save, the target is driven insane for 1 minute. An insane creature can't take actions, can't understand what other creatures say, can't read, and speaks only in gibberish. The GM controls its movement, which is erratic.

Pain. Each target must make a Constitution saving throw and becomes Incapacitated with excruciating pain for 1 minute on a failed save.

Sleep. Each target must make a Wisdom saving throw and falls Unconscious for 10 minutes on a failed save. A creature awakens if it takes damage or if someone uses an action to shake or slap it awake.

Stunning. Each target must make a Wisdom saving throw and becomes Stunned for 1 minute on a failed save.

Talking Beast***

2nd-level Divination (ritual)

Casting Time: 1 action

Range: Touch

Components: V, S, M (A collar worth at least 25 GP which the spell consumes)

Duration: 1 day

Item Code

Minor Collar of Talking Beast

Lesser Collar of Talking Beast

Collar of Talking Beast

Greater Collar of Talking Beast

Superior Collar of Talking Beast

Supreme Collar of Talking Beast

Legendary Collar of Talking Beast

The beast you touch gains the ability to comprehend and speak one language of your choice for the duration or until the collar you place around it is broken or removed. At the end of one hour the energy of the spell disintegrates the collar. The knowledge and awareness of many beasts is limited by their intelligence, but at a minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the GM's discretion.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher and use a collar meeting the growing cost as shown in the table below, the duration increases as shown in that table.

Spell Slot Cost Duration Name
3rd 50 GP 1 week Minor Collar of Talking Beast
4th 100 GP 2 weeks Lesser Collar of Talking Beast
5th 150 GP 1 month Collar of Talking Beast
6th 250 GP 3 months Greater Collar of Talking Beast
7th 500 GP 6 months Superior Collar of Talking Beast
8th 1,000 GP 1 year Supreme Collar of Talking Beast
9th 2,000 GP permanent Legendary Collar of Talking Beast

Tame Monster***

9th-level Enchantment (ritual)

Casting Time: 1 minute

Range: Touch

Components: S

Duration: Permanent

You may place a rune on a awake beast or monstrosity of CR 8 or less. Such a creature must make a Wisdom saving throw or become Charmed into being your pet for the duration. If it is hostile to you it has advantage on this save. You may use a bonus action to give instruction to your pet, but it acts on its own initiative and may choose to not follow instructions which place it in severe danger (at GMs discretion).

This Mental Presence rune continuously feeds you the mood of the beast it is on.

Telekinesis*

5th-level Transmutation

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: Concentration, up to 10 minutes

You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.

Creature. You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature's Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is Restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air. On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

Object. You can try to move an object that weighs up to 1,000 pounds. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell. If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature's Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

Telepathic Bond*

5th-level Divination (ritual)

Casting Time: 1 action

Range: 30 feet

Components: V, S, M (pieces of eggshell from two different kinds of creatures)

Duration: 1 hour

You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren't affected by this spell. Until the spell ends, the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can't extend to other planes of existence.

Teleport*

7th-level Conjuration

Casting Time: 1 action

Range: 10 feet

Components: V

Duration: Instantaneous

This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can't be held or carried by an unwilling creature. The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The GM rolls d100 and consults the table.

Familiarity. Permanent circle means a permanent Teleportation Circle whose sigil sequence you know. Associated object means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library, bed linen from a royal suite, or a chunk of marble from a lich's secret tomb. Very familiar is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell. Seen casually is someplace you have seen more than once but with which you aren't very familiar. Viewed once is a place you have seen once, possibly using magic. Description is a place whose location and appearance you know through someone else's description, perhaps from a map. False destination is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists.

On Target. You and your group (or the target object) appear where you want to.

Off Target. You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 × 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. The GM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble.

Similar Area. You and your group (or the target object) wind up in a different area that's visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard's laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane.

Mishap. The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage, and the GM re-rolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).

Familiarity Mishap Similar Area Off Target On Target
Permanent circle - - - 01-100
Associated object - - - 01-100
Very familiar 01-05 06-13 14-24 25-100
Seen casually 01-33 34-43 44-53 54-100
Viewed once 01-43 44-53 54-73 74-100
Description 01-43 44-53 54-73 74-100
False destination 01-50 51-100 - -

Teleportation Circle*

5th-level Conjuration

Casting Time: 1 minute

Range: 10 feet

Components: V, M (rare chalks and inks infused with precious gems worth 50 GP, which the spell consumes)

Duration: 1 round

As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied. Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence-a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the GM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute. You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way.

Test of Fortitude*

Cantrip Divination

Casting Time: 1 minute

Range: Touch

Components: S

Duration: Instantaneous

You place a small rune on a stone object (wall, statue, etc.) learning its threshold damage and current hit points.

Thaumaturgy*

Cantrip Transmutation

Casting Time: 1 action

Range: 30 feet

Components: V

Duration: Up to 1 minute

  • Your voice booms up to three times as loud as normal for 1 minute.
  • You cause flames to flicker, brighten, dim, or change color for 1 minute.
  • You cause harmless tremors in the ground for 1 minute.
  • You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
  • You instantaneously cause an unlocked door or window to fly open or slam shut.
  • You alter the appearance of your eyes for 1 minute.

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:

If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

Thunder Strut***

1st-level Illusion (ritual)

Casting Time: 1 minute

Range: Touch

Components: S

Duration: 1 day

During the reign of King Ferdinand rumors swept the palace faster than at any other time in history. It took him months to track down the culprit, a young boy who had found his way into the hidden passages in the walls and learned to be un-naturally quiet. The penalty for spying on members of the royal family was normally public execution, but Ferdinand could not bear to issue such a penalty against an 8 year old child. At the same time he could not allow such a child to continue to spy on secret counsels. He tasked his resident Runecrafter to make sure that the child's presence was always known. The result was a rune tattooed onto the child that made his footsteps echo loudly.

You may place a rune on a target creature. For the duration, their footsteps echo louder than an angry storm giant (Stealth checks are impossible while walking, running, or traversing by any manner by use of feet including but not limited to skipping, jumping, and hopping).

At Higher Levels: when you cast this rune with a spell slot of 2nd level or higher its duration increases according to the table below.

Spell Slot Duration
2nd 3 days
3rd 1 week
4th 2 weeks
5th 1 month
6th 3 months
7th 6 months
8th 1 year
9th 2 years
10th 5 years
11th 10 years
12th 25 years
13th 50 years
14th 100 years
15th 250 years
16th 500 years
17th 1,000 years
18th 2,500 years

Thunderwave*

1st-level Evocation

Casting Time: 1 action

Range: Self (15-foot cube)

Components: V, S

Duration: Instantaneous

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Time Stop*

9th-level Transmutation

Casting Time: 1 action

Range: Self

Components: V

Duration: Instantaneous

You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal. This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it.

Tiny Hut*

3rd-level Evocation (ritual)

Casting Time: 1 minute

Range: Self (10-foot radius hemisphere)

Components: V, S, M (a small crystal bead)

Duration: 8 hours

A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area. Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.

Tongues*

3rd-level Divination

Casting Time: 1 action

Range: Touch

Components: V, M (a small clay model of a ziggurat)

Duration: 1 hour

This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.

Tracer Rune***

1st-level Divination (ritual)

Casting Time: 1 bonus action

Range: Touch

Components: S, M (a piece of ammunition)

Duration: 1 hour

You may apply a rune to a piece of ammunition. The top of the rune is sticky. If it touches any creature it will transfer to that creature upside down (hence no longer being sticky).

This Mental Presence rune continuously feeds you the direction and distance it is from you.

At Higher Levels: When you cast this rune using a spell slot of 2nd level or higher, the duration increases according to the table below.

Spell Slot Duration
2nd 2 hours
3rd 6 hours
4th 12 hours
5th 1 day
6th 2 days
7th 4 days
8th 1 week
9th 2 weeks
10th 1 month
11th 2 months
12th 6 months
13th 1 year
14th 2 years
15th 5 years
16th 10 years
17th 25 years
18th 50 years

Tranquilizer***

7th-level Enchantment (ritual)

Casting Time: 10 minutes

Range: Touch

Components: S

Duration: 1 hour

You inscribe a 50 foot radius rune on the ground. Any creature of 100 Max hit points or lower who starts her turn within the rune must make a Constitution saving throw or falls Unconscious until the she takes damage, the rune becomes inactive, or someone uses an action to shake or slap her awake. While Unconscious in this way she does not need any food or water. Undead and creatures immune to being Charmed are not affected by this spell.

At Higher Levels: When you inscribe this rune using a spell slot of 8th level or higher the duration and Max Hit Point effected increase according to the following table.

Spell Slot Duration Max Hit Points
8th 3 hours 120
9th 6 hours 140
10th 12 hours 160
11th 1 day 180
12th 3 days 200
13th 1 week 220
14th 2 weeks 240
15th 1 month 260
16th 3 months 280
17th 6 months 300
18th 1 year 320

Transmute Into Water***

1st-level Transmutation

Casting Time: 1 action

Range: Touch

Components: V, S, M (a pinch of sand, which the spell consumes)

Duration: Instantaneous

You can transform one gallon of inert liquid or a liquid with a DC less than 12 into water. This can include common bear, alchemist's fire, and serpent venom.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher you may turn a liquid of 2 higher DC per level above third according to the table below:

Spell Slot DC Possible
2 14
3 16
4 18
5 20
6 22
7 24
8 26
9 28

Transmute Water***

2nd-level Transmutation

Casting Time: 1 action

Range: Touch

Components: V, S, M (a pinch of barley, which the spell consumes)

Duration: Instantaneous

You touch a keg of water which transforms into superior beer.

Small Keg of Superior Beer

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher and provide the required material component, you may choose a different type of liquid to transform the water into according to the table below:

Spell Slot Liquid Type Material Component
3 Assassin's Blood Exotic herbs worth at least 13 GP
3 Alchemist's Fire Ground Demon Horn worth at least 15 GP
3 Small Cask of Common Wine Cluster of grapes worth at least 3 GP
3 Small Keg of Supreme Beer Pinch of fine barley worth at least 5 GP
4 Common Berserker Juice Ground Demon Horn worth at least 75 GP
4 Torpor Exotic herbs worth at least 50 GP
4 Greater Alchemist's Fire Ground Demon Horn worth at least 25 GP
4 Small Cask of Greater Wine Cluster of grapes worth at least 9 GP
4 Small Keg of Common Mead Honey worth at least 25 GP
4 Small Keg of Legendary Beer Pinch of fine barley worth at least 15 GP
5 Greater Berserker Juice Ground Demon Horn worth at least 150 GP
5 Superior Alchemist's Fire Ground Demon Horn worth at least 50 GP
5 Small Cask of Superior Wine Cluster of Grapes worth at least 20 GP
5 Small Keg of Celestial Beer Pinch of fine barley worth at least 25 GP
5 Small Keg of Greater Mead Honey worth at least 50 GP
6 Superior Berserker Juice Ground Demon Horn worth at least 300 GP
6 Truth Serum Exotic herbs worth at least 200 GP
6 Small Cast of Supreme Wine Cluster of grapes worth at least 50 GP
6 Small Keg of Superior Mead Honey worth at least 125 GP
6 Supreme Alchemist's Fire Ground Demon horn worth at least 100 GP
7 Supreme Berserker Juice Ground Balor Horn worth at least 600 GP
7 Midnight Tears Exotic Herbs worth at least 200 GP
7 Legendary Alchemist's Fire Ground Balor Horn worth at least 200 GP
7 Small Cask of Legendary Wine Cluster of grapes worth at least 250 GP
7 Small Keg of Supreme Mead Honey worth at least 250 GP
8 Legendary Berserker Juice Ground Pit Fiend Horn worth at least 1,250 GP
8 Infernal Alchemist's Fire Ground Balor Horn worth at least 400 GP
8 Small Cask of Celestial Wine Cluster of grapes worth at least 500 GP
8 Small Keg of Legendary Mead Honey worth at least 500 GP
9 Infernal Berserker Juice Ground Pit Fiend Horn worth at least 2,500 GP
9 Small Keg of Celestial Mead Honey worth at least 1,250 GP

Note: if the quantity of liquid is different (keg to flask, etc.) then the container magically shrinks as the liquid contracts.

Convenient Links

Level 3

Alchemist's Fire (Flask)

Assassin's Blood (Ingested)

Small Cask of Common Wine

Small Keg of Supreme Beer

Level 4

Common Berserker Juice

Greater Alchemist's Fire (Flask)

Small Cask of Greater Wine

Small Keg of Common Mead

Small Keg of Legendary Beer

Level 5

Greater Berserker Juice

Small Cask of Superior Wine

Small Keg of Celestial Beer

Small Keg of Greater Mead

Superior Alchemist's Fire (Flask)

Torpor (Ingested)

Level 6

Small Cask of Supreme Wine

Small Keg of Superior Mead

Supreme Alchemist's Fire (Flask)

Superior Berserker Juice

Truth Serum (Ingested)

Level 7

Legendary Alchemist's Fire (Flask)

Midnight Tears (Ingested)

Small Cask of Legendary Wine

Small Keg of Supreme Mead

Supreme Berserker Juice

Level 8

Infernal Alchemist's Fire (Flask)

Legendary Berserker Juice

Small Cask of Celestial Wine

Small Keg of Legendary Mead

Level 9

Infernal Berserker Juice

Small Keg of Celestial Mead

Transport via Plants*

6th-level Conjuration

Casting Time: 1 action

Range: 10 feet

Components: V, S

Duration: 1 round

This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration, any creature can step into the target plant and exit from the destination plant by using 5 feet of movement.

Tree Guidance***

Cantrip Transmutation

Casting Time: 1 hour

Range: Touch

Components: S

Duration: 3 days

Bows must be made from branches in just the right shape and size. Unfortunately, trees rarely accommodate such requirements in nature.

You may place a rune on a branch to direct the direction of its growth for the duration. While under such guidance, the branch tends to grow twice as fast, yet have a slightly more durable tone to it.

This spell's duration increases by 3 days when you reach 5th level (6 days), 11th level (9 days), and 17th level (12 days).

Tree Stride*

5th-level Conjuration

Casting Time: 1 action

Range: Self

Components: V, S

Duration: Concentration, up to 1 minute

You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered. You can use this transportation ability once per round for the duration. You must end each turn outside a tree.

True Polymorph*

9th-level Transmutation

Casting Time: 1 action

Range: 30 feet

Components: V, S, M (a drop of mercury, a dollop of gum arabic, and a wisp of smoke)

Duration: Concentration, up to 1 hour

Choose one creature or nonmagical object that you can see within range. You transform the creature into a different creature, the creature into an object, or the object into a creature (the object must be neither worn nor carried by another creature). The transformation lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full duration, the transformation lasts until it is dispelled. This spell has no effect on a shapechanger or a creature with 0 hit points. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn't affected by this spell.

Creature into Creature. If you turn a creature into another kind of creature, the new form can be any kind you choose whose challenge rating is equal to or less than the target's (or its level, if the target doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the new form. It retains its alignment and personality. The target assumes the hit points of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked Unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech, unless its new form is capable of such actions. The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.

Object into Creature. You can turn an object into any kind of creature, as long as the creature's size is no larger than the object's size and the creature's challenge rating is 9 or lower. The creature is friendly to you and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The GM has the creature's statistics and resolves all of its actions and movement. If the spell becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have treated it.

Creature into Object. If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form. The creature's statistics become those of the object, and the creature has no memory of time spent in this form, after the spell ends and it returns to its normal form.

True Resurrection*

9th-level Necromancy

Casting Time: 1 hour

Range: Touch

Components: V, S, M (a sprinkle of holy water and diamonds worth at least 25,000 GP, which the spell consumes)

Duration: Instantaneous

You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature's soul is free and willing, the creature is restored to life with all its hit points. This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. The spell can even provide a new body if the original no longer exists, in which case you must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you.

True Seeing*

6th-level Divination

Casting Time: 1 action

Range: Touch

Components: V, S, M (an ointment for the eyes that costs 25 GP; is made from mushroom powder, saffron, and fat; and is consumed by the spell)

Duration: 1 hour

This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has Truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.

True Strike*

Cantrip Divination

Casting Time: 1 action

Range: 30 feet

Components: S

Duration: Concentration, up to 1 round

Syrinscape: True Attack - Wizard Spells E

You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.

Uncut-able Rope***

1st-level Abjuration (ritual)

Casting Time: 1 hour

Range: Touch

Components: S

Duration: 1 day

What is worse than having your boarding line cut while you swing over to another ship and being dropped in the drink? Having your rope cut while swinging onto another flying ship.

A rope with this rune is immune to physical damage from all but adamantine weapons. Further, it takes twice as long as normal to burn through this rope.

At Higher Levels: When you cast this rune using a spell slot of 2nd level or higher, the duration increases to the appropriate value in the table below.

Spell Slot Duration
2nd 3 days
3rd 1 week
4th 2 weeks
5th 1 month
6th 3 months
7th 6 months
8th 1 year
9th 2 years
10th 5 years
11th 10 years
12th 25 years
13th 50 years
14th 100 years
15th 250 years
16th 500 years
17th 1,000 years
18th 2,500 years

Unseen Servant*

1st-level Conjuration (ritual)

Casting Time: 1 action

Range: 60 feet

Components: V, S, M (a piece of string and a bit of wood)

Duration: 1 hour

This spell creates an Invisible, mindless, shapeless force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends. Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.

Vampiric Touch*

3rd-level Necromancy

Casting Time: 1 action

Range: Self

Components: V, S

Duration: Concentration, up to 1 minute

The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Vector Mirror***

4th-level Abjuration

Casting Time: 1 reaction

Range: 10 feet

Components: V

Duration: 1 round

You create a mirror up to 20 feet tall and up to 20 feet wide. Any spell of fourth level or lower that hits it, reflects off of it based on the angle of hitting (straight on to straight back, if at an angle, then off at the same angle just like with a mirror). The spell continues along the new line until it either runs out of spell range or until it hits someone/thing at which point it triggers.

The mirror dissipates at the beginning of your turn.

If the mirror is hit with a spell of 5th level or higher, make an ability check with your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell reflects as normal, on a failure the mirror dissipates allowing the spell to pass unaffected.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the incoming spell reflects if its level is less than or equal to the level of the spell slot you used.

A big thank you to Levi Foxend for this idea

Vicious Mockery*

Cantrip Enchantment

Casting Time: 1 action

Range: 60 feet

Components: V

Duration: Instantaneous

Ideas for Good Insults

Table: Incarnate - Foundation - Random - Insult

Story Template: 100 Insults

You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Wall of Fire*

4th-level Evocation

Casting Time: 1 action

Range: 120 feet

Components: V, S, M (a small piece of phosphorus)

Duration: Concentration, up to 1 minute

You create a Wall of Fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save. One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

Wall of Force*

5th-level Evocation

Casting Time: 1 action

Range: 120 feet

Components: V, S, M (a pinch of powder made by crushing a clear gemstone)

Duration: Concentration, up to 10 minutes

An Invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side). Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by Dispel Magic. A Disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.

Wall of Ice*

6th-level Evocation

Casting Time: 1 action

Range: 120 feet

Components: V, S, M (a small piece of quartz)

Duration: Concentration, up to 10 minutes

You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration. If the wall cuts through a creature's space when it appears, the creature within its area is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save, the creature takes 10d6 cold damage, or half as much damage on a successful save. The wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Constitution saving throw. That creature takes 5d6 cold damage on a failed save, or half as much damage on a successful one.

At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the damage the wall deals when it appears increases by 2d6, and the damage from passing through the sheet of frigid air increases by 1d6, for each slot level above 6th.

Wall of Stone*

5th-level Evocation

Casting Time: 1 action

Range: 120 feet

Components: V, S, M (a small block of granite)

Duration: Concentration, up to 10 minutes

A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot- by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall. The wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp. If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenelations, battlements, and so on. The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the GM's discretion. If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall disappears when the spell ends.

Wall of Thorns*

6th-level Conjuration

Casting Time: 1 action

Range: 120 feet

Components: V, S, M (a handful of thorns)

Duration: Concentration, up to 10 minutes

You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 7d8 piercing damage, or half as much damage on a successful save. A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a Dexterity saving throw. It takes 7d8 slashing damage on a failed save, or half as much damage on a successful one.

At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, both types of damage increase by 1d8 for each slot level above 6th.

Warding Bond*

2nd-level Abjuration

Casting Time: 1 action

Range: Touch

Components: V, S, M (a pair of platinum rings worth at least 50 GP each, which you and the target must wear for the duration)

Duration: 1 hour

This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage. The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.

Water Breathing*

3rd-level Transmutation (ritual)

Casting Time: 1 action

Range: 30 feet

Components: V, S, M (a short reed or piece of straw)

Duration: 24 hours

This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.

Water Walk*

3rd-level Transmutation (ritual)

Casting Time: 1 action

Range: 30 feet

Components: V, S, M (a piece of cork)

Duration: 1 hour

This spell grants the ability to move across any liquid surface-such as water, acid, mud, snow, quicksand, or lava-as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration. If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.

Web*

2nd-level Conjuration

Casting Time: 1 action

Range: 60 feet

Components: V, S, M (a bit of spiderweb)

Duration: Concentration, up to 1 hour

You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area. If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet. Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is Restrained as long as it remains in the webs or until it breaks free. A creature Restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer Restrained. The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.

Weird*

9th-level Illusion

Casting Time: 1 action

Range: 120 feet

Components: V, S

Duration: Concentration, up to 1 minute

Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them. Each creature in a 30-foot-radius sphere centered on a point of your choice within range must make a Wisdom saving throw. On a failed save, a creature becomes Frightened for the duration. The illusion calls on the creature's deepest fears, manifesting its worst nightmares as an implacable threat. At the end of each of the Frightened creature's turns, it must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends for that creature.

Wind Walk*

6th-level Transmutation

Casting Time: 1 minute

Range: 30 feet

Components: V, S, M (fire and holy water)

Duration: 8 hours

You and up to ten willing creatures you can see within range assume a gaseous form for the duration, appearing as wisps of cloud. While in this cloud form, a creature has a flying speed of 300 feet and has resistance to damage from nonmagical weapons. The only actions a creature can take in this form are the Dash action or to revert to its normal form. Reverting takes 1 minute, during which time a creature is Incapacitated and can't move. Until the spell ends, a creature can revert to cloud form, which also requires the 1-minute transformation. If a creature is in cloud form and flying when the effect ends, the creature descends 60 feet per round for 1 minute until it lands, which it does safely. If it can't land after 1 minute, the creature falls the remaining distance.

Wind Wall*

3rd-level Evocation

Casting Time: 1 action

Range: 120 feet

Components: V, S, M (a tiny fan and a feather of exotic origin)

Duration: Concentration, up to 1 minute

A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration. When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can't pass through it.

Wish*

9th-level Conjuration

Casting Time: 1 action

Range: Self

Components: V

Duration: Instantaneous

Wish is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires. The basic use of this spell is to duplicate any other spell of 8th level or lower. You don't need to meet any requirements in that spell, including costly components. The spell simply takes effect. Alternatively, you can create one of the following effects of your choice:

  • You create one object of up to 25,000 GP in value that isn't a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space you can see on the ground.
  • You allow up to twenty creatures that you can see to regain all hit points, and you end all effects on them described in the Greater Restoration spell.
  • You grant up to ten creatures that you can see resistance to a damage type you choose.
  • You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours. For instance, you could make yourself and all your companions immune to a lich's life drain attack.
  • You undo a single recent event by forcing a re-roll of any roll made within the last round (including your last turn).

Reality reshapes itself to accommodate the new result. For example, a wish spell could undo an opponent's successful save, a foe's critical hit, or a friend's failed save. You can force the re-roll to be made with advantage or disadvantage, and you can choose whether to use the re-roll or the original roll. You might be able to achieve something beyond the scope of the above examples. State your wish to the GM as precisely as possible. The GM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a legendary magic item or artifact might instantly transport you to the presence of the item's current owner. The stress of casting this spell to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a long rest, you take 1d10 necrotic damage per level of that spell. This damage can't be reduced or prevented in any way. In addition, your Strength drops to 3, if it isn't 3 or lower already, for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast wish ever again if you suffer this stress.

Word of Recall*

6th-level Conjuration

Casting Time: 1 action

Range: 5 feet

Components: V

Duration: Instantaneous

You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect. You must designate a sanctuary by casting this spell within a location, such as a temple, dedicated to or strongly linked to your deity. If you attempt to cast the spell in this manner in an area that isn't dedicated to your deity, the spell has no effect.

Zone of Truth*

2nd-level Enchantment

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: 10 minutes

You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw. An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.

Tables

If player's are only limited by their imagination, then they can go anywhere and attempt anything. Now it is up to us, the GMs to somehow pull a rabbit out of a hat and have a world mysteriously spawn in front of them. With these tables that is possible. Please note, that these nested tables are designed for automated calling by Virtual Table Tops, however you can use your own dice if you have a deep love for dice.

Table Table of Contents

Backgrounds

Linguistic Name Generator

Name Generator

Race

Speech

Spells

SRD Tables

Backgrounds

Backgrounds Table of Contents

Acrobat - Specialty

Acrobat - Traits

Adventurer - Load Superpower

Adventurer - Party Role

Adventurer - Start

Adventurer - Traits

Anchorite - Traits

Antiquarian - Traits

Apothecary - Traits

Artisan's Tools

Artist - Traits

Assassin - Association with the Guild

Assassin - Current Assignment

Assassin - Traits

Barmaid - Employment

Barmaid - Traits

Battlesmith - Traits

Beggar - Friends

Beggar - Traits

Blacksmith - Specialties

Blacksmith - Traits

Captain - Traits

Chef - Brigade de Cuisine

Chef - Traits

City Guard - Specialty

City Guard - Traits

Cleric - Specialty

Cleric - Traits

Cobbler - Traits

Craftsman - Specialty

Craftsman - Specialty - Tools

Craftsman - Traits

Criminal - Specialization

Criminal - Traits

Curator - Traits

Demon Hunter - Traits

Detective - Traits

Doctor - Specialties

Doctor - Traits

Family Heirlooms

Farmer - Specialization

Farmer - Traits

Fiefless Lord - Reasons Land was Lost

Fiefless Lord - Traits

Firstmate - Traits

Fletcher - Specialties

Fletcher - Traits

Gambler - Traits

Government Liaison - Hidden Ace

Government Liaison - Traits

Groom - Specialty

Groom - Traits

Headhunter - Traits

Hooded Figure - Past

Hooded Figure - Traits

Horse Trainer - Specialty

Horse Trainer - Traits

Judge - Specialty

Judge - Traits

King - Traits

King in Disguise - Reasons for exile

King in Disguise - Traits

King in Disguise - What are you seeking?

King in Disguise - Why Disguised

Librarian - Traits

Mayor - Traits

Medical Book - Field

Mercenary - Traits

Merchant - Traits

Merchant - Wares

Messenger - Traits

Military Instructor - Traits

Miller - Traits

Monastic - Traits

Noble Guard - Traits

Priest - Specialty

Priest - Traits

Prince - Traits

Professor - Specialty

Professor - Traits

Proof of First Contract

Prospector - Traits

Quartermaster - Traits

Rabbi - Traits

Random - Background

Random - Bond

Random - Family Member

Random - Flaw

Random - Ideal

Random - Personality

Random - Trinket

Random Trophy

SeaDog - Traits

Seamstress - Specialty

Seamstress - Traits

Skill Level

Spy - Mission

Spy - Traits

Stable Boy - Specialty

Stable Boy - Traits

Student of Magic - Traits

Tavern Owner - Specialty

Tavern Owner - Traits

Teacher - Traits

Tribesman - Traits

Urban Vigilante - Origin

Urban Vigilante - Traits

Waterfall Monk - Traits

Wealth Level

Incarnate - Expansion - Acrobat - Features

Incarnate - Expansion - Adventurer - Features

Incarnate - Expansion - Anchorite - Features

Incarnate - Expansion - Antiquarian - Features

Incarnate - Expansion - Apothecary - Features

Incarnate - Expansion - Artist - Features

Incarnate - Expansion - Assassin - Features

Incarnate - Expansion - Barmaid - Features

Incarnate - Expansion - Battlesmith - Features

Incarnate - Expansion - Beggar - Features

Incarnate - Expansion - Blacksmith - Features

Incarnate - Expansion - Captain - Features

Incarnate - Expansion - Chef - Features

Incarnate - Expansion - City Guard - Features

Incarnate - Expansion - Cleric - Features

Incarnate - Expansion - Cobbler - Features

Incarnate - Expansion - Craftsman - Features

Incarnate - Expansion - Criminal - Features

Incarnate - Expansion - Curator - Features

Incarnate - Expansion - Demon Hunter - Features

Incarnate - Expansion - Detective - Features

Incarnate - Expansion - Doctor - Features

Incarnate - Expansion - Farmer - Features

Incarnate - Expansion - Fiefless Lord - Features

Incarnate - Expansion - Firstmate - Features

Incarnate - Expansion - Fletcher - Features

Incarnate - Expansion - Gambler - Features

Incarnate - Expansion - Government Liaison - Features

Incarnate - Expansion - Groom - Features

Incarnate - Expansion - Headhunter - Features

Incarnate - Expansion - Hooded Figure - Features

Incarnate - Expansion - Horse Trainer - Features

Incarnate - Expansion - Judge - Features

Incarnate - Expansion - King - Features

Incarnate - Expansion - King in Disguise - Features

Incarnate - Expansion - Librarian - Features

Incarnate - Expansion - Mayor - Features

Incarnate - Expansion - Mercenary - Features

Incarnate - Expansion - Merchant - Features

Incarnate - Expansion - Messenger - Features

Incarnate - Expansion - Military Instructor - Features

Incarnate - Expansion - Miller - Features

Incarnate - Expansion - Monastic - Features

Incarnate - Expansion - Noble Guard - Features

Incarnate - Expansion - Priest - Features

Incarnate - Expansion - Prince - Features

Incarnate - Expansion - Professor - Features

Incarnate - Expansion - Prospector - Features

Incarnate - Expansion - Quartermaster - Features

Incarnate - Expansion - Rabbi - Features

Incarnate - Expansion - SeaDog - Features

Incarnate - Expansion - Seamstress - Features

Incarnate - Expansion - Spy - Features

Incarnate - Expansion - Stable Boy - Features

Incarnate - Expansion - Student of Magic - Features

Incarnate - Expansion - Tavern Owner - Features

Incarnate - Expansion - Teacher - Features

Incarnate - Expansion - Tribesman - Features

Incarnate - Expansion - Urban Vigilante - Features

Incarnate - Expansion - Waterfall Monk - Features

Acrobat - Specialty

Roll
1

Tight Rope

2

Tumbling

3

Trapeze

4

High Dive

5

Unicycle

6

Knife Throwing

Acrobat - Traits

Specialty: [Acrobat - Specialty]

Personality: [Acrobat - Personality]

Ideal: [Acrobat - Ideal]

Bond: [Acrobat - Bond]

Flaw: [Acrobat - Flaw]

Skill Level: [Skill Level]

Adventurer - Load Superpower

Roll
1

For some reason you understand dragons and the draconic language better than they understand themselves. When negotiating with a dragon you have a +20 to all rolls. Under your direction the parties hits against dragons are always critical hits (guaranteed hit with rolling double damage dice).

2

For some reason you understand giants and the giant language better than they understand themselves. When negotiating with a giant you have a +20 to all rolls. Under your direction the parties hits against giants are always critical hits (guaranteed hit with rolling double damage dice).

3

For some reason you understand orcs and the orc language better than they understand themselves. When negotiating with a orc you have a +20 to all rolls. Under your direction the parties hits against orcs are always critical hits (guaranteed hit with rolling double damage dice).

4

A king has hired you to keep his idiot nephew out of the kingdom and out of trouble at the rate of 1,000 GP per month. If you want to get rid of this idiot nephew you have to either find a replacement escort or pay a penalty of either 6,000 GP or everything the king has paid you already, whichever is higher.

5

You discovered the secret of earth bending, unfortunately the secret dropped your intelligence to the same level as the material... to spell it out for you, you are as dumb as a rock. That means that your intelligence and wisdom are both now 1.

6

You have a radar that detects adventurers and will follow them wherever they go. No matter how they try to elude you, you will find them again... at the worst moment possible. Your aunt is a powerful magician who sealed an Amulet of Dragon Summoning to you so that it cannot be removed. Woe to anyone nearby if you die.

Adventurer - Party Role

Roll
1-2

The Brains

3-4

The Muscle

5-6

The Professional

7-8

The Sneak

Adventurer - Start

Roll
1

Your parents were adventurers.

2

You were rescued by a group of adventurers who then raised you.

3

You being an adventurer is a respectable profession in your homeland.

4

You ran away at a young age to become an adventurer.

5

You grew up in an adventurers guild hall.

6

You're just starting out new and fresh to the profession.

Adventurer - Traits

Roll
1-19

Start: [Adventurer - Start]

Party Role: [Adventurer - Party Role]

Personality: [Adventurer - Personality]

[Adventurer - Personality]

Ideal: [Adventurer - Ideal]

Bond: [Adventurer - Bond]

Flaw: [Adventurer - Flaw]

20

Start: [Adventurer - Start]

Party Role: Load

Load Superpower: [Adventurer - Load Superpower]

Personality: [Adventurer - Personality]

Ideal: [Adventurer - Ideal]

Bond: [Adventurer - Bond]

Flaw: [Adventurer - Flaw]

Anchorite - Traits

Personality: [Anchorite - Personality]

Bond: [Anchorite - Bond]

Ideal: [Anchorite - Ideal]

Flaw: [Anchorite - Flaw]

Antiquarian - Traits

Personality: [Antiquarian - Personality]

Ideal: [Antiquarian - Ideal]

Bond: [Antiquarian - Bond]

Flaw: [Antiquarian - Flaw]

Apothecary - Traits

Personality : [Apothecary - Personality]

Ideal: [Apothecary - Ideal]

Bond: [Apothecary - Bond]

Flaw: [Apothecary - Flaw]

Skill Level: [Skill Level]

Artisan's Tools

Roll
1

Alchemist's Supplies

2

Brewer's Supplies

3

Calligrapher's Supplies

4

Candle Maker's Tools

5

Carpenter's Tools

6

Cartographer's Tools

7

Clockmaker's Kit

8

Cobbler's Tools

9

Cook's Utensils

10

Doctor's Tools

11

Glassblower's Tools

12

Herbalism Kit

13

Jeweler's Tools

14

Leatherworker's Tools

15

Mason's Tools

16

Navigator's Tools

17

Painter's Supplies

18

Poisoner's Kit

19

Potter's Tools

20

Smith's Tools

21

Thieves' Tools

22

Tinker's Tools

23

Weaver's Tools

24

Woodcarver's Tools

Artist - Traits

Personality: [Artist - Personality]

Ideal: [Artist - Ideal]

Bond: [Artist - Bond]

Flaw: [Artist - Flaw]

Skill Level: [Skill Level]

Assassin - Association with the Guild

Roll
1-2

On leave for a personal hit.

3-8

On a sanctioned assignment.

9

Running from your organization.

10

Infiltrating the organization.

Assassin - Current Assignment

Roll
1-3

Kill a party member.

4

Kill a king.

5-6

Kill a merchant.

7-9

Kill a rebel leader.

10-11

Kill a member of another organization.

12

Kill the leader of another organization.

7

Guard a location.

Assassin - Traits

You are currently [Assassin - Association with the Guild]

Your current target is to [Assassin - Current Assignment]

Personality: [Assassin - Personality]

Ideal: [Assassin - Ideal]

Bond: [Assassin - Bond]

Flaw: [Assassin - Flaw]

Barmaid - Employment

Roll
1

You worked in a Tavern, where you met many travelers, and probably picked up another language and performed many songs.

2

You worked in a Speakeasy, where you found that a knack for deception was a necessary job skill.

3

You worked in a Saloon, were you had to learn how to handle animals

4

You worked in a Village Pub, where some of the locals taught you how to use the tools of their trade

Barmaid - Traits

Employment: [Barmaid - Employment]

Personality: [Barmaid - Personality]

Ideal: [Barmaid - Ideal]

Bond: [Barmaid - Bond]

Flaw: [Barmaid - Flaw]

Battlesmith - Traits

Personality: [Battlesmith - Personality]

Ideal: [Battlesmith - Ideal]

Bond: [Battlesmith - Bond]

Flaw: [Battlesmith - Flaw]

Beggar - Friends

Roll
1-40

You are friends with no one important.

41

You are the King's lazy bum of a younger brother.

42-43

You are friends with the chief of Police/Law Enforcement.

44

A local merchant.

45-46

You are friends with wild animals, specifically: a CR 00 beast

Beggar - Traits

Friends: [Beggar - Friends]

Personality: [Beggar - Personality]

Ideal: [Beggar - Ideal]

Bond: [Beggar - Bond]

Flaw: [Beggar - Flaw]

Blacksmith - Specialties

Roll
1-3

Battleaxe

4-6

Club

7-9

Dagger

10-14

Flail

15-20

Glaive

21-22

Greataxe

23-24

Greatsword

25-28

Halberd

29-32

Handaxe

33-36

Javelin

37-40

Lance

41-44

Light Hammer

45-50

Longsword

51-54

Mace

55-58

Maul

59-62

Pike

63-68

Rapier

69-74

Scimitar

75-80

Shortsword

81-84

Sickle

85-88

Spear

89-92

Trident

93-96

War Pick

97-100

Warhammer

Blacksmith - Traits

You have specialized in making: [Blacksmith - Specialties]

Your skill level is: [Skill Level]

Personality: [Blacksmith - Personality]

Ideal: [Blacksmith - Ideal]

Bond: [Blacksmith - Bond]

Flaw: [Blacksmith - Flaw]

Captain - Traits

Personality: [Captain - Personality]

Ideal: [Captain - Ideal]

Bond: [Captain - Bond]

Flaw: [Captain - Flaw]

Chef - Brigade de Cuisine

Roll
1

Chef de Cuisine or Sous Chef, Manages the kitchen and its staff. The Chef de Cuisine is typically authorized to write and alter the menu, while a sous chef is just a manager.

2

Chef de Partie, Manages a portion of the kitchen staff if the team is very large. Examples include Rôtisseur (roast cook), Entremetier (entrée preparer), and Pâtissier (pastry cook). If they do the work themselves, they are called a demi-chef.

3

Cuisinier, An cook in an independent position which requires no team or division of oversight, so are generally superior to cuisiniers de parti, but subordinate to all chefs. Examples include, Saucier (saucemaker), Poissonnier (fishcook), Boucher (butcher), and Communard (Kitchen staff meal cook).

4

Cuisinier de Parti, A subordinate to a chef in a particular area of the kitchen. The Grillardin (grill cook) and Friturier (fry cook) answer to the Rôtisseur. The Potager (soup cook) and Legumier (vegetable cook) answer to the Entremetier. The Confiseur (candy maker), Glacier (frozen desert maker), Décorateur (desert decorator), and Boulanger (baker) answer to the Pâtissier.

5

Apprentice or Commis, Generally an assistant, they look after the cooking equipment, not the food. A successful apprentice becomes a commis, who eventually takes on higher responsibilities.

6

Kitchen Staff, These positions deal with other tasks around the kitchen, and include the Garde Manger (pantry supervisor), Aboyeur (announcer/expediter), Tournant (spare hand/roundsman), Garçon de cuisine (kitchen boy), and Plongeur/Marmiton or Porter (dish/pot washer). All of these positions are known to be enlisted to do basic/menial food preparation.

Chef - Traits

Brigade de Cuisine: [Chef - Brigade de Cuisine]

Personality: [Chef - Personality]

Ideal: [Chef - Ideal]

Bond: [Chef - Bond]

Flaw: [Chef - Flaw]

City Guard - Specialty

Roll
1

Wall Watchman

2

Gate Guard

3

Palace Guard

4

Street Patrol

5

Guard Officer

6

Dungeon Warden

City Guard - Traits

Specialty: [City Guard - Specialty]

Personality: [City Guard - Personality]

Ideal: [City Guard - Ideal]

Bond: [City Guard - Bond]

Flaw: [City Guard - Flaw]

Cleric - Specialty

Roll
1

exorcisms

2

marriages

3

funerals

4

healing

5

underhanded compliments

6

misinformation

Cleric - Traits

Personality: [Cleric - Personality]

Ideal: [Cleric - Ideal]

Bond: [Cleric - Bond]

Flaw: [Cleric - Flaw]

Cobbler - Traits

Personality: [Cobbler - Personality]

Ideal: [Cobbler - Ideal]

Bond: [Cobbler - Bond]

Flaw: [Cobbler - Flaw]

Craftsman - Specialty

Roll
1

clockmaker

2

silversmith

3

toymaker

4

wagon maker

5

barrel maker

6

candle maker

Craftsman - Specialty - Tools

Roll
1

clockmaker

Clockmaker's Kit

2

silversmith

Jeweler's Tools

3

toymaker

Clockmaker's Kit

4

wagon maker

Woodcarver's Tools

5

barrel maker

Woodcarver's Tools

6

candle maker

Candle Maker's Tools

Craftsman - Traits

Specialty: [Craftsman - Specialty]

Personality: [Craftsman - Personality]

Ideal: [Craftsman - Ideal]

Bond: [Craftsman - Bond]

Flaw: [Craftsman - Flaw]

Skill Level: [Skill Level]

Criminal - Specialization

Roll
1

Bounty Hunter

2

Trickster

3

Burglar

4

Cut-purse

5

Enforcer

6

Thug

7

Racketeers

8

Scout

9

Fence

10

Smuggler

Criminal - Traits

Specialization: [Criminal - Specialization]

Personality: [Criminal - Personality]

Ideal: [Criminal - Ideal]

Bond: [Criminal - Bond]

Flaw: [Criminal - Flaw]

Curator - Traits

Personality: [Curator - Personality]

Ideal: [Curator - Ideal]

Bond: [Curator - Bond]

Flaw: [Curator - Flaw]

Demon Hunter - Traits

Personality: [Demon Hunter - Personality] Ideal: [Demon Hunter - Ideal] Bond: [Demon Hunter - Bond] Flaw: [Demon Hunter - Flaw]

Detective - Traits

Personality: [Detective - Personality]

Ideal: [Detective - Ideal]

Bond: [Detective - Bond]

Flaw: [Detective - Flaw]

Doctor - Specialties

Roll
1

Diagnostics

2

Apothecary

3

Surgery

4

Bone Setting

5

Therapy

6

Research

Doctor - Traits

Specialties: [Doctor - Specialties]

Personality: [Doctor - Personality]

Bond: [Doctor - Bond]

Ideal: [Doctor - Ideal]

Flaw: [Doctor - Flaw]

Family Heirlooms

Roll
1

mother's locket

2

father's ring

3

mother's broach

4

letter written by great grandfather

Farmer - Specialization

Roll
1

Rancher. You raised animals for slaughter most likely for food, but also for leather, furs, and other useful materials.

2

Grazer. You harvested goods produced by animals such as milk, eggs, feathers, or wool.

3

Stock-man. You bred animals to sell for work or as pets such as guard dogs, racing horses, and griffins.

4

Peasant. You harvested edible or useful plants such as wheat, corn crops, or apples at an orchard.

5

Forester. You grew trees for ornament or construction such as trees grown for bows, boat masts, or buildings.

6

Silk. You raised silk worms or another exotic animal, and harvested their silk.

Farmer - Traits

Specialization: [Farmer - Specialization]

Personality: [Farmer - Personality]

Ideal: [Farmer - Ideal]

Bond: [Farmer - Bond]

Flaw: [Farmer - Flaw]

Fiefless Lord - Reasons Land was Lost

Roll
1

a dragon attacked.

2

a volcano erupted.

3

an assassin guild killed everyone.

4

goblins pillaged the land.

5

plague killed off your crops and animals.

6

your uncle gambled too much.

8

a giant mudslide buried your estates.

7

someone stole the dead to your land.

Fiefless Lord - Traits

You lost your village when [Fiefless Lord - Reasons Land was Lost]

Personality: [Fiefless Lord - Personality]

Ideal: [Fiefless Lord - Ideal]

Bond: [Fiefless Lord - Bond]

Flaw: [Fiefless Lord - Flaw]

Firstmate - Traits

Personality: [Firstmate - Personality]

Ideal: [Firstmate - Ideal]

Bond: [Firstmate - Bond]

Flaw: [Firstmate - Flaw]

Fletcher - Specialties

Roll
1

[Random - Martial Ranged Weapon]

2

[Random - Simple Ranged Weapon]

Fletcher - Traits

You have specialized in making: [Fletcher - Specialties]

You have the skill level of: [Skill Level]

Personality: [Fletcher - Personality]

Ideal: [Fletcher - Ideal]

Bond: [Fletcher - Bond]

Flaw: [Fletcher - Flaw]

Gambler - Traits

Personality: [Gambler - Personality]

Ideal: [Gambler - Ideal]

Bond: [Gambler - Bond]

Flaw: [Gambler - Flaw]

Government Liaison - Hidden Ace

Roll
1

My brother is the leader of the Purple Platypus Party.

2

Everyone who has signed a peace document in the past has agreed to enforce all of the peace documents signed. To break the peace means to earn the ire of some of the most vicious people in the world.

3

I'm a master at stealth and poisons. Disputing leaders have a habit of mysteriously dying when I come to town, allowing me to work with the seconds, or thirds, or however many it takes.

4

I saved a Faerie Dragon's life years ago. This violate dragon has a tendency to breath euphoric gas into our meetings to ease negotiations. It also places suggestions in the minds of those I'm working with.

5

I am Chairman of the Tradesman's Guilds. To make me mad is to be cut off from all of the working class in the area. Once I've declared you anathema, no one will sell you food, clothes, lodging, pottery, etc.

6

I'm the King's Son. If you don't work with me... you will work with the Royal Army.

These Hidden Aces are high level aces. If a human player chooses to play as a Government Liaison the GM should scale one of these down to a level 1 value. For example... 1) your brother is a new recruit in the PPP. 2) No one has signed yet... but the more you get to sign the more powerful your network will be.

Government Liaison - Traits

Personality: [Government Liaison - Personality]

Ideal: [Government Liaison - Ideal]

Bond: [Government Liaison - Bond]

Flaw: [Government Liaison - Flaw]

Groom - Specialty

I have excelled when working with [Random - Transport - Animal]

Groom - Traits

Specialty: [Groom - Specialty]

Personality: [Groom - Personality]

Ideal: [Groom - Ideal]

Bond: [Groom - Bond]

Flaw: [Groom - Flaw]

Headhunter - Traits

Personality: [Headhunter - Personality]

Ideal: [Headhunter - Ideal]

Bond: [Headhunter - Bond]

Flaw: [Headhunter - Flaw]

Hooded Figure - Past

Roll
1

Cultist. You were a cultist in the past, worshiping some terrible demon, god, or being.

2

Assassin. You are a reformed assassin, and took out targets for monetary gain.

3

Mercenary. You were a mercenary, fighting for whichever side had the most money.

4

Summoner. You had attempted-or succeeded-in summoning dark beings, and might even be trying to hunt them down.

5

False Criminal. Despite never having commit crimes before, you were convicted or accused of a crime you had no part in.

6

Shamed Murderer. You had killed somebody you had no intention of killing, and now are hiding because of it.

Hooded Figure - Traits

Past: [Hooded Figure - Past]

Personality: [Hooded Figure - Personality]

Ideal: [Hooded Figure - Ideal]

Bond: [Hooded Figure - Bond]

Flaw: [Hooded Figure - Flaw]

Horse Trainer - Specialty

Roll
1

training mounts to be calm in combat

2

training mounts to do tricks

3

training aerial mounts

4

training mounts for night maneuvers

5

training mounts for speed

6

training mounts for endurance

Horse Trainer - Traits

Specialty: [Horse Trainer - Specialty]

Personality: [Horse Trainer - Personality]

Ideal: [Horse Trainer - Ideal]

Bond: [Horse Trainer - Bond]

Flaw: [Horse Trainer - Flaw]

Judge - Specialty

Roll
1-7

land disputes

8-9

murder

10-16

commerce

17

guild negotiations

18-19

family issues

20

appeals

Judge - Traits

Specialty: [Judge - Specialty]

Personality: [Judge - Personality]

Ideal: [Judge - Ideal]

Bond: [Judge - Bond]

Flaw: [Judge - Flaw]

King - Traits

Personality: [King - Personality]

Ideal: [King - Ideal]

Bond: [King - Bond]

Flaw: [King - Flaw]

King in Disguise - Reasons for exile

Roll
1-2

Everything was all about you. You had the great life. Sure you subjects worked hard and had little to eat, but that is no reason for them to have kicked you out!

3-4

You got trapped in political maneuvering and framed for gross negligence by your closest advisor.

5-6

Your son took up with despicable youth. They convinced him that his time had come and he needed to be rid of you. You barely escaped before the revolution.

7-8

An enemy army invaded your land and overwhelmed your defenses. You were able to get some of your subjects out but are ashamed you could not save them all. You decided it was best to fade into obscurity.

King in Disguise - Traits

Roll
1-2

Why were you Exiled: [King in Disguise - Reasons for exile]

Personality: [King in Disguise - Personality]

Ideal: [King in Disguise - Ideal]

Bond: [King in Disguise - Bond]

Flaw: [King in Disguise - Flaw]

3-4

What are you seeking?: [King in Disguise - What are you seeking?]

Personality: [King in Disguise - Personality]

Ideal: [King in Disguise - Ideal]

Bond: [King in Disguise - Bond]

Flaw: [King in Disguise - Flaw]

King in Disguise - What are you seeking?

Roll
1-2

Magical medicine. Your son, your heir, has been cursed by a terrible magical disease. No one in your kingdom could find a cure. You sent out adventurers to find a cure, but none have them have found anything. You finally turned to that annoying prophet who claims to speak for the true God. That man Teman had the nerve to say that only you would be able to find the cure, and only if you humbled yourself and went in secret! It sounds absurd, but nothing else has worked and somehow this man is always right so you have to try it.

3-4

Adventure! They cannot expect you to stay cooped up in that stale old castle. You will return in a bit to catch up on work, but for now the horizon calls to you and you are off to see it.

5-6

An Army. After your land was invaded you need an army, but if you reveal yourself too seen your enemies will try to finish the job.

7-8

A wife. You are sick with all the ladies parading around you trying to impress you. You have entrusted your kingdom to your closest advisor and gone seeking a woman who will love you for who you are not the title you bear.

9-10

You are the rightful heir. You were raised to the throne, but to many doubt you have what it takes to unite such a fragmented country. You have but one option, you must seek out the Hall of Testing. Somewhere out there is a place where your great ancestor left his great legacy. It is rumored to be protected by magic so strong that no one can force their way in, and it will only open to one of noble blood and noble heart. If you can find it and prove yourself worthy then you should be able to return to your country with your ancestor's great power and they will have to stop their infighting and begin to work together.

King in Disguise - Why Disguised

Roll
1

[King in Disguise - Reasons for exile]

2

[King in Disguise - What are you seeking?]

Librarian - Traits

Personality: [Librarian - Personality]

Ideal: [Librarian - Ideal]

Bond: [Librarian - Bond]

Flaw: [Librarian - Flaw]

Mayor - Traits

Personality: [Mayor - Personality]

Ideal: [Mayor - Ideal]

Bond: [Mayor - Bond]

Flaw: [Mayor - Flaw]

Medical Book - Field

Roll
1

anatomy

2

disease

3

apothecary

4

surgery

Mercenary - Traits

Personality: [Mercenary - Personality]

Ideal: [Mercenary - Ideal]

Bond: [Mercenary - Bond]

Flaw: [Mercenary - Flaw]

Merchant - Traits

You specialize in selling [Merchant - Wares] .

You have the wealth level of a(n) [Wealth Level] .

Personality: [Merchant - Personality]

Ideal: [Merchant - Ideal]

Bond: [Merchant - Bond]

Flaw: [Merchant - Flaw]

Merchant - Wares

Roll
1

Clothes

2

Weapons

3

Armor

4

Potions

5

Tools

6

Wands

10

Rods

9

Rings

8

Adventuring Gear

7

Wondrous Items

Messenger - Traits

Personality: [Messenger - Personality]

Ideal: [Messenger - Ideal]

Bond: [Messenger - Bond]

Flaw: [Messenger - Flaw]

Military Instructor - Traits

Personality: [Military Instructor - Personality]

Ideal: [Military Instructor - Ideal]

Bond: [Military Instructor - Bond]

Flaw: [Military Instructor - Flaw]

Miller - Traits

Personality: [Miller - Personality]

Ideal: [Miller - Ideal]

Bond: [Miller - Bond]

Flaw: [Miller - Flaw]

Monastic - Traits

Personality: [Monastic - Personality]

Ideal: [Monastic - Ideal]

Bond: [Monastic - Bond]

Flaw: [Monastic - Flaw]

Noble Guard - Traits

Personality: [Noble Guard - Personality]

Ideal: [Noble Guard - Ideal]

Bond: [Noble Guard - Bond]

Flaw: [Noble Guard - Flaw]

Priest - Specialty

Roll
1

I have perfected the dramatic wedding ceremony.

2

I am experienced with tending wounds.

3

I feed those who are hungry.

4

I am gifted with the tongue and bring peace even to the most argumentative.

5

I seek to help the hurting.

6

I cannot stand to see someone cry and try to bring them comfort.

Priest - Traits

Personality: [Priest - Personality]

Ideal: [Priest - Ideal]

Bond: [Priest - Bond]

Flaw: [Priest - Flaw]

Prince - Traits

Personality: [Prince - Personality]

Ideal: [Prince - Ideal]

Bond: [Prince - Bond]

Flaw: [Prince - Flaw]

Professor - Specialty

Roll
1

Magic

2

History

3

Chemistry

4

Physics

5

Languages

6

Mathematics

7

Philosophy

8

Sociology

Professor - Traits

Specialty: [Professor - Specialty]

Personality: [Professor - Personality]

Ideal: [Professor - Ideal]

Bond: [Professor - Bond]

Flaw: [Professor - Flaw]

Proof of First Contract

Roll
1

molar's of victim

2

signet ring of victim

3

wedding ring of victim

4

hand of victim

Prospector - Traits

Personality: [Prospector - Personality]

Ideal: [Prospector - Ideal]

Bond: [Prospector - Bond]

Flaw: [Prospector - Flaw]

Quartermaster - Traits

Personality: [Quartermaster - Personality]

Ideal: [Quartermaster - Ideal]

Bond: [Quartermaster - Bond]

Flaw: [Quartermaster - Flaw]

Rabbi - Traits

Personality: [Rabbi - Personality]

Ideal: [Rabbi - Ideal]

Bond: [Rabbi - Bond]

Flaw: [Rabbi - Flaw]

Random - Background

Roll
1

[Debug - Acrobat - Traits]

2

[Debug - Adventurer - Traits]

3

[Debug - Antiquarian - Traits]

4

[Debug - Apothecary - Traits]

5

[Debug - Artist - Traits]

6

[Debug - Assassin - Traits]

7

[Debug - Barmaid - Traits]

8

[Debug - Battlesmith - Traits]

9

[Debug - Beggar - Traits]

10

[Debug - Blacksmith - Traits]

11

[Debug - Chef - Traits]

12

[Debug - City Guard - Traits]

13

[Debug - Cleric - Traits]

14

[Debug - Cobbler - Traits]

15

[Debug - Craftsman - Traits]

16

[Debug - Criminal - Traits]

17

[Debug - Detective - Traits]

18

[Debug - Doctor - Traits]

19

[Debug - Farmer - Traits]

20

[Debug - Fiefless Lord - Traits]

21

[Debug - Fletcher - Traits]

22

[Debug - Gambler - Traits]

23

[Debug - Government Liaison - Traits]

24

[Debug - Groom - Traits]

25

[Debug - Hooded Figure - Traits]

26

[Debug - Horse Trainer - Traits]

27

[Debug - Judge - Traits]

28

[Debug - King - Traits]

29

[Debug - King in Disguise - Traits]

30

[Debug - Librarian - Traits]

31

[Debug - Mayor - Traits]

32

[Debug - Mercenary - Traits]

33

[Debug - Messenger - Traits]

34

[Debug - Military Instructor - Traits]

35

[Debug - Monastic - Traits]

36

[Debug - Noble Guard - Traits]

37

[Debug - Priest - Traits]

38

[Debug - Prince - Traits]

39

[Debug - Professor - Traits]

40

[Debug - Prospector - Traits]

41

[Debug - Rabbi - Traits]

42

[Debug - Seamstress - Traits]

43

[Debug - Spy - Traits]

44

[Debug - Stable Boy - Traits]

45

[Debug - Student of Magic - Traits]

46

[Debug - Tavern Owner - Traits]

47

[Debug - Teacher - Traits]

48

[Debug - Urban Vigilante - Traits]

49

[Debug - Waterfall Monk - Traits]

50

[Debug - Merchant - Traits]

59

[Debug - Anchorite - Traits]

58

[Debug - Headhunter - Traits]

57

[Debug - Tribesman - Traits]

56

[Debug - SeaDog - Traits]

55

[Debug - Captain - Traits]

54

[Debug - Quartermaster - Traits]

53

[Debug - Curator - Traits]

52

[Debug - Miller - Traits]

51

[Debug - Firstmate - Traits]

60

[Debug - Demon Hunter - Traits]

Random - Bond

Roll
1

I lost my family when I was little. Someone came along and took care of me. There is no way I can ever repay them, but I will do anything in my power to try.

2

I grew up with a best friend who has always been there for me. We have laughed and cried together countless times. We have not seen each other in a couple years but look forward to our reunion.

3

Something bad happened to my [Random - Family Member]. I believe it was foul play and will go to the end of the earth to bring justice.

4

I have been separated from a loved one for a long time. All I have left is their [Random - Trinket] .

5

The things I have with me are everything I have and everything I am.

6

I am on a quest to obtain some rare or important object.

7

I can never linger anywhere for too long, or my secret will catch up to me.

8

I must prevent the relics of the past from falling into the hands of thieves and looters.

9

The historical works of my race must be preserved for the enrichment of future generations.

10

I work to uncover the truth of past events, even if doing so is harmful to my nation or organization.

11

I will perform the heroic deeds that future historians will surely write about.

12

If an artifact has been entrusted to me, I will protect it at all costs, even my life.

13

I give my aid to those who protect my country and my ruler.

14

I seek a cure to a mysterious disease that afflicts my [Random - Family Member] .

15

I owe my guild a great debt for forging me into the person I am today.

16

A powerful person killed my [Random - Family Member]. Some day soon, I'll have my revenge.

17

I'm trying to pay off an old debt I owe to My Teacher.

18

My [Random - Family Member] died because of a mistake I made. That will never happen again.

19

My tools are symbols of my past life, and I carry them so that I will never forget my roots.

20

My employer saved me from a horrible fate. I want to repay him properly.

21

Someone of the same profession saved me or someone close to me, and I strive towards filling their enormous footsteps.

22

Countless battles have not shaken the faith I have in my allies.

23

I am in love with someone far richer than I am.

24

I heard a story about some grand place, and deeply want to go there.

25

My families signet ring means everything to me... I will get it back no matter what.

26

I have an elegant locket which hides a fine key in a tiny hidden compartment. I don't know why my [Random - Family Member] gave it to me but I will seek that answer no matter how long it takes.

27

I have a best friend that you grew up with. He has saved my life more times than I can count and I have saved his several times. I have not seen him in a few years but long to be reunited. (work with GM to create this npc)

28

My family has lived in the same city since it was founded. In many ways this is our city. Whenever I am away I long to return.

29

My honor is my life.

30

I fight for those who cannot fight for themselves.

31

I am almost dangerously greedy.

32

I know I've done my best work when nobody knows I've done anything at all.

33

I love my city and will see its streets safe for anyone to walk down at any time.

34

I need to make up for the crimes of my youth. As evil as I was then, I need to be good now.

35

I lost my whole family. All that I have to remember them by is this [Random - Trinket] .

36

I owe everything to my home village/clan, for pooling their resources to have me educated.

37

I started my training alone from texts I obtained by my own means.

38

I want to find that special someone and raise a home full of children.

39

I'll never forget the family farm I grew up on.

40

Some day, I'll be the lord of my own land.

41

I want to grow/raise/make/forge/attain/achieve the biggest/best/most difficult/most prestigious possibility in my profession.

42

My son was sent to war and never returned. I must find him!

43

Everything I carry on my person is all I have. I wont part from any of it.

44

The Woods are my home. I will not venture far from them.

45

I do everything I do, to raise gold for my family.

46

My greatest opponent is my best friend. We always know when the other is bluffing.

47

I promised my parents I would stop taking chances. We'll see how long that lasts.

48

I was raised to respect the government and follow its rules and regulations even when I find them foolish.

49

I grew up in a war torn land and vowed to end war after my [Random - Family Member] was killed. I will do everything I can to prevent future tragedies.

50

I was really close to my [Random - Family Member] . They died a few years ago and all I have to remember them is this [Random - Trinket] .

51

I crave people's praise and go out of my way to impress them.

52

My mentor gave me a scroll listing regulations of many cultures and organizations. Its information may be out of date, but it reminds me of how much he taught me.

53

I have the cutest nephew. He has so much potential and I will go far out of my way to help him reach it.

54

I owe my life to those who took me in when I escaped.

55

I must prevent the uprising of tyranny.

56

I will protect my people, if from the shadows.

57

I was picked on growing up for being a bookworm.

58

I've read books that would destroy the sanity of others, those were the best reads.

59

I have had to lock a book away to protect others, and I am the only one who knows where the key is.

60

I treat my valued comrades like brothers, and I will let no insult or injury fall upon them.

61

I seek to protect something of great importance to me by keeping it a secret, so you better forget what you just heard.

62

I am pressured by a crime boss I can never repay.

63

All I am trying to do is provide for my family.

64

Seeing the world is as valuable as gold, I must see it all.

65

I will do anything for the right amount of gold.

66

My culture and past keeps me on the road, it keeps me bargaining for the best sale.

67

I lost a brother in battle and I feel it was my fault.

68

I strive to bring balance to the land.

69

As a child, a guard gave their life to protect me from a monster. If it came to it, I'd be willing to do the same.

70

Those who fight beside me are those worth dying for.

71

I am always willing to help out someone else who is down on their luck.

72

I count myself as one of the rich and powerful, even though I have not found my fortune yet. It is just a matter of time.

73

I have secrets that I've uncovered that should never see the light of day.

74

One of my friends was hanged for treason. My helplessness to aid him still haunts me today.

75

I had a rival all throughout my training, we still compete.

76

I made an oath over the graves of my family to see justice done.

77

I have a mentor that taught me the ropes. I'm still in contact with him.

Random - Family Member

Roll
1

father

2

mother

3

brother

4

sister

5

aunt

6

uncle

7

cousin (male)

8

cousin (female)

9

grandma

10

grandpa

Random - Flaw

Roll
1

I am my own worst critique always finding something wrong with what I have done.

2

I have always been agile on my feet and get extremely impatient with those who cannot keep up.

3

I am almost dangerously greedy.

4

I cannot manage money to save my life.

5

There is an intense rivalry between myself and a particular colleague, and it often clouds my judgment.

6

I pretend to know far more than I actually do, and will often ignore any evidence that proves me wrong.

7

My obsessive search for a particular object has pushed my loved ones away.

8

I love to own other peoples gold- usually taken from their unsuspecting pocket or grave.

9

If there's a plan, I'll forget it. If I don't forget it, I'll just ignore it.

10

There's no room for caution in a life lived to the fullest.

11

Violence is my answer to almost any challenge.

12

Once someone questions my courage, I never back down no matter how dangerous the situation.

13

I judge others harshly, and myself even more severely.

14

I can never turn down a chance to gamble.

15

I'm willing to try anything I think will be a good time.

16

Never leave money out around me.

17

I find any reason to fight, often attacking enemies when other solutions could have been met.

18

I care more about my weapon, armor, or other possession, than I do about my friends.

19

I have crossed a foreign military force and they have hunted me ever since.

20

I am actually a terrible coward, willing to do anything to gain glory or power without fighting, and will shy away from a fight if the battle goes sour.

21

I despise hard work.

22

I have a marked speech that identifies me as low class.

23

I do not share my things with friends, and I will fight to keep personal belongings within my full control.

24

As a defense mechanism, I lie and misdirect everyone around me, and steal and hide anything I can.

25

I always say the truth when asked, even by an enemy.

26

I cannot stop myself from reveling in material pleasures.

27

I love my dice and almost never turn down an opportunity to gamble.

28

I am pompous and insist on a rich lifestyle even if I struggle to be able to afford it.

29

I am loyal to my king and will follow orders from him almost blindly.

30

I may be slow to anger but once someone has made me angry it is almost impossible to calm me down. In the heat of the moment I often do things I would normally not do.

31

I'd rather eat nothing than something bland, stale, burnt, undercooked, or otherwise beneath me.

32

I am comically competitive.

33

I whine and complain when uncomfortable.

34

I have little to no tolerance for frivolity.

35

I have troubles trusting others with their assigned tasks, especially if I assigned them.

36

I made a mistake once, and it cost a lot of lives.

37

My hatred for raiders is blinding and furious.

38

I can be bribed easily; a few gold here, please...

39

I care only for my own authority.

40

I have no problem with betraying people who trust me.

41

I never share secrets with anyone.

42

Once someone questions my courage, I never back down no matter how dangerous the situation.

43

I don't save people who can't save themselves. The Game is harsh and the stupid and flamboyant tend to die the first.

44

My parents cast a huge shadow and anywhere I go people have high expectations of you. If I bring shame on the family, they will respond against me.

45

When I focus in on details I loose sight of the whole. When investigating I may be able to notice the tiniest scratches and scrapes, but I might miss the guy with a knife walking up behind me.

46

I am so good at my job that the head of the guard of my home city got jealous. He framed me and ran me out of town.

47

I have studied betrayals so often that I inherently don't trust all but my inmost circle... they I watch continually expecting betrayal.

48

Sometimes I go too far in my search for knowledge.

49

I am frightened/sickened by human suffering.

50

I can be lazy and sleepy, sneaking off to take naps when work can wait.

51

I am absurdly isolated, innocent, or pious.

52

I believe in and obey my nation's nobility blindly.

53

I abandoned my home to avoid taxation, conscription, or court and cannot return.

54

I am not used to being wealthy and tend to overindulge.

55

I show off to attractive people too much.

56

I secretly find the opposite sex a lesser part of the species.

57

I fight and risk my life because the feeling of invincibility is a heady drug.

58

I help people because I like the recognition and the feeling that I could help them when they needed it.

59

I hide a truly scandalous secret that could ruin my family forever.

60

My masculinity means everything to me.

61

Women love a man with a thick beard. And I love the women.

62

Coin doesn't last long in my pocket. I have to risk it or spend it.

63

Everyone has a price. Mine happens to be pretty low.

64

If I find someone smarter than me, I have to take them down.

65

I would rather lose honestly than lie to win.

66

I am used to getting my way. I don't know how to deal with negotiations swinging against me.

67

I am very well known from my travels. Like it or not my reputation tends to stay ahead of me.

68

I think that my training has prepared me for everything. I go into meetings confident, even if I'm way out of my depth.

69

I am so focused on being politically correct that there are many topics I will not discuss.

70

I messed up a deal early in my career that earned me some enemies in powerful positions.

71

I enjoy talking about my accomplishments and easily go down rabbit trails describing them. This can distract me from more imminent issues.

72

Sometimes, I fall into the urges of crime.

73

I like to use my threatening appearance to my advantage, but sometimes go too far.

74

I am afraid of who I will hurt next.

75

Memories of my old life distract and daze me after reliving them.

76

I am always angry because of what I have done or what has been done to me.

77

I am paranoid about my enemies coming to finish me. I can't trust anyone.

78

I judge myself too harshly and fall into states of despair.

79

If I see any who betrayed me, their blood will spill on my hands. Nothing will stop me.

80

I'd give up my companions for a piece of information.

81

I am ever too curious.

82

I look down on the uneducated.

83

I only talk to smart people.

84

As much as I pretend to love fighting, I secretly hate hurting others.

85

I have crippling debts that my work barely pays it off.

86

I never fail at my tasks, even if I have to resort to less honorable means to complete them.

87

I would send an innocent to face his death if it means I will win the fight.

88

Someone powerful would do anything to have my head, so I seek to gain his or her head first.

89

The only thing I trust is gold.

90

No amount of gold is worth my life, I will run when in danger.

91

Making a profit is more important than honesty or integrity.

92

Peoples feelings mean little to me, they are worth what fills their pockets.

93

The mere mention of gold throws all my judgment out the window.

94

I am boastful and tend to try to one-up others during conversations.

95

I am eternally pessimistic due to what seems like rotten luck.

96

I am eternally optimistic about striking it rich, more than a little too optimistic.

97

Some people want to kill me, to make sure I never tell a secret they'd rather have untold.

98

I never share secrets with anyone.

99

I never forget an insult, and I bide my time for revenge.

100

My partner fell fighting evil alongside me; I am reluctant to fight alongside others now.

Random - Ideal

Roll
1

Virtue - I am the sword of virtue for those in need! (Good)

2

Curiosity - If the job is interesting, I'm in! (Neutral)

3

Control - I'll do the work, but some day I will return with a request... (Evil)

4

Justice - I fill the cracks crime slips through. (Lawful)

5

Wealth - I'm in it for the money! (Neutral)

6

Boredom - Get me away from this boring life! (Chaotic)

7

Preservation - We must protect the relics of the past, else their creators will fade from memory. (Lawful)

8

Betterment - By studying the mistakes of our elders, we might prevent the mistakes of our children. (Good)

9

Dominance - The past holds secrets I can use against those who oppose me. (Evil)

10

Expertise - I must become the authority in my field of study. (Any)

11

Vigil - Only by remembering the dead do we honor their accomplishments. (Lawful)

12

Control - By deciding who lives and who dies, I can shape the world to my liking. (Evil)

13

Greed - I am only in it for the money. (Evil)

14

Self-Knowledge - If I know myself, there is nothing left to know. (Neutral)

15

Aspiration - I work hard to be the best there is at my craft. (Any)

16

People - I help people who help me. That's what keeps us alive. (Good)

17

Master - I'm a predator, and everyone else is my prey. (Evil)

18

Death - Some people deserve to die. (Chaotic)

19

Kindness - Service with a smile is everyone's right. (Good)

20

Strictly Business - You get what you pay for and I can't help that. (Lawful)

21

Loose Change - The drunk make easy money for stealing. (Evil)

22

Self-Betterment - I'm working to be the best I can be. (Any)

23

Responsibility - My power is a gift not to be taken lightly, and I should avoid seeking out unnecessary conflict. (Lawful)

24

Duty - My purpose is the continued peace and safety of my people. (Good)

25

Authority - I do as I wish- who's going to stop me? (Chaotic)

26

Power - All who oppose me must be crushed under my boot! (Evil)

27

Function - This is what I was made to do. (Neutral)

28

Purification - I must stamp out evil wherever it may dwell. (Good)

29

Honesty - I will tell the truth no matter the embarrassment or the harm it brings. (Lawful)

30

Simplicity - Life is meant to be simple. Who needs money or the things it can buy. (Any)

31

Friends - Life is about who I know not what I have. (Good)

32

Relaxation - Why work when I can spend all day resting and mooch off of others? (Chaotic)

33

Revenge - I lost everything, but those who took it from me will pay. (Evil)

34

Mirth - If I don't laugh, I will cry. So I laugh at everything. (Any)

35

Quality - Everything I make and do must be the best I can do. (Lawful)

36

Honor - A man is only as good as his word, I will back mine with my life. This means I must be careful of the promises I make because it is almost impossible to break one. (Lawful)

37

Knowledge - I can learn a lot about people from what they choose to eat. (Neutral)

38

Hierarchy - I know my place. Know yours. (Lawful)

39

Generosity - My gift is for all to enjoy! (Good)

40

Community - I am just one contribution which keeps this society together (Neutral)

41

Improvisation - Winning isn't everything, winning in a cool way is! (Chaotic)

42

Brutality - Gold pales to the brilliance of the life draining from their eyes. (Evil)

43

Power - Nothing quite like a bright light shining into a terrified face. (Evil)

44

Honor - It's not just about what I accomplish, but also about how I accomplish it. (Lawful)

45

Success - The job needs done, it doesn't matter how, just get it done. (Chaotic)

46

Others - My job is to protect and to serve. (Good)

47

Passion - Whatever I do I do with my all. (Any)

48

Paperwork - Dot those Is and cross those Ts. It doesn't matter how long this takes, it will be by the book! (Lawful)

49

Life - I was put in this world to protect and save life. (Good)

50

Honor - I swore my oath, and now I must live by its tenets. (Lawful)

51

Profit - Is it really my fault that all who come to me suffering also come bearing compensation? (Evil)

52

Survival - We are all in this together, for better or for worse. (Neutral)

53

Right - Everyone deserves to live. (Neutral)

54

Fill the Need - There are a lot of hungry mouths in the world, with enough hands the world can feed them all. (Good)

55

It's a Living - I do what I'm good at because what I'm good at is good for me. (Neutral)

56

Brutal Practicality - Bury a fish or bury a man, just get the job done. (Evil)

57

Hard Work - A labor of love is a purpose and meaning. (Lawful)

58

A Simple Way of Life - If it ain't broke, don't fix it! (Neutral)

59

Amusement - Playing a hand in the growth and development of things delights me. (Chaotic)

60

Respect - All people regardless of Station deserve to be treated with dignity. (Good)

61

Responsibility - It is my duty to respect the authority of the lands I travel. (Lawful)

62

Independence - I must prove that I can handle myself without the coddling of my family. (Chaotic)

63

Family - Family are those that will always accept you even after an argument of epic proportions. they are not always Blood though. (Any)

64

Nobility - Protecting those that can not protect themselves, basically upholding the virtues that makes one Noble not the title of Noble birth. (Good)

65

Nature - Just like trees, people live and people die. It's the law of the land. (Lawful)

66

Seasons - Winter is the season of the dead, Spring is the season of life. I'm somewhere in between. (Any)

67

Domination - I am the ruler of the woods. Everything in it life beneath my boot or beneath my ax! (Evil)

68

Wild - Some times you just have to let things live. Let them grow and see where nature takes them. (Chaotic)

69

Self-Betterment - I'm just trying to be the best I can be. And do what's best for me. (Neutral)

70

Risk - Nothing is worth doing if it's a sure thing. (Chaotic)

71

Victory - I'll never make a bet unless I'm sure I can win. (Lawful)

72

Greed - Anything that isn't mine soon will be. (Evil)

73

Surprise - Life is worth living because I'm never know how the dice will land. (Any)

74

The Game - Every moment of my life I have to make a choice. I'll never stop playing. (Any)

75

Peace - My job is to stop bloodshed. (Good)

76

Justice - I seek to see wrongs righted. (Good)

77

Order - Chaos is inefficient and causes everyone to loose. (Lawful)

78

Power - I influence others to get my own way, even if it means tricking them into hurting themselves. (Evil)

79

Subterfuge - Others may think that I'm trying to bring peace, but really I'm throwing kindling onto the fire. (Chaotic)

80

Time - My time is valuable and I cannot stand wasting time. (Any)

81

Redemption - Even though I might have done wrong in the past, I can do right in the present. (Good)

82

Respect - Everybody deserves to be considered, even the lowliest. (Good)

83

Revenge - I will make amends for what has been done to me, however I can. (Chaotic)

84

Great Publicity - I will be known for my deeds, sooner rather than later. (Any)

85

Power or Death - In my line of profession, the strong live and the weak starve. (Evil)

86

Non-Sold Honor - I never break my promises. Never. (Lawful)

87

Charity - I'm doing what I do so others can benefit from my goods. (Good)

88

Greed - I'm doing this for money. Nothing else matters. (Evil)

89

Change - Change makes the world go round. It's everywhere and needs to be embraced. (Chaotic)

90

Fairness - Everyone deserves equal opportunity. (Lawful)

91

Aspiration - I want to make something of myself. (Any)

92

Brotherhood - I never feel alone as long as I know my brothers (and/or sisters) are out there. (Any)

93

Unchained - I am a free spirit, roaming the land and bringing change. (Chaotic)

94

Duty - I have a job to fulfill, and it shall be so. (Lawful)

95

Greater Good - No matter the circumstances, I am expected to protect those who cannot protect themselves. (Good)

96

Independence - When people follow orders blindly, they embrace a kind of tyranny. (Chaotic)

97

Authority - I am above lesser folk, and people will do as I say. (Evil)

98

Ambition - A successful person makes their own opportunities. (Any)

99

Simplicity - A simple way of life: If it ain't broke don't fix it. (Lawful)

100

Respect - Everyone deserves a chance to improve their station in life: with hard work and/or some luck. (Lawful)

Random - Personality

Roll
1

I am bright and cheerful with a personality that draws a crowd.

2

I am extremely focused. In my line of work to loose focus is almost certain death.

3

I am always looking for the next sucker I can wow and dazzle to get their coin.

4

I am all about fame and fortune. I seek the biggest name I can get.

5

I came from a modest family and am always seeking to give back to those less fortunate than I am.

6

I love crowds. From the colors to the variety of races. The more people who are around the more excited I become. I may not appreciate a troll's distinctive smell, but even they add a unique component to interactions which I enjoy.

7

I am terribly shy and only open up to those I trust greatly. I listen far more than I speak and want to have time to contemplate everything I take in.

8

I speak with an accent nobody recognizes.

9

I look at the ceiling every time I enter a room, even if I was just there five seconds ago.

10

I assume every job is a trap.

11

I take notes about everyone and everything I encounter everywhere I go.

12

I leave marks for myself wherever I go, as messages to myself when I return. Their meaning is known only by me.

13

I tell stories about my adventures to anyone who will listen. Even tales of woe and disaster are retold with enthusiasm!

14

I am more accustomed to life on the road or underground than in a settlement or my actual home.

15

I only respect others of my profession.

16

I quote historical texts and famous philosophers whenever they seem relevant to the situations I'm in.

17

I insist on checking every ruined fortress, abandoned town, and forgotten castle I come across.

18

I speak in a dull monotone that is more likely to put others to sleep than to entertain them.

19

I am more interested in the past than the present; as a result, I am mostly asocial.

20

Whenever I meet a new person, I try to learn about their history if at all possible

21

I freely offer my knowledge to those who wish to learn, and I encourage those I know to do so as well.

22

I enjoy going through ruins for the adventure; getting to experience lost history is just a bonus.

23

Ignorance frustrates me, and I always try to correct others when they're wrong.

24

I distance myself from everyone, even those I care about.

25

I keep all of my possessions meticulously clean, and I hate any kind of filth.

26

I am honest to a fault. Knowing all of the information is the only way to make an accurate diagnosis.

27

I make incredibly poor jokes in an attempt to put others at ease.

28

I talk down to others when speaking on a field I believe myself to be knowledgeable in.

29

I present everything I say as a guess or estimate so that I don't look bad if it turns out to be wrong.

30

It seems like I always try to strike up a conversation at the worst possible moment.

31

I set very high standards for myself, and expect others to follow my example.

32

I enjoy your gold a lot.

33

I do not mind stabbing an ally in the back if it will benefit me in the long run.

34

I don't like killing at all.

35

I don't react to death at all.

36

I never take anything seriously and joke way too much.

37

I'm a bit of a show-off.

38

I have killed so many I have lost count.

39

I understand that sometimes a little bit of flirting goes a long way.

40

Drinking on the job is never a problem.

41

My quick temper can end as many problems as it starts. At least, that's what I tell myself.

42

A jolly smile and cheerful laugh is the best way to start the day.

43

My loyalty to my employer is unmatched.

44

My status in my career has brought me only bloodshed and sorrow.

45

I am always ready to fight.

46

I am unforgiving or intolerant.

47

I revere the lives and deaths of even my most cruel and fearsome enemies.

48

I multi-task very well.

49

I make noises which indicate my mood when I eat.

50

When insulted, I hurl even greater insults (or food) back.

51

I am always on the lookout for something novel and exotic.

52

I am always polite and respectful.

53

My friends know they can rely on me even in the most stressful situations I will try to help them.

54

Breaking up a brawl is the fun part of my day.

55

I can stare down a hell hound without flinching.

56

I enjoy being strong and able to protect others.

57

I use my power to gain bribes.

58

I like the night patrols best, very peaceful or very not.

59

I tend to approach conversation with people I've just met as though it were an interrogation.

60

I always check the escape routes of every building I enter.

61

I have trouble trusting people, especially those closest to me.

62

I have a habit of listening in on the conversations of others.

63

I'm a specialist and my skills are best used in a team atmosphere.

64

I desire to see others thrive and work hard to help them to succeed.

65

I focus on making friends and building relationships. When there is something I don't know, I know who will.

66

I search for the truth. No distance is to great.

67

I have those that I love to protect. I need to do a good job.

68

I lead by example. First in in the morning and last out at night. When I set my mind to a task, the task is as good as done.

69

Life is a journey that is taken one step at a time. I will enjoy those steps, but not worry about where the path leads.

70

All I think about is saving lives, or lives that have been lost.

71

I'm always early to bed and early to rise.

72

I speak with a distinctive drawl or accent common to my class.

73

I always save up as much as I can, spending and consuming only what I must.

74

When work needs doing, I do the work.

75

I keep constant track of the sun, moon, stars, seasons, and weather.

76

I talk to travelers frequently for any news about home

77

I tend to lose my temper when someone bad mouths my home.

78

If I must live this life I will truly LIVE.

79

I am full of stories from my old life, and am eager to share them.

80

I am driven by a Wanderlust now that I have left home.

81

I never pass up a friendly wager.

82

I take pride in my workmanship doing the best I possibly can.

83

I will defend my masculinity to the extent of other's thinking I'm insecure.

84

I like to impress everyone I meet with a simple trick or quick joke.

85

I would bet good coin on anything, even simple activities.

86

I try to be unpredictable, so no one will ever know when I'm bluffing.

87

I'm playing the long con, and every action I take is part of the game.

88

I tend to make friends out of enemies, and enemies out of friends.

89

I have two ears so I should listen twice what I speak.

90

I believe I wield a ton of power so if push comes to shove... I will knock them over.

91

I'm completely devoted to the job, even at the cost of my family and friends.

92

I see the error in extremes. I try to live by a middle path.

93

I hold myself to a strict code of ideals.

94

I will never give up. No matter how dark things get.

95

I am very quiet, and tend to fade into the background.

96

I rarely speak above a whisper, for fear that I might attract attention to myself.

97

I constantly am looking around, to make sure I don't see anyone I know.

98

I like to study how other people act, to see if they might be hiding secrets, like I am.

99

I give everybody the respect they deserve, even if they threaten my life.

100

I instinctively give orders instead of requests.

101

I talk very quickly, and always cut to the chase.

102

I'm very talkative, and I like to interact with people.

103

I always train because training leaves the person ready even in a moment of respite or weakness.

104

To me, the whisper of steel and the clash of weapons is just as pleasing as any amount of gold.

105

I like to show off, particularly if there's a chance to get a job offer in it.

106

My vocabulary is vast enough I sometimes use words that are larger then necessary.

107

Knowledge is the most important thing in the world.

108

I weigh my options very carefully before doing anything.

109

I am constantly plotting revenge, coming up with and discarding ridiculous plots.

110

I like to joke around and tell stories.

111

I give my two cents on everything.

112

I like to dabble in many different cultures. It's all so interesting!

113

I am one with myself. I strive for balance in all things. I work hard but play just as hard.

114

I have never found a problem that a good boot to the head could not cure.

115

I live for knowledge. There is nothing better than an interesting conversation.

116

I always have an aloof smile plastered on my face, no matter the situation.

117

I am uncomfortable in open spaces, where I'm too exposed.

118

I change my attitude and personality to blend in with the people around me.

119

I write anything I think is important in code.

120

I consider my Master to have been a font of wisdom, and have a quote from him for almost every situation

121

I am always calm, no matter what the situation. I never let my emotions control me.

122

I am a man without fear; no matter the risks apparent in a situation, I do what is needed.

123

I cannot resist an opportunity to mock my opponent with a quip or joke, even during combat.

124

I feel great empathy towards the plight of all living things.

125

I have seen the corruption in the upper echelons of society, only the poor are truly trustworthy and deserving of saving.

126

I face problems head on, there is no time to lose in life or death situations.

Random - Trinket

Roll
1

a miniature, tame mimic

2

a carved marble elephant

3

a small round cactus with two eyes

4

a pocket book of dwarven poetry

5

a bronze box containing a tiny wooden owl

6

a solid blue metal sphere, one inch in diameter, with three parallel groves around the circumference

7

a pouch containing ten dried peas

8

a ceramic puzzle cube with each face divided into four independently rotating squares enameled with astronomical signs

9

a square of bear-beetle leather, a creature from a far off land

10

a sheet of vellum on which is crudely painted a herbal plant that you have yet to identify

11

a petrified frog

12

a twenty-sided die

13

a cut yellow chrysanthemum that never dies

14

a palm-sized iron cage: the door doesn't shut properly, as the tiny lock was broken from the inside

15

a blob of gray goo, slippery but safe to touch, kept in a ceramic pot

16

a dried sky lily, from the tip of a high mountain

17

a pretty conch shell

18

a glowing blue-green line, six inches long, but with no discernible radius

19

a scrap of paper on which is written, in Goblin, "My dearest Bess"

20

a key-chain holding the head of a broken key

21

an echo pearl from the depths of the vibration lake

22

a toy crossbow

23

lip balm

24

a fossil of an extinct many-limbed critter

25

a brass prosthetic nose

26

a corkscrew

27

a dried poison gland of an exotic fish

28

a bronze gear on which is etched the word "Moon"

29

a map of a labyrinth, on which is penciled a line that starts at the center but fails to connect to the entrance

30

a square of iron-silk sewn by the crystal elves

31

a cube of ice that never melts

32

an ivory knitting needle

33

a peacock feather

34

a travel set of paints: someone has used up all the black

35

a wig of short platinum-blond hair

36

a child's charm bracelet

37

a small bar of nobelium, an exotic metal made in ancient times

38

a deed to a ruined tower

39

an invitation to an annual ball

40

a smoking pipe carved from granite

41

a vial of scented oil

42

a preserved basilisk eye

43

an intricate knot that nobody seems to know how to tie or untie

44

pages ripped out of an accounting journal of a well known merchant

45

a ring with a poison reservoir for slipping into drinks and a tiny razor edge for cutting purse strings

46

a glass globe of swirling green goop, no openings

47

a bundle of ragged "treasure maps" drawn by inventive local children

48

a silver from a spear said to have pierced the armpit of a saint

49

a portfolio of pressed flowers

50

a small handbook of foreign coins, for travelers to identify denominations

51

a slightly out of date guidebook to foreign inns, taverns, and transportation

52

six useless wooden tokens previously issued by a traitor price as currency

53

two false fingernails painted with mysterious symbols

54

a set of cosmetic tools for cleaning the ears

55

a harmless stage dagger with retracting blade and blood compartment

56

a floating glass orb that follows you and makes whirling sounds

57

a goblin-made key that can lock any door, but unlock none

58

a translucent coin, minted in an unknown land

59

a bronze ring engraved with dark symbols that was supposedly buried with a legendary necromancy long ago

60

a bronze ring engraved with dark symbols that was supposedly buried with a legendary necromancer long ago

61

a ring carved with the unfinished insignia to a defunct secret organization

62

a thimble on which is an enamel painting of a turtle

63

a puzzle box holding 10 fingernail clippings

64

a pair of badly worn hairdressing scissors

65

a wax hand shaped to hold a large cup

66

a measuring tape, marked in ink at 23 inches

67

a seashell that is silent when held up to your ear

68

a coin that looks like 1 GP but really has a hidden secret

69

one piece of unknown paper currency with no obvious denomination

70

a boot-lace entwined with gold thread

71

a dented sheriff's badge

72

a tiny bubble level that is calibrated incorrectly

73

a belt buckle

74

A letter of complaint to a toy shop owner

75

a decorative leather stud

76

a penny whistle that plays the same note no matter what holes are covered

77

a ticket admitting an adult and a child onto a thing called a "downhill slide"

78

a small glass vial holding three eyelashes

79

a tub of putty

80

a leather shoe made for a dog

81

a doll head with no hair and poorly applied makeup

82

a pewter spork

83

illustrated instructions on how to make a paper hat

84

a clear glass dish with four round notches around the outside edge

85

a wire circlet that bestows upon its wearer perfect posture

86

a small hand-sized box covered with numbered buttons

87

an empty whiskey tumbler that cases any liquid poured into it to become bourbon

88

a book of dwarvish grammar

89

a hunk of metal which appears to be several gears jammed together at unnatural and impossible angles: attempting to turn it causes it to emit a horrible shrieking sound

90

a crystal prism that refracts shadow instead of light

91

a smokeless and odorless candle

92

a flat disc of layered metal and prismatic glass with a hole in the center

93

an ornate pewter tankard made without a bottom

94

a wooden device designed to be gripped in two hands; two levers protrude from the top, and two triggers from the underside

95

two perfectly identical pine cones

96

a sponge that can absorb 60 gallons of ale (and only ale)

97

a pepper grinder containing an unlimited supply of pepper unless opened, at which point it becomes half empty

98

a poorly cultivated bonsai juniper in a glazed ceramic pot

99

an oval-shaped soapstone tablet inscribed with a short list of religious prohibitions

100

a wooden doll with a door that opens to reveal a slightly smaller, identical, doll; this one is empty, perhaps there are smaller dolls that are missing?

Random Trophy

Roll
1

a tooth from your first kill

2

a letter of completion from your first quest

3

the first gold coin you ever earned

4

a small drawing of your first adventure

5

a dragon's tooth from your mentor

6

a feather from your first kill

SeaDog - Traits

Personality: [SeaDog - Personality]

Ideal: [SeaDog - Ideal]

Bond: [SeaDog - Bond]

Flaw: [SeaDog - Flaw]

Seamstress - Specialty

Roll
1

cloaks

2

capes

3

coats

4

pants

5

robes

6

blankets

7

tapestries

8

rugs

Seamstress - Traits

Specialty: [Seamstress - Specialty]

Personality: [Seamstress - Personality]

Ideal: [Seamstress - Ideal]

Bond: [Seamstress - Bond]

Flaw: [Seamstress - Flaw]

Skill Level

Roll
1-20

Inept (tier 0)

21-40

Poor (tier 1)

41-55

Average (tier 2)

56-69

Decent (tier 3)

70-83

Proficient (tier 4)

84-94

Excellent (tier 5)

95-99

Extraordinary (tier 6)

100

Legendary (tier 7)

Spy - Mission

Roll
1

Coordinates to a hidden artifact.

2

Evidence of intrigue.

3

Battle plans.

4

Location of a particular person.

5

Blackmail material.

6

Trade secrets.

Spy - Traits

My mission is to retrieve [Spy - Mission]

Personality: [Spy - Personality]

Ideal: [Spy - Ideal]

Bond: [Spy - Bond]

Flaw: [Spy - Flaw]

Stable Boy - Specialty

Roll
1

training animals

2

nursing sick animals

3

calming scared animals

4

polishing tack and harnesses

5

fighting horse thieves

6

mucking stalls

Stable Boy - Traits

Specialty: [Stable Boy - Specialty]

Personality: [Stable Boy - Personality]

Ideal: [Stable Boy - Ideal]

Bond: [Stable Boy - Bond]

Flaw: [Stable Boy - Flaw]

Student of Magic - Traits

Personality: [Student of Magic - Personality]

Ideal: [Student of Magic - Ideal]

Bond: [Student of Magic - Bond]

Flaw: [Student of Magic - Flaw]

Tavern Owner - Specialty

Roll
1

I love good food and make sure that my tavern always has the best chef available.

2

If my patrons are laughing then they don't mind bad food and watered down ale. I make sure to always have good entertainment available.

3

With good ale my patrons won't notice the rotten food and the dull entertainment.

4

My patrons have precise pallets and I must make sure to have the best ale and the best food for them.

5

Who cares about the food when you have good ale and something to laugh at?

6

My patrons are money bags that I have specialized in separating from their coin.

Tavern Owner - Traits

Specialty: [Tavern Owner - Specialty]

Personality: [Tavern Owner - Personality]

Ideal: [Tavern Owner - Ideal]

Bond: [Tavern Owner - Bond]

Flaw: [Tavern Owner - Flaw]

Teacher - Traits

Personality: [Teacher - Personality]

Ideal: [Teacher - Ideal]

Bond: [Teacher - Bond]

Flaw: [Teacher - Flaw]

Tribesman - Traits

Personality: [Tribesman - Personality]

Ideal: [Tribesman - Ideal]

Bond: [Tribesman - Bond]

Flaw: [Tribesman - Flaw]

Urban Vigilante - Origin

Roll
1

Death in the Family- A family member or loved one was murdered in a crime. You swore that no one would go through this again.

2

A Philanthropist of a Different Sort- You were born into privilege but even with all your money you couldn't stop the injustices in your city against those who were weak. So you took an unorthodox approach.

3

By order of God- You were commanded by God to enact justice in the streets. Every criminal put away is an offering to your God.

4

Because I'm a Madman- You are insane. Maybe you think you are a being from a different plane? Maybe you think that being bitten by a glowing rodent has given you the powers of a mouse? Maybe you charge thugs with nothing but your fists and some tights? Regardless, you'd have to be crazy to do this job.

5

Redemption- You used to be bad but now you're good, which is good for the city and bad for your former colleagues.

6

Friendly Neighborhood Hero- You're just sick of being mugged every day. Someone should clean this place up and the city guard won't do it.

Urban Vigilante - Traits

Origin: [Urban Vigilante - Origin]

Personality: [Urban Vigilante - Personality]

Ideal: [Urban Vigilante - Ideal]

Bond: [Urban Vigilante - Bond]

Flaw: [Urban Vigilante - Flaw]

Waterfall Monk - Traits

Personality: [Waterfall Monk - Personality]

Ideal: [Waterfall Monk - Ideal]

Bond: [Waterfall Monk - Bond]

Flaw: [Waterfall Monk - Flaw]

Wealth Level

Roll
1

slave

2

impoverished serf

5

impoverished worker class

6

average worker class

7

wealthy middle class

8

impoverished noble

3

average serf

4

wealthy serf

9

average noble

10

wealthy noble

Incarnate - Expansion - Acrobat - Features

Acrobat

Big Show

Incarnate - Expansion - Adventurer - Features

Adventurer

Beloved Outcast

Incarnate - Expansion - Anchorite - Features

Anchorite (Hippy)

Friendly Aroma

Incarnate - Expansion - Antiquarian - Features

Antiquarian

You belong in a museum

Incarnate - Expansion - Apothecary - Features

Apothecary

Medical Profession

Incarnate - Expansion - Artist - Features

Artist

Eye for Beauty

Incarnate - Expansion - Assassin - Features

Assassin

Assassin's Cant

Incarnate - Expansion - Barmaid - Features

Barmaid

Plastered Persuasion

Incarnate - Expansion - Battlesmith - Features

Battlesmith

Guardian

Incarnate - Expansion - Beggar - Features

Beggar

Lost in the crowd

Incarnate - Expansion - Blacksmith - Features

Blacksmith

Forger's Fire

Incarnate - Expansion - Captain - Features

Captain (Sea)

Glittering Robe

Incarnate - Expansion - Chef - Features

Chef

A Tasteful Sentiment

Incarnate - Expansion - City Guard - Features

City Guard

One of the Guard

Incarnate - Expansion - Cleric - Features

Cleric

Scapegoat

Incarnate - Expansion - Cobbler - Features

Cobbler

If the Shoe Fits

Incarnate - Expansion - Craftsman - Features

Craftsman

Stable Income

Incarnate - Expansion - Criminal - Features

Criminal

Guild Member

Incarnate - Expansion - Curator - Features

Curator

Artist's Eye

Incarnate - Expansion - Demon Hunter - Features

Demon Hunter

A Warm Welcome

Incarnate - Expansion - Detective - Features

Detective

Eagle Eye

Incarnate - Expansion - Doctor - Features

Doctor

Burden of Life

Incarnate - Expansion - Farmer - Features

Farmer

Of the People

Incarnate - Expansion - Fiefless Lord - Features

Fiefless Lord

Gone but not forgotten

Incarnate - Expansion - Firstmate - Features

Firstmate

Rallying Cry

Incarnate - Expansion - Fletcher - Features

Fletcher

Woodland Wanderer

Incarnate - Expansion - Gambler - Features

Gambler

Let's make things interesting

Incarnate - Expansion - Government Liaison - Features

Government Liaison

Politician

Incarnate - Expansion - Groom - Features

Groom

Prized Mount

Incarnate - Expansion - Headhunter - Features

Headhunter

Head Collector

Incarnate - Expansion - Hooded Figure - Features

Hooded Figure

Eyes of Crime

Incarnate - Expansion - Horse Trainer - Features

Horse Trainer

Concentrated Training

Incarnate - Expansion - Judge - Features

Judge

Intimidating Presence

Incarnate - Expansion - King - Features

King

Noble Bearing

Incarnate - Expansion - King in Disguise - Features

King in Disguise

Those Who Remember

Incarnate - Expansion - Librarian - Features

Librarian

Knowledge

Incarnate - Expansion - Mayor - Features

Mayor

Local Politician

Incarnate - Expansion - Mercenary - Features

Mercenary

Hired Blade

Incarnate - Expansion - Merchant - Features

Merchant

Charismatic Demeanor

Incarnate - Expansion - Messenger - Features

Messenger

Don't Shoot the Messenger

Incarnate - Expansion - Military Instructor - Features

Military Instructor

Years of Experience

Incarnate - Expansion - Miller - Features

Miller

Plant Identification

Incarnate - Expansion - Monastic - Features

Monastic

Monastic Influence

Incarnate - Expansion - Noble Guard - Features

Noble Guard (Bodyguard)

Bodyguard

Incarnate - Expansion - Priest - Features

Priest

Holy Man

Incarnate - Expansion - Prince - Features

Prince

Perpetual Student

Incarnate - Expansion - Professor - Features

Professor

Ivory Tower

Incarnate - Expansion - Prospector - Features

Prospector

Geological Knack

Incarnate - Expansion - Quartermaster - Features

Quartermaster

Logistical Advantage

Incarnate - Expansion - Rabbi - Features

Rabbi

Great Tradition

Incarnate - Expansion - SeaDog - Features

SeaDog

Sea Legs

Incarnate - Expansion - Seamstress - Features

Seamstress

Tailor

Incarnate - Expansion - Spy - Features

Spy

Echo of the Great Game

Incarnate - Expansion - Stable Boy - Features

Stable Boy

Unseen Servant

Incarnate - Expansion - Student of Magic - Features

Student of Magic

The Master's Name

Incarnate - Expansion - Tavern Owner - Features

Tavern Owner

Barkeep

Incarnate - Expansion - Teacher - Features

Teacher

Attentive Teacher

Incarnate - Expansion - Tribesman - Features

Tribesman

Plant Identification

Incarnate - Expansion - Urban Vigilante - Features

Urban Vigilante

My City

Incarnate - Expansion - Waterfall Monk - Features

Waterfall Monk

Extreme Cold

Linguistic Name Generator

Linguistic Name Generator Table of Contents

1st Syllable

5 Letter Combo

Affricates

affricates

Alveolar

alveolar

approximates

Approximates

Dental

dental

Final Syllable

labial

Labial

LabialDentalNasal

Lateral Approximate

lateral approximate

Letter

Linguistically Generated Name - Method

Middle Syllable

nasal

Nasal

Nasalized Stop1

nasalized stop2

Nasalized Stop2

Random - Generated Name

Random - Name

Random - Son/Daughter

stops

Stops

velar

Velar

Vowel

vowel

1st Syllable

Roll
1

[Vowel]

2-5

[Stops] [vowel]

6-8

[Approximates] [vowel]

9-10

[Affricates] [vowel]

11-12

[Affricates] [vowel]

13

[Stops] [vowel]

14

[Lateral Approximate] [vowel]

15

[Lateral Approximate] [vowel]

16

[Approximates] [vowel]

5 Letter Combo

[Letter] [Letter] [Letter] [Letter] [Letter]

Affricates

Roll
1

F

2

V

3

S

4

Z

5

Th

6

Sh

7

H

affricates

Roll
1

f

2

v

3

s

4

z

5

th

6

sh

7

h

Alveolar

Roll
1

S

2

Z

3

N

4

T

5

D

alveolar

Roll
1

s

2

z

3

n

4

t

5

d

approximates

r

Approximates

R

Dental

Roll
1

F

2

V

3

Th

dental

Roll
1

f

2

v

3

th

Final Syllable

Roll
1-2

[vowel]

3-5

[stops] [vowel]

6-8

[vowel] [stops]

9-10

[affricates] [vowel]

11-12

[affricates] [vowel] [stops]

13

[stops] [vowel] [nasalized stop2]

14

[lateral approximate] [vowel]

15

[lateral approximate] [vowel] [stops]

16

[approximates] [vowel]

labial

Roll
1

b

2

p

3

f

4

v

5

m

Labial

Roll
1

B

2

P

3

F

4

V

5

M

LabialDentalNasal

Roll
1

[Labial]

2

[Dental]

3

[Nasal]

Lateral Approximate

L

lateral approximate

l

Letter

Roll
1

A

2

B

3

C

4

D

5

E

6

F

7

G

8

H

9

I

10

J

11

K

12

L

13

M

14

N

15

O

16

P

17

Q

18

R

19

S

20

T

21

U

22

V

23

W

24

X

25

Y

26

Z

Linguistically Generated Name - Method

Roll
1-50

[1st Syllable] [Middle Syllable] [Final Syllable]

51-74

[1st Syllable] [Middle Syllable] [Final Syllable]

75-94

[1st Syllable] [Middle Syllable] [Final Syllable]

95-99

[1st Syllable] [Middle Syllable] [Middle Syllable] [Final Syllable]

100

[1st Syllable] [Middle Syllable] [Middle Syllable] [Middle Syllable] [Final Syllable]

Middle Syllable

Roll
1-2

[vowel]

3-5

[stops] [vowel]

6-8

[approximates] [vowel]

9-10

[affricates] [vowel]

11-12

[affricates] [vowel]

13

[stops] [vowel]

14

[lateral approximate] [vowel]

15

[lateral approximate] [vowel]

16

[approximates] [vowel]

nasal

Roll
1

n

2

m

Nasal

Roll
1

N

2

M

Nasalized Stop1

Roll
1

Mp

2

Nt

nasalized stop2

Roll
1

ng

2

mp

3

nt

Nasalized Stop2

Roll
1

Ng

2

Mp

3

Nt

Random - Generated Name

Roll
0

[Labial] [vowel] [labial] [vowel] [velar]

0

[Velar] [vowel] [dental] [vowel] ng

0

[Dental] [vowel] [dental] [vowel]

0

[Vowel] [nasal] [vowel] [velar]

1

[Linguistically Generated Name - Method]

Random - Name

[Random - Generated Name] [Random - Son/Daughter] [Random - Generated Name]

Random - Son/Daughter

Roll
1

son of

2

daughter of

stops

Roll
1

p

2

b

3

t

4

d

5

k

6

g

Stops

Roll
1

P

2

B

3

T

4

D

5

K

6

G

velar

Roll
1

k

2

g

Velar

Roll
1

K

2

G

Vowel

Roll
1

Y

2-21

A

21-39

E

40-59

I

60-79

O

80-100

U

vowel

Roll
1

y

2-21

a

21-39

e

40-59

i

60-79

o

80-100

u

Name Generator

Name Generator Table of Contents

AkkadianFemaleNames

AkkadianMaleNames

Aloii - Names

AloiiFemaleNames

AloiiMaleNames

Anglo-SaxonFemaleNames

Anglo-SaxonMaleNames

Antilinoid - Names

AntilinoidKnicknames

AztecFemaleNames

AztecMaleNames

BabylonianFemaleNames

BabylonianMaleNames

CelticFemaleNames

CelticMaleNames

Dragonborn - Name

Dragonborn Clans

Dragonborn Female Names

Dragonborn Male Names

Dwarf - Names

Dwarf Clan Names

Dwarf Female Names

Dwarf Male Names

Elf - Names

ElvenNames

FrenchFemaleNames

FrenchMaleNames

GermanFemaleNames

GermanMaleNames

Gnome - Names

Halfling - Names

HawaiianFemaleNames

HawaiianMaleNames

Homunculus - Names

Homunculus Female Names

Homunculus Male Names

Human - Names

Ikuisuus - Names

IrishFemaleNames

IrishMaleNames

Ishilb - Names

IsraeliteFemaleNames

IsraeliteMaleNames

ItalianFemaleNames

ItalianMaleNames

JapaneseFemaleNames

JapaneseMaleNames

Mikon - Names

Orc - Names

Random - Name - Single

Suva - Names

SwissFemaleNames

SwissMaleNames

Theolan - Names

Tiefling - Names

AkkadianFemaleNames

Roll
1-2

Bahu

3-4

Nin-akha-guddu

5-6

Nin-marki

7-8

Nin-Gelal

9-10

Nin-muk

11-12

Tiamat

13-14

Tiskhu

AkkadianMaleNames

Roll
1-2

Acu

3-4

Adini

5-6

Adiur

7-8

Adra

9-10

Agu

11-12

Aku

13-14

Allamu

15-16

Amaragu

17-18

Amarud

19-20

Balasi

21-22

Balasu

23-24

Belibni

25-26

Bellab

27-28

Bel-samu

29-30

Bel-sum

31-32

Bit-nur

33-34

Buba

35-36

Bubu

37-38

Bulludhu

39-40

Cit

41-42

Dilgan

43-44

Dipti

45-46

Enzuna

47-48

Eriacu

49-50

Gigim

51-52

Gudea

53-54

Gusur

55-56

Idadu

57-58

Idu

59-60

Ilgi

61-62

Im

63-64

Innin

65-66

Istar

67-68

Izdubar

69-70

Kassu

71-72

Kastubili

73-74

Lidan-gula

75-76

Lidunnamu

77-78

Maskim

79-80

Merodak

81-82

Mulagunnuna

83-84

Mulge

85-86

Mu-sal

87-88

Nabo

89-90

Nabonahid

91-92

Nabonidus

93-94

Nabua

95--96

Namtar

97-98

Nergal

99-100

Nidintabel

101-102

Nin

103-104

Nin-ridu

105-106

Od

107-108

Paku

109-110

Sar

111-112

Serakh

113-114

Shagar

115-116

Shamas

117-118

Sharyukin

119-120

Sisit

121-122

Telal

123-124

Turtak

125-126

Ubaratutu

127-128

Ukani

129-130

Urhammu

131-132

Urhamsi

133-134

Utultar

135-136

Zabu

137-138

Zaidu

139-140

Zicu

Aloii - Names

Roll
1

[AloiiMaleNames] (male)

2

[AloiiFemaleNames] (female)

AloiiFemaleNames

Roll
1-2

[1d1000]2

3-4

[1d1000]4

5-6

[1d1000]6

7-8

[1d1000]8

9-10

[1d1000]0

AloiiMaleNames

Roll
1-2

[1d1000]1

3-4

[1d1000]3

5-6

[1d1000]5

7-8

[1d1000]7

9-10

[1d1000]9

Anglo-SaxonFemaleNames

Roll
1

Aedelbryd

2

Aelfgifu

3

Aelfgiva

4

Aelflaed

5

Aelfled

6

Aelfbryd

7

Aelfthryth

8

Aelgifu

9

Thel

10

Thelflaed

11

Thelfled

12

Thelfled

13

Thelu

14

Ardith

15

Barbary

16

Bebba

17

Cyneburga

18

Cyneburh

19

Ead

20

Eadburga

21

Eadgyth

22

Eadhild

23

Ealdgyth

24

Ebba

25

Eed

26

Eoforhild

27

Erna

28

Ethelind

29

Ethelinda

30

Firamodor

31

Fridiswid

32

Frithswith

33

Frithuswith

34

Gisa

35

Gytha

36

Hrothwyn

37

Idonea

38

Leobgytha

39

leofgyth

40

Leola

41

Lioba

42

Liuba

43

Milburga

44

Mildburh

45

Mildryth

46

Mildthryth

47

Muriel

48

Osbeorht

49

Rowena

50

Ymma

Anglo-SaxonMaleNames

Roll
1

Acca

2

Aedelbald

3

Elbert

4

Elfrid

5

Elheard

6

Elred

7

Elric

8

Elstan

9

Elweard

10

Elwine

11

Elwulf

12

Aeglaeca

13

Aelfgar

14

Aelfhere

15

Aelfred

16

Aelfric

17

Aelfwald

18

Aelfweald

19

Aelfwine

20

Aella

21

Aelle

22

Alred

23

Alric

24

Asc

25

Athel

26

Athelbald

27

Athelbert

28

Athelberht

29

Athelfrid

30

Athelerith

31

Aethelhard

32

Aethelheard

33

Aethelmaer

34

Aethelmar

35

Cenhelm

36

Ceneric

37

Cena

38

Cedric

39

Ceadde

40

Ceadda

41

Canute

42

Caena

43

Caedmon

44

Bryni

45

Berhtulf

46

Beowulf

47

Beornheard

48

Beorhtulf

49

Bealdwine

50

Bealdric

51

Baldwine

52

Baldric

53

Aylmer

54

Anna

55

Anlaf

56

Almaric

57

Alfweald

58

Alfwald

59

Aglaeca

60

Aethelwulfing

61

Aethelwulf

62

Aethelwine

63

Aethelweard

64

Athelu

65

Aethelstan

66

Aethelric

67

Aethelred

68

Cenred

69

Dag

70

Ead

71

Eadgar

72

Eadwulf

73

Earic

74

Earnweald

75

Eboric

76

Edmund

77

Eglaf

78

Eorman

79

Erwig

80

Esa

81

Ethelric

82

Frithuric

83

Godric

84

Godwine

85

Grendel

86

Headho

87

Herewald

88

Horsa

89

Hrodgar

90

Sigbert

91

Raulf

92

Raynar

93

Oswin

94

Osgod

95

Octha

96

Leofric

97

Ida

98

Sigward

99

Tiw

100

Wada

Antilinoid - Names

Roll
1

[AntilinoidKnicknames] son of [AntilinoidKnicknames]

2

[AntilinoidKnicknames] daughter of [AntilinoidKnicknames]

AntilinoidKnicknames

Roll
1

Bandit

2

Blemish

3

Blotch

4

Boots

5

Bootsie

6

Callie

7

Camo

8

Chutney

9

Checkers

10

Dapple

11

Dice

12

Dumpling

13

Domino

14

Dot

15

Dottie

16

Dotty

17

Freckles

18

Harlequin

19

Holstein

20

Mancha

21

Manchita

22

Mittens

23

Oreo

24

Patches

25

Pit

26

Pokadot

27

Pokky

28

Snickers

29

Socks

30

Sox

31

Speckles

32

Splotch

33

Splotchy

34

Spot

35

Spotty

36

Stripes

37

Sundae

38

Sushi

39

Tapestry

40

Three Socks

41

Tux

42

Tuxedo

AztecFemaleNames

Roll
1-2

Achcauhtli

3-4

Ahuiliztli

5-6

Amoxtli

7-8

Atl

9-10

Centehua

11-12

Chalchiuhticue

13-14

Chalchiuitl

15-16

Chicahua

17-18

Chipahua

19-20

Cihuation

21-22

Citlali

23-24

Citlalmina

25-26

Coaxoch

27-28

Coszcatl

29-30

Cozamalotl

31-32

Cualli

33-34

Cuicatl

35-36

Eleuia

37-38

Eloxochitl

39-40

Etalpalli

41-42

Eztli

43-44

Ichtaca

45-46

Icnoyotl

47-48

Ilhuitl

49-50

Itotia

51-52

Itzel

53-54

Ixchel

55-56

Ixtli

57-58

Izel

59-60

Mahuizoh

61-62

Malinalxochitl

63-64

Manauia

65-66

Mecatl

67-68

Meztli

69-70

Miyaoaxochitl

71-72

Mizquixaual

73-74

Momoztli

75-76

Moyolehuani

77-78

Nahuatl

79-80

Necahual

81-82

Nellli

83-84

Nochtli

85-86

Noxochicoztli

87-88

Ohtli

89-90

Papan

91-92

Patli

93-94

Quetzalxochitl

95-96

Sacnite

97-98

Teicuih

99-100

Teoxihuitl

101-102

Tepin

103-104

Teuicui

105-106

Teyacapan

107-108

Tlachinolli

109-110

Tlaco

111-112

Tlacoehua

113-114

Tlacotl

115-116

Tlalli

117-118

Tlazohtzin

119-120

Tlexictli

121-122

Xihuitl

123-124

Xiloxoch

125-126

Xipil

127-128

Xiuhtonal

129-130

Xochicotzin

131-132

Xochiquetzal

133-134

Xoco

135-136

Xocoyotl

137-138

Yaotl

139-140

Tayauhqui

141-142

Yolihuani

143-144

Yolotli

145-146

Yoloxochitl

147-148

Yoltzin

149-150

Yolyamanitzin

151-152

Zeltzin

153-154

Zyanya

AztecMaleNames

Roll
1-2

Achcauhtli

3-4

Ahuiliztli

5-6

Amoxtli

7-8

Atl

9-10

Chicahua

11-12

Chimalli

13-14

Chipahua

15-16

Cipactli

17-18

Citlali

19-20

Coatl

21-22

Coaxoch

23-24

Coyotl

25-26

Cualli

27-28

Cuauhtemoc

29-30

Cuetlachtli

31-32

Cuetzpalli

33-34

Cuixtli

35-36

Ehecatl

37-38

Eleuia

39-40

Etalpalli

41-42

Eztli

43-44

Huemac

45-46

Huitzilihuitl

47-48

Iccauhtli

49-50

Icnoyotl

51-52

Itztli

53-54

Iuitl

55-56

Ixtli

57-58

Mahuizoh

59-60

Manauia

61-62

Matlal

63-64

Matlalihuitl

65-66

Mazatl

67-68

Meatl

69-70

Meztli

71-72

Mictlantecuhthli

73-74

Milintica

75-76

Momoztli

77-78

Moyolehuani

79-80

Nahuatl

81-82

Namacuix

83-84

Necalli

85-86

Necuametl

87-88

Nelli

89-90

Nezahualcoyotl

91-92

Nezahualpilli

93-94

Nopaltzin

95-96

Ohtli

97-98

Ollin

99-100

Patli

101-102

Quauhtli

103-104

Quetzalcoatl

105-106

Tenoch

107-108

Teoxihuitl

109-110

Tepiltzin

111-112

Tezcacoatl

113-114

Tlacaelel

115-116

Tlacelel

117-118

Tlachinolli

119-120

Tlaloc

121-122

Tlanextic

123-124

Tlanextli

125-126

Tlazohtlaloni

127-128

Tlazopilli

129-130

Tlexictli

131-132

Tlilpotonqui

133-134

Tochtli

135-136

Toltecatl

137-138

Tonauac

139-140

Tototl

141-142

Ueman

143-144

Uetzacayotl

145-146

Xicohtencatl

147-148

Xihuitl

149-150

Yaotl

151-152

Yayauhqui

153-154

Yolotli

155-156

Yolyamantzin

157-158

Zipactional

BabylonianFemaleNames

Roll
1-2

Allatu

3-4

Anatu

5-6

Anunit

7-8

Aralu

9-10

Aruru

11-12

Bau

13-14

Belatsunat

15-16

Belili

17-18

Belit

19-20

Beltis

21-22

Damkina

23-24

Davcina

25-26

Davke

27-28

Ellat-gula

29-30

Gula

31-32

Ishtar

33-34

Kalumtum

35-36

Kishar

37-38

Kissare

39-40

Mot

41-42

Mummu

43-44

Mupal

45-46

Mylitta

47-48

Nana

49-50

Ni

51-52

Nin-marki

53-54

Omarosa

55-56

Ri

57-58

Rubati

59-60

Sabitum

61-62

Sarpanitum

63-64

Shala

65-66

Tashmitum

67-68

Tauthe

69-70

Tiamat

71-72

Zirat-banit

73-74

Zirratbanit

BabylonianMaleNames

Roll
1-2

Ubaratutu

3-4

Tu

5-6

Tammuz

7-8

Suzub

9-10

Silik-mu-lu-khi

11-12

Sibi

13-14

Shemesh

15-16

Shamas

17-18

Shagaraktiyash

19-20

Sar-ili

21-22

Sargina

23-24

Sar

25-26

Sadudu

27-28

Ramman

29-30

Otiartes

31-32

Orchamus

33-34

Ninip

35-36

Ninib

37-38

Neriglissar

39-40

Nergal

41-42

Nebo

43-44

Nazi-bagas

45-46

Nabu

47-48

Moumis

49-50

Mesisimardoch

51-52

Makru

53-54

Libit-nana

55-56

Lakhmu

57-58

Laborosoarchod

59-60

Kinziru

61-62

Khanni-cit

63-64

Khamourabi

65-66

Kandalanu

67-68

Izdubar

69-70

Iva

71-72

Ira

73-74

Immertum

75-76

Ilu

77-78

Igigi

79-80

Ibilsin

81-82

Hassimir

83-84

Hammurabi

85-86

Haldita

87-88

Haban

89-90

Gungunnu

91-92

Gudea

93-94

Gobryas

95-96

Gilgamesh

97-98

Gibil

99-100

Gandu

101-102

Gal

103-104

Gaga

105-106

Gadatos

107-108

Etana

109-110

Ea

111-112

Dir

113-114

Dapinu

115-116

Dakuri

117-118

Dagan

119-120

Cit

121-122

Cagagilgati

123-124

Bunene

125-126

Bulludhu

127-128

Belzarbi

129-130

Belsamilicapi

131-132

Bellabarisruk

133-134

Belesis

135-136

Bel

137-138

Awil-Nabium

139-140

Avil Kush

141-142

Baal

143-144

Apsu

145-146

Apason

147-148

Aos

149-150

Anu

151-152

Anos

153-154

Amurum

155-156

Ammidikaga

157-158

Amilanu

159-160

Almelon

161-162

Allamu

163-164

Alam

165-166

Akki

167-168

Ahuni

169-170

Agrotes

171-172

Adini

173-174

Adar-malik

175-176

Adapa

177-178

Adadanu

179-180

Abum

181-182

Abil-ilishu

183-184

Abil-ili

185-186

Abi-Maras

187-188

Abilkisu

189-190

Abdi-ili

CelticFemaleNames

Roll
1

Agrona

2

Andraste

3

Aoiffe

4

Boudica

5

Eoghania

6

Epona

7

Fiona

8

Guennean

9

Guennola

10

Innogen

11

Juzeth

12

Moina

13

Nantosuelta

14

Selma

15

Suli

16

Teagan

17

Ula

CelticMaleNames

Roll
1

Abelio

2

Adminius

3

Aed

4

Alan

5

Alaunus

6

Albin

7

Alw

8

Ambiorix

9

Art

10

Arth

11

Arthur

12

Arthwys

13

Arviragus

14

Arzur

15

Ateula

16

Atpilos

17

Auscrocos

18

Bathanat

19

Bel

20

Belenos

21

Belenus

22

Belinus

23

Bellanuos

24

Bericus

25

Boduoc

26

Boduognatus

27

Bolg

28

Borvo

29

Bran

30

Brenhin

31

Cadman

32

Cadr

33

Camulus

34

Coran

35

Cos

36

Cuno

37

Dumno

38

Eratos

39

Esus

40

Grannus

41

Guennole

42

Imanuentius

43

Indutillil

44

jodoc

45

Jodocus

46

Judical

47

Kentigern

48

Louarn

49

Lug

50

Mandubrath

51

Maponos

52

Midir

53

Nann

54

Naoise

55

Omaos

56

Segonax

57

Selisuc

58

Seoirgi

59

Suticos

60

Taranis

61

Teutass

62

Tigernos

63

Timan

64

Triccos

65

Ula

66

Vercobret

67

Vericus

68

Vlat

69

Vlatos

70

Vreis

Dragonborn - Name

Roll
1

[Dragonborn Female Names] daughter of [Dragonborn Male Names] of Clan [Dragonborn Clans]

2

[Dragonborn Male Names] son of [Dragonborn Male Names] of Clan [Dragonborn Clans]

Dragonborn Clans

Roll
1

Crethtenkear

2

Krombel

3

Dinkan

4

Klambikmuc

5

Kephaac

6

Fumtuantheal

7

Elthuac

8

Tipan

9

Dociak

10

Thuuccuc

11

Pruumtetaak

12

Yernal

13

Klimtiak

14

Yeancastallal

15

Thimpunkak

16

Clistejiarresh

17

Lamphonshtith

18

Krumpuas

19

Daamberolluth

20

Mamphixajor

Dragonborn Female Names

Roll
1

Bifyire

2

Ophigissa

3

Urifyire

4

Asaddi

5

Qifyire

6

Rashirina

7

Yrrith

8

Suwyn

9

Vyrapora

10

Ushifyire

11

Gurrinn

12

Arikaryn

13

Belxora

14

Kolarys

15

Drysdalynn

16

Welsidrish

17

Kaliann

18

Faemyse

19

Obirith

20

Rashinorae

Dragonborn Male Names

Roll
1

Wraroth

2

Toroth

3

Sulzavur

4

Balciar

5

Udorakas

6

Ravonaar

7

Grewunax

8

Baciar

9

Rhojhan

10

Iorturim

11

Armash

12

Arythas

13

Tazkul

14

Jintrin

15

Kilziros

16

Narciar

17

Medythas

18

Brendhall

19

Iorkul

Dwarf - Names

Roll
1-4

[Dwarf Male Names] son of [Dwarf Male Names] of clan [Dwarf Clan Names]

5-6

[Dwarf Female Names] daughter of [Dwarf Male Names] of clan [Dwarf Clan Names]

Dwarf Clan Names

Roll
1

Balderk

2

Dankil

3

Gorunn

4

Holderhek

5

Loderr

6

Lutgehr

7

Rumnaheim

8

Strakeln

9

Torunn

10

Ungart

Dwarf Female Names

Roll
1

Artin

2

Audhild

3

Dagnal

4

Diesa

5

Gunnloda

6

Hlin

7

Ilde

8

Liftrasa

9

Sannl

10

Torgga

11

Artip

12

Benraim

13

Cadit

14

Denope

15

Entil

16

Fila

17

Gentra

18

Hida

19

Indon

20

Jopla

21

Kempa

22

Leimona

23

Myne

24

Niti

25

Opha

26

Prinola

27

Queni

28

Ressmel

29

Slaiti

30

Treponi

31

Urvepa

32

Vena

33

Yetain

34

Zeta

Dwarf Male Names

Roll
1

Barendd

2

Brottor

3

Eberk

4

Einkil

5

Oskar

6

Rurik

7

Taklinn

8

Tordek

9

Traubon

10

Ulfgar

11

Veit

12

Adon

13

Betfo

14

Conail

15

Dofto

16

Ento

17

Fonil

18

Gont

19

Honyl

20

Intobar

21

Jento

22

Klaim

23

Leno

24

Manto

25

Pladek

26

Quandek

27

Rufan

28

Stinek

29

Tranek

30

Urpain

31

Vanraik

32

Wentaik

33

Yilon

34

Zafain

Elf - Names

Roll
1

[ElvenNames] son of [ElvenNames]

2

[ElvenNames] daughter of [ElvenNames]

ElvenNames

Roll
1

Aegnor

2

Amdir

3

Amras

4

Amrod

5

Amroth

6

Anaire

7

Angrod

8

Annael

9

Aredhel

10

Argon

11

Beleg

12

Caranthir

13

Celeborn

14

Celebrian

15

Celebrimbor

16

Celegorm

17

Cirdan

18

Curufin

19

Daeron

20

Denethor

21

Duilin

22

Earwen

23

Earendil

24

Ecthelion

25

Edrahil

26

Egalmoth

27

Eldalote

28

Elemmakil

29

Elemmire

30

Elenwe

31

Elu Thingol

32

Elmo

33

Elrond

34

Enel

35

Enelye

36

Enerdhil

37

Eol

38

Erestor

39

Feanor

40

Finarfin

41

Findis

42

Finduilas

43

Fingolfin

44

Fingon

45

Fingon

46

Finrod

47

Finwe

48

Galadhon

49

Galadriel

50

Galathil

51

Galdor

52

Galion

53

Gildor

54

Gimli

55

Glorfindel

56

Gwindor

57

Haldir

58

Idril

59

Imin

60

Iminye

61

Indis

62

Inglor

63

Ingwe

64

Ingwion

65

Irime

66

Lindir

67

Luthien

68

Mablung

69

Maedhros

70

Maeglin

71

Maglor

72

Mahtan

73

Miriel

74

Mithrellas

75

Nellas

76

Nerdanel

77

Nimrodel

78

Olwe

79

Orodreth

80

Oropher

81

Orophin

82

Pengolodh

83

Penlod

84

Quennar

85

Rog

86

Rumil

87

Saeros

88

Salgant

89

Tata

90

Tatie

91

Thraduil

92

Turgon

93

Tuor

94

Voronwe

FrenchFemaleNames

Roll
1

Abelle

2

Adelaide

3

Adele

4

Adelphe

5

Agrippine

6

Aimee

7

Alayna

8

Alison

9

Ambre

10

Angele

11

Anne

12

Anouska

13

Apolline

14

Aude

15

Avril

16

Barbe

17

Bibi

18

Bianca

19

Brigette

20

Caroline

21

Cecile

22

Cerise

23

Charlotte

24

Claire

25

Claudie

26

Danette

27

Diane

28

Dione

29

Edith

30

Elaine

31

Elisabeth

32

Emeline

33

Emma

34

Emmet

35

Emmy

36

Estee

37

Eveline

38

Fantine

39

Felice

40

Fifi

41

Fleur

42

Flo

43

Gabrielle

44

Geneva

45

Gigi

46

Gisele

47

Godelieve

48

Helaine

49

Helene

50

Honoree

51

Idelle

52

Igraine

53

Irenee

54

Isabelle

55

Jeanne

56

Jehane

57

Joelle

58

Jolene

59

Juliet

60

Lea

61

Leonne

62

Liane

63

Lorraine

64

Lottie

65

Lula

66

Lydie

67

Maddie

68

Madeline

69

Mahaut

70

Manon

71

Marcelle

72

Mariette

73

Marthe

74

Martine

75

Mathilde

76

Matilde

77

Maude

78

Medee

79

Melanie

80

Melissa

81

Michele

82

Michelle

83

Mirabelle

84

Mireio

85

Modestine

86

Morgaine

87

Nadine

88

Nathalie

89

Neva

90

Nicole

91

Nina

92

Ninon

93

Noele

94

Odette

95

Odille

96

Olympe

97

Oriane

98

Ouida

99

Pascale

100

Regine

FrenchMaleNames

Roll
1

Abelard

2

Ace

3

Acelet

4

Adalard

5

Adrien

6

Aime

7

Alain

8

Alard

9

Alfonse

10

Aloys

11

Ambroise

12

Ancel

13

Andrion

14

Antonin

15

Arluin

16

Astor

17

Auben

18

Audric

19

Avery

20

Baptiste

21

Basile

22

Bayard

23

Benoit

24

Briant

25

Bruce

26

Cain

27

Cerf

28

Charlot

29

Chrestien

30

Christophe

31

Cosme

32

Damien

33

Degare

34

Didier

35

Edgard

36

Elliot

37

Eloi

38

Emaurri

39

Erec

40

Eudes

41

Eudo

42

Eudon

43

Fabrien

44

Felix

45

Fiacre

46

Filimor

47

Firmin

48

Florence

49

Franc

50

Fraser

51

Frery

52

Gahariet

53

Garland

54

Gautheir

55

Gerald

56

Germain

57

Gilebert

58

Godard

59

Goddard

60

Gosse

61

Gregory

62

Guarin

63

Gul

64

Guy

65

Hamelin

66

Hamlin

67

Hamnet

68

Henri

69

Herve

70

Honore

71

Hugon

72

Ignace

73

Irene

74

Ivon

75

Jacques

76

Jules

77

Lance

78

Lemoine

79

Leolin

80

Leonard

81

Lionel

82

Looys

83

Louis

84

Luc

85

Mainard

86

Marc

87

Marcel

88

Marin

89

Martin

90

Mathieu

91

Maugier

92

Michel

93

modeste

94

Napoleon

95

Nel

96

noel

97

Oda

98

Onesime

99

Otes

100

Pascal

GermanFemaleNames

Roll
1

Achima

2

Ada

3

Adala

4

Adaleiz

5

Adalhaid

6

Agata

7

Aglaja

8

Agna

9

Agneth

10

Aleit

11

Alina

12

Alke

13

Aloisia

14

Amala

15

Amalia

16

Amalie

17

Amelinda

18

Angelika

19

Anina

20

Anke

21

Anneke

22

Anje

23

Avis

24

Barbel

25

Beate

26

Berlin

27

Bertha

28

Bruna

29

Carla

30

Carlene

31

Christiane

32

Elfi

33

Elfriede

34

Elisa

35

Elisabeth

36

Elise

37

Elissa

38

Elke

39

Elli

40

Elsa

41

Elsabeth

42

Else

43

Emeline

44

Emilie

45

Emlin

46

Erma

47

Erna

48

Ernsta

49

Felicie

50

Frauke

51

Freida

52

Gerde

53

Gertie

54

Gisa

55

Gisela

56

Gretel

57

Gunda

58

Haduwig

59

Hanne

60

Hedda

61

Hedy

62

Heilwig

63

Hella

64

Hilda

65

Hiltrud

66

Ilma

67

Ilsa

68

Ilse

69

Ima

70

Imke

71

Imma

72

Irma

73

Irmalinda

74

Irmgard

75

Ishild

76

Isold

77

Ivonne

78

Juliane

79

Jutta

80

Jutte

81

Karla

82

Kathe

83

Kinge

84

Kirsa

85

Klara

86

Lene

87

Leni

88

Leonore

89

Lies

90

Liesa

91

Liese

92

Liesel

93

Lotte

94

Lulu

95

Madde

96

Magda

97

Meike

98

Meta

99

Mina

100

Oda

GermanMaleNames

Roll
1

Abelard

2

Achim

3

Achmad

4

Adalbert

5

Adalmar

6

Adalwolf

7

Addler

8

Agid

9

Ahlf

10

Aksel

11

Aldman

12

Alric

13

Apsel

14

Armin

15

Bardulf

16

Bernd

17

Bruno

18

Burke

19

Carl

20

Clas

21

Didi

22

Diedrick

23

Eber

24

Engel

25

Erdmann

26

Erich

27

Etzel

28

Evert

29

Fedde

30

Fester

31

Franz

32

Fridric

33

Fritz

34

Fulco

35

Garrit

36

Gert

37

Gisil

38

Gerwulf

39

Gotz

40

Gozzo

41

Hagan

42

Haimirich

43

Haimo

44

Han

45

Hans

46

Hardwin

47

Haydn

48

Heike

49

Heilgar

50

Heimo

51

Heino

52

Heinz

53

Helfried

54

Helmut

55

Helmuth

56

Herbert

57

Hermann

58

Hinrich

59

Horst

60

Hroda

61

Hrolf

62

Hulderich

63

Ignatz

64

Ivo

65

Ivon

66

Jakob

67

Jeremius

68

Jochem

69

Jorg

70

Kai

71

Kaiser

72

Klaus

73

Kurt

74

Kyler

75

Lammert

76

Lenz

77

Lorenz

78

Ludwig

79

Lukas

80

Luther

81

Lutz

82

Malger

83

Manfrid

84

Marko

85

Marten

86

Mathis

87

Meinard

88

Meino

89

Niklaus

90

Odo

91

Ortwin

92

Otto

93

Philo

94

Poldi

95

Rein

96

Rudi

97

Rupert

98

Sepp

99

Steffen

100

Tederich

Gnome - Names

Roll
1

[JapaneseMaleNames] son of [JapaneseMaleNames]

2

[JapaneseFemaleNames] daughter of [JapaneseMaleNames]

Halfling - Names

Roll
1

[HawaiianMaleNames] son of [HawaiianMaleNames]

2

[HawaiianFemaleNames] daughter of [HawaiianMaleNames]

HawaiianFemaleNames

Roll
1

Aineki

2

Akela

3

Akeneki

4

Alamea

5

Alani

6

Alaula

7

Aolani

8

Apikalia

9

Elikapeka

10

Ema

11

Ewa

12

Halia

13

Halina

14

Haukea

15

Heiki

16

Iekika

17

Iolana

18

Ipo

19

Kai

20

Kaia

21

Kaikala

22

Kaila

23

Kailani

24

Kaimana

25

Kaiolohia

26

Kakalina

27

Kala

28

Kalama

29

Kalani

30

Kalea

31

Kalei

32

Kalena

33

Kali

34

Kamea

35

Kani

36

Keala

37

Keanna

38

Keiki

39

Keilani

40

Kekepania

41

Kekona

42

Keona

43

Kiana

44

Kiele

45

Kilikina

46

Kona

47

Konani

48

Lahela

49

Lala

50

Lana

51

Lani

52

Leia

53

Leilani

54

Lilo

55

Lokelani

56

Luana

57

Luanna

58

Mahina

59

Maile

60

Makala

61

Makelina

62

Malana

63

Maleah

64

Malia

65

Malie

66

Malina

67

Mana

68

Marama

69

Maylea

70

Mei

71

Meka

72

Mele

73

melika

74

Mikil

75

Miliani

76

Moana

77

Nakine

78

Nalani

79

Nani

80

Noe

81

Noelani

82

Okelani

83

Ola

84

Oliana

85

Olina

86

Pele

87

Pololena

88

Ulani

89

Wikolia

HawaiianMaleNames

Roll
1

Aalona

2

Akamu

3

Akoni

4

Anakoni

5

Bane

6

Ekewaka

7

Iakopa

8

Ikaia

9

Ikaika

10

Ionkua

11

Iukini

12

Kai

13

Kaila

14

Kaimana

15

Kaimi

16

Kalani

17

Kale

18

Kaleo

19

Kana

20

Kanoa

21

Kapena

22

Kapono

23

Keahi

24

Keanu

25

Keaweaheulu

26

Kekipi

27

Kekoa

28

Kelome

29

Keoki

30

Keokolo

31

Keoni

32

Kimo

33

Koi

34

Konani

35

Liko

36

Luka

37

Makaio

38

Makani

39

Maleko

40

Mono

41

Mikala

42

Moana

43

Moke

44

Nahele

45

Oke

46

Peleke

47

Peni

48

Pika

49

Pilipo

Homunculus - Names

Roll
1

[Homunculus Male Names] son of [Homunculus Male Names]

2

[Homunculus Female Names] daughter of [Homunculus Male Names]

Homunculus Female Names

Roll
1

Acceptance

2

Aggression

3

Appreciation

4

Arrogance

5

Assertiveness

6

Baseness

7

Beauty

8

Blasphemy

9

Boastfulness

10

Brutality

11

Buffoonery

12

Cantankerousness

13

Caring

14

Charity

15

Clemency

16

Commitment

17

Confidence

18

Consideration

19

Contentment

20

Courtesy

21

Creativity

22

Decisiveness

23

Desolation

24

Despair

25

Detachment

26

Devotion

27

Diligence

28

Dishonor

29

Egoism

30

Elitism

31

Endurance

32

Envy

33

Exaggeration

34

Faith

35

Fidelity

36

Flexibility

37

Forbearance

38

Forgiveness

39

Gentleness

40

Gossip

41

Grace

42

Grief

43

Harmony

44

Hate

45

Haughtiness

46

Hoarding

47

Honesty

48

Hope

49

Humility

50

Hypocrisy

51

Idealism

52

Independence

53

Indignation

54

Industriousness

55

Initiative

56

Insensibility

57

Irascibility

58

Joy

59

Joyfulness

60

Kindness

61

Lust

62

Madness

63

Magnanimity

64

Majesty

65

Malicious

66

Mediocrity

67

Misery

68

Modesty

69

Nastiness

70

Nobility

71

Pain

72

Patience

73

Patriotism

74

Perseverance

75

Pettiness

76

Poverty

77

Pride

78

Prodigality

79

Purity

80

Purposefulness

81

Rage

82

Rashness

83

Regret

84

Respect

85

Reverence

86

Sensitivity

87

Shame

88

Shamelessness

89

Shyness

90

Sincerity

91

Sobriety

92

Spiteful

93

Stress

94

Stupidity

95

Temperance

96

Tenacity

97

Terror

98

Tolerance

99

Tranquility

100

Truthfulness

101

Understanding

102

Uprightness

103

Vulgarity

104

Zeal

Homunculus Male Names

Roll
1

Accountability

2

Adaptability

3

Affability

4

Anger

5

Authenticity

6

Awe

7

Bragging

8

Bravery

9

Callousness

10

Capriciousness

11

Caution

12

Chaos

13

Cheerfulness

14

Compassion

15

Complaining

16

Conceit

17

Confusion

18

Cooperation

19

Corruption

20

Courage

21

Cowardice

22

Curiosity

23

Cynicism

24

Death

25

Debasement

26

Deception

27

Defiance

28

Delusion

29

Denial

30

Derision

31

Determination

32

Dignity

33

Discernment

34

Disloyalty

35

Docility

36

Doubt

37

Empathy

38

Enthusiasm

39

Excellence

40

Exploitation

41

Failure

42

Fairness

43

Fatalism

44

Fear

45

Focus

46

Folly

47

Foresight

48

Fortitude

49

Friendliness

50

Futility

51

Generosity

52

Gluttony

53

Gratitude

54

Greed

55

Helpfulness

56

Honor

57

Humor

58

Impartiality

59

Impatience

60

Industry

61

Injustice

62

Innocence

63

Insanity

64

Integrity

65

Intolerance

66

Jealousy

67

Justice

68

Laziness

69

Lethargy

70

Love

71

Loyalty

72

Meekness

73

Mercy

74

Moderation

75

Nihilism

76

Obedience

77

Obsession

78

Openness

79

Oppression

80

Orderliness

81

Panic

82

Peacefulness

83

Piety

84

Prayerful

85

Prudence

86

Recklessness

87

Reliability

88

Responsibility

89

Ridicule

90

Sacrifice

91

Serenity

92

Service

93

Sloth

94

Sorrow

95

Steadfastness

96

Tact

97

Torture

98

Trustworthiness

99

Unity

100

Untrustworthy

101

Vanity

102

Weakness

103

Wisdom

104

Wrath

Human - Names

Roll
1

[IsraeliteMaleNames] son of [IsraeliteMaleNames]

2

[IsraeliteFemaleNames] daughter of [IsraeliteMaleNames]

Ikuisuus - Names

Roll
1

[ItalianMaleNames] son of [ItalianMaleNames]

2

[ItalianFemaleNames] daughter of [ItalianMaleNames]

IrishFemaleNames

Roll
1

Abbey

2

Abby

3

Abiageal

4

Aghna

5

Ailbhe

6

Ailish

7

Aithne

8

Aoife

9

Aurnia

10

Baibin

11

Biddy

12

Breana

13

Briana

14

Bride

15

Brigh

16

Brogan

17

Cait

18

Carlin

19

Cary

20

Cody

21

Ciara

22

Coreen

23

Damhnait

24

Eadan

25

Eilin

26

Emer

27

Fine

28

Gobnet

29

Ita

30

Lile

31

Loreto

32

Maeghan

33

Maire

34

Mave

35

Medb

36

Meghan

37

Mor

38

Muirenn

39

Muirgen

40

Muirin

41

Naomh

42

Neasa

43

neassa

44

Miamh

45

nora

46

Noreen

47

Nuala

48

Onora

49

Orlaith

50

Ragnhailt

51

Riona

52

Rois

53

Riona

54

Sile

55

Sine

56

Sinead

57

Siofra

58

Slaine

59

Sorcha

60

Treasa

61

Una

IrishMaleNames

Roll
1

Abban

2

Abracham

3

Adhamh

4

Aengus

5

Ahern

6

Ailbhe

7

Ailell

8

Ailfrid

9

Ailfried

10

Ailill

11

Ailin

12

Aindreas

13

Aindrias

14

Aindriu

15

Ainle

16

Alaois

17

Alasdair

18

Alec

19

Anrai

20

Antain

21

Aodhan

22

Art

23

Berach

24

Bran

25

Brennan

26

Brian

27

Brion

28

Brogan

29

Cadan

30

Caden

31

Cahal

32

Calvagh

33

Carlin

34

Cary

35

Cathair

36

Christy

37

Cian

38

Cillin

39

Cody

40

Colm

41

Colum

42

Comyn

43

Conall

44

Cuan

45

Dagda

46

Daire

47

Dara

48

Devin

49

Donn

50

Doran

51

Dubhan

52

Eamon

53

Eibhear

54

Einri

55

Enna

56

Eoghan

57

Eoin

58

Faolan

59

Feichin

60

Fidhlim

61

Fergus

62

Finn

63

Finnbar

64

Finnen

65

Fitz

66

Flann

67

Flynn

68

Gallager

69

Garrett

70

Gilroy

71

Goban

72

Grady

73

Hanley

74

Hurley

75

Iomhar

76

Kathel

77

Keefe

78

Kenyon

79

Lanty

80

Liam

81

Loman

82

Lonan

83

Maedoc

84

Magnus

85

Malone

86

Midir

87

Mile

88

Molan

89

Munro

90

Mile

91

Munro

92

Munroe

93

Murphy

94

Naois

95

Neill

96

Nevin

97

Nioclas

98

Oilill

99

Oscar

100

Pol

Ishilb - Names

Roll
1

[Anglo-SaxonMaleNames] son of [Anglo-SaxonMaleNames]

2

[Anglo-SaxonFemaleNames] daughter of [Anglo-SaxonMaleNames]

IsraeliteFemaleNames

Roll
1-2

Zilpah

3-4

Yuval

5-6

Yocheved

7-8

Yiskah

9-10

Yerushah

11-12

Yemima

13-14

Yehudit

15-16

Yedidah

17-18

Yael

19-20

Washti

21-22

Tzivyah

23-24

Tzipporah

25-26

Tzillah

27-28

Tirtzah

29-30

Tamar

31-32

Shulammit

33-34

Shoshannah

35-36

Shifra

37-38

Sarai

39-40

Sarah

41-42

Rut

43-44

Rivqah

45-46

Rachel

47-48

'orpah

49-50

Ofir

51-52

Nogah

53-54

Na'ah

55-56

Na'omi

57-58

Na'amah

59-60

Moriah

61-62

Miriam

63-64

Mikhayhu

65-66

Mikhal

67-68

Merav

69-70

Meheitav'el

71-72

Machlah

73-74

Machalat

75-76

Ketzi'ah

77-78

Keren-Happukh

79-80

'izevel

81-82

Hodiyah

83-84

Hagar

85-86

Hadassah

87-88

'ester

89-90

Elisheba

91-92

Elah

93-94

Efrat

95-96

'ednah

97-98

Dinah

99-100

Diklah

101-102

Devorah

103-104

Delilah

105-106

Chuldah

107-108

Cheftzi-bah

109-110

Chawwah

111-112

Channah

113-114

Chaggit

115-116

Bityah

117-118

Beulah

119-120

Bat-sheva

121-122

Basmat

123-124

'Aviyah

125-126

Avital

127-128

Avishag

129-130

'avigayil

131-132

Atarah

133-134

Atalyah

135-136

'ashtoret

137-138

'asenat

139-140

Anat

141-142

Achinoam

IsraeliteMaleNames

Roll
1-2

Zevulun

3-4

Zevadyah

5-6

Zerach

7-8

Zekharyah

9-10

Zakkai

11-12

Yuval

13-14

Yotam

15-16

Yoshiyahu

17

Yosef

18-19

Yoram

20-21

Yonatan

22-23

Yonah

24-25

Yoel

26-27

Yochanan

28-29

Yoav

30-31

Yo'ash

32-33

Yitzhak

34-35

Yissakhar

36-37

Yisra'el

38-39

Yishmeray

40-41

Yishma'el

42-43

Yishai

44-45

Yirmiyahu

46-47

Yiftach

48-49

Yeshua

50-51

Yeriyau

52-53

Yered

54-55

Yekonyah

56-57

Yehudi

58-59

Yehudah

60-61

Yehu'

62-63

Yehoshafat

64-65

Yehoram

66-67

Yehonatan

68-69

Yehochanan

70

Yeho'ash

71-72

Yefet

73-74

Yedidyah

75-76

Yechezkel

77-78

Yawan

79-80

Yared

81-82

Yarav'am

83-84

Ya'rah

85-86

Yair

87-88

Yadon

89-90

Yachin

91-92

Yaakov

93-94

Uzziel

95-96

Uzzi

97-98

'uriyah

99-100

'uri

101-102

Tzivah

103-104

Tzion

105-106

Tzidkiyahu

107-108

Tzefanyah

109-110

Toviyyah

111-112

Tovi

113-114

Terach

115-116

Teman

117-118

Talmai

119-120

Shimon

121-122

Shet

123-124

Shemu'el

125-126

Shem

127-128

Shelomoh

129-130

She'alti'el

131-132

Sha'ul

133-134

Seraiah

135-136

Satan

137-138

Reuven

139-140

Rehav'am

141-142

Rafa'el

143-144

Pinchas

145-146

Peretz

147-148

Penuel

149-150

Peleg

151-152

Oved

153-154

Ovadyah

155-156

Omri

157-158

Ofrah

159-160

Ofir

161-162

Nogah

163-164

Noach

165-167

Nevukhadnetztzar

168-169

Nethanel

170-171

Netanyahu

172-173

Neriah

174-175

Nechemyah

176-177

Natan

178-179

Nadav

180-181

Nachum

182-183

Moshe

184-185

Mordokhay

186-187

Mikhayhu

188-189

Mikhah

190-191

Mikha'el

192-193

Metushelach

194-195

Menashsheh

196-197

Menachem

198-199

Melech

200-201

Mattiyahu

202-203

Mattanyahu

204-205

Mattan

206-207

Mal'akhi

208-209

Machli

210-211

Machlah

212-213

Lewi

214-215

Lemuel

216-217

Koresh

218-219

Keinan

220-221

Kayin

222-223

Kalev

224-225

Itamar

226-227

Ira

228-229

Immanuel

230-231

Hoshea

232-233

Hiram

234-235

Hillel

236-237

Hevel

238-239

Haran

240-241

Adlai

242-243

Gedalyahu

244-245

Gavri'el

246-247

Ezer

248-249

Enosh

250-251

Eliyyahu

252-253

Elihu

254-255

Eli'ezer

256-257

Elah

258-259

Eitan

260-261

Eiran

262-263

Ehud

264-265

Dawid

266-267

Daniyyel

268-269

Dan

270-271

Chavaqquq

272-273

Chananyah

274-275

Barukh

276-277

Avishay

278-279

Aviram

280-281

Avihu

282-283

Avidan

284-285

Aran

286-287

Anat

288-289

Anaiah

290-291

Amram

292-293

Amos

294-295

Amnon

296-297

Amaryahu

298-299

Aharon

300-301

Adinah

302

Adam

303-304

Adalya

ItalianFemaleNames

Roll
1

Abelie

2

Adelina

3

Adona

4

Agata

5

Alba

6

Alberta

7

Alessa

8

Ambra

9

Amedea

10

Antonia

11

Arianna

12

Benigna

13

Bettina

14

Bice

15

Calvina

16

Carla

17

Carlota

18

Celestina

19

Chiara

20

Clara

21

Coco

22

Cristiana

23

Dafne

24

Detta

25

Dona

26

Drina

27

Edda

28

Edmonda

29

Elda

30

Elena

31

Elettra

32

Elisabetta

33

Elma

34

Elnora

35

Eloisa

36

Emiliana

37

Enrica

38

Enrichetta

39

Erminia

40

Eula

41

Felisa

42

Fina

43

Fiore

44

Fulvia

45

Gemma

46

Giada

47

Gianna

48

Gilda

49

Gina

50

Gioia

51

Giulia

52

Grazia

53

Ilaria

54

Imelda

55

Ines

56

Italia

57

Jemma

58

Jolanda

59

Lalia

60

Lauretta

61

Lia

62

Lisa

63

Lorenza

64

Luciana

65

Luigia

66

Luigina

67

Luisa

68

Maria

69

Marta

70

Marietta

71

Maura

72

Melania

73

Michela

74

Milana

75

Mimi

76

Mirella

77

Mona

78

Natale

79

Nereza

80

Nerina

81

Nicola

82

Nilda

83

Noelia

84

Noemi

85

Nora

86

Norma

87

Nunzia

88

Orabella

89

Orlanda

90

Orsina

91

Paolina

92

Perla

93

Pina

94

Renata

95

Roberta

96

Romana

97

Romilda

98

Rosalva

99

Samuela

100

Savina

ItalianMaleNames

Roll
1

Abele

2

Abramo

3

Achille

4

Adal

5

Adamo

6

Adolfo

7

Adone

8

Adriano

9

Affonso

10

Agapeto

11

Alberico

12

Aldo

13

Alfeo

14

Alfonso

15

Alonso

16

Amadeo

17

Amato

18

Amedeo

19

Ampelio

20

Andrea

21

Angelo

22

Anselmo

23

Antonio

24

Armo

25

Arrigo

26

Attilio

27

Basilio

28

Benigno

29

Beppe

30

Bettino

31

Brizio

32

Carlo

33

Ciriaco

34

Ciro

35

Clemente

36

Crispino

37

Cross

38

Dante

39

Dario

40

Dino

41

Donato

42

Drago

43

Duilio

44

Elia

45

Elmo

46

Ennio

47

Enzo

48

Ermete

49

Ezio

50

Fabio

51

Faustino

52

Fedele

53

Felice

54

Fino

55

Flavio

56

Fons

57

Francesco

58

Gavino

59

Gianni

60

Gino

61

Guido

62

Isaia

63

Italo

64

Leone

65

Lino

66

Livio

67

Luca

68

Lucio

69

Manlio

70

Mariano

71

Mario

72

Martino

73

Maso

74

Matteo

75

Mauro

76

Meo

77

Michele

78

Modesto

79

Naldo

80

nerio

81

nevio

82

Nico

83

Nino

84

Orso

85

Ovidio

86

Palmiro

87

Paolo

88

Pepe

89

Piero

90

Raffaele

91

Raul

92

Remigio

93

Rico

94

Romeo

95

Sabino

96

Sandro

97

Santo

98

Severo

99

Tino

100

Ugo

JapaneseFemaleNames

Roll
1

Ai

2

Aika

3

Aiko

4

Aimi

5

Akane

6

Akemi

7

Aki

8

Akiko

9

Akira

10

Amaterasu

11

Amaya

12

Aoi

13

Arisu

14

Asami

15

Asuka

16

Atsuko

17

Avaron

18

Aya

19

Ayaka

20

Ayako

21

Ayame

22

Ayano

23

Ayumi

24

Bunko

25

Chiasa

26

Chie

27

Chieko

28

Chiharu

29

Chika

30

Chikako

31

Chiyo

32

Cho

33

Eiko

34

Emi

35

Emiko

36

Fuji

37

Gina

38

Hana

39

Hanako

40

Haru

41

Haruka

42

Haruki

43

Haruko

44

Hideko

45

Hikari

46

Hikaru

47

Hiro

48

Hiroko

49

Hiromi

50

Hisako

51

Hisoka

52

Hitomi

53

Hoshi

54

Hotaru

55

Izanami

56

Izumi

57

Jun

58

Junko

59

Kame

60

Kameko

61

Kameyo

62

Kamiko

63

Kaori

64

Kasumi

65

Katsumi

66

Kayo

67

Kazue

68

Kazumi

69

Kei

70

Keiko

71

Kin

72

Ko

73

Kohaku

74

Kotone

75

Kou

76

Kumiko

77

Kyo

78

Kyoko

79

Kyou

80

Mai

81

Maiko

82

Maki

83

Mana

84

Mari

85

Masa

86

Masako

87

Masami

88

Masumi

89

Megumi

90

Michi

91

Midori

92

Miho

93

Mika

94

Minako

95

Minori

96

Nana

97

Nao

98

Nori

99

Ran

100

Ren

JapaneseMaleNames

Roll
1

Aki

2

Akihiko

3

Akihiro

4

Akio

5

Akira

6

Aoi

7

Arata

8

Atsushi

9

Dai

10

Daichi

11

Daiki

12

Daisuke

13

Eiji

14

Fumio

15

Goro

16

Gorou

17

Hachiro

18

Hajime

19

Haru

20

Haruo

21

Hideaki

22

Hideki

23

Hideo

24

Hikaru

25

Hiro

26

Hiroaki

27

Hiroki

28

Hiroshi

29

Hiroyuki

30

Hisoka

31

Hitoshi

32

Hotaka

33

Ichiro

34

Ichirou

35

Isama

36

Isao

37

Izanagi

38

Jiro

39

Jirou

40

Jun

41

Junichi

42

Juro

43

Jurou

44

Kaede

45

Katashi

46

Katsu

47

Katsumi

48

Katsuo

49

Katsuro

50

Kazuhiko

51

Kazuo

52

Kei

53

Keiichi

54

Keiji

55

Ken

56

Kenji

57

Kenta

58

Kichiro

59

Kin

60

Kioshi

61

Kiyoshi

62

Kuro

63

Kyo

64

Kyou

65

Madoka

66

Makoto

67

Manabu

68

Masa

69

Masahiko

70

Masahiro

71

Masaki

72

Masao

73

Masaru

74

Masashi

75

Masato

76

Masayoshi

77

Masayuki

78

Masumi

79

Michi

80

Michio

81

Mikio

82

Minori

83

Minoru

84

Mitsuo

85

Nao

86

Noboru

87

Nobu

88

Nobuyuki

89

Nori

90

Norio

91

Orochi

92

Osamu

93

Raiden

94

Rokuro

95

Ryo

96

Shin

97

Tadao

98

Shou

99

Shuju

100

Takeo

Mikon - Names

Roll
1

[CelticMaleNames] son of [CelticMaleNames]

2

[CelticFemaleNames] daughter of [CelticMaleNames]

Orc - Names

Roll
1

[GermanMaleNames] son of [GermanMaleNames]

2

[GermanFemaleNames] daughter of [GermanMaleNames]

Random - Name - Single

Roll
1

[AkkadianMaleNames]

2

[Anglo-SaxonFemaleNames]

3

[Anglo-SaxonMaleNames]

4

[BabylonianFemaleNames]

5

[BabylonianMaleNames]

6

[CelticFemaleNames]

7

[CelticMaleNames]

8

[ElvenNames]

9

[FrenchFemaleNames]

10

[FrenchMaleNames]

11

[GermanFemaleNames]

12

[GermanMaleNames]

13

[HawaiianFemaleNames]

14

[HawaiianMaleNames]

15

[IrishFemaleNames]

16

[IrishMaleNames]

17

[IsraeliteFemaleNames]

18

[IsraeliteMaleNames]

19

[ItalianFemaleNames]

20

[ItalianMaleNames]

21

[JapaneseFemaleNames]

22

[JapaneseMaleNames]

23

[SwissFemaleNames]

24

[SwissMaleNames]

Suva - Names

Roll
1

[FrenchMaleNames] son of [FrenchMaleNames]

2

[FrenchFemaleNames] daughter of [FrenchMaleNames]

SwissFemaleNames

Roll
1

Aina

2

Annali

3

Anne

4

Baba

5

Babali

6

Babeli

7

Bebba

8

Betha

9

Boppi

10

Dith

11

Elsbeth

12

Hati

13

Hatili

14

Herma

15

Hermeli

16

Kathri

17

Kathrili

18

Ketti

19

Kina

20

Leli

21

Liserli

22

Maga

23

Magdalene

24

Maieli

25

Maja

26

Zusi

27

Zosel

28

Zosa

29

Urschla

30

Urschel

31

Trineli

32

Trine

33

Trili

34

Tri

35

Torli

36

Tonneli

37

Sefa

38

Salomeli

39

Salome

40

Rosi

41

Roseli

42

Rosel

43

Orcheli

44

Nanneli

45

Nann

46

Mieli

47

Marie

48

Margarete

49

Mareili

SwissMaleNames

Roll
1

Antoni

2

Balderik

3

Baltzel

4

Balz

5

Bartleme

6

Bartli

7

Bastia

8

Bastiali

9

Beiali

10

Benzel

11

Benzli

12

Bisch

13

Bischli

14

Chlaus

15

Chresta

16

Chresteli

17

Christoph

18

Chuedli

19

Conradus

20

Enz

21

Enzali

22

Fredli

23

Fridli

24

Gabeler

25

Hacke

26

Hackel

27

han

28

Hansli

29

Hasli

30

Jagli

31

Jocheli

32

Jock

33

Jogg

34

Wille

35

Wilhelm

36

Watli

37

Uoli

38

Ulrich

39

Ueli

40

Toveli

41

Tobies

42

Thiesli

43

Thies

44

Tebos

45

Tebes

46

Stoffel

47

Stefan

48

Sippli

49

Sipp

50

Sammel

51

Sameli

52

Ruedi

53

Ruedeli

54

Poli

55

Pelei

56

Ours

57

Orsch

58

Mies

59

Mathias

60

Martili

61

Marti

62

Lori

63

Lioba

64

Liert

65

Lenz

66

Krstoffel

67

Krista

68

Karl

69

Jostli

70

Jost

71

Johan

72

Joggeli

Theolan - Names

Roll
1

[SwissMaleNames] son of [SwissMaleNames]

2

[SwissFemaleNames] daughter of [SwissMaleNames]

Tiefling - Names

Roll
1

[BabylonianMaleNames] son of [BabylonianMaleNames]

2

[BabylonianFemaleNames] daughter of [BabylonianMaleNames]

Race

Race Table of Contents

Aloii - Age

Aloii - Description

Aloii - Height

Aloii - Material

Aloii - Size

Aloii - Weight

Antilinoid - Age

Antilinoid - Description

Antilinoid - Height

Antilinoid - Size

Antilinoid - Subraces

Antilinoid - Weight

Bronzebeard - The Will of the Steel

Draconic Ancestry

Dragonborn - Age

Dragonborn - Description

Dragonborn - Height

Dragonborn - Size

Dragonborn - Weight

Dwarf - Age

Dwarf - Description

Dwarf - Height

Dwarf - Size

Dwarf - Subraces

Dwarf - Weight

Elf - Age

Elf - Description

Elf - Height

Elf - Size

Elf - Subraces

Elf - Weight

Gnome - Age

Gnome - Description

Gnome - Height

Gnome - Size

Gnome - Subraces

Gnome - Weight

Half-Elf - Age

Half-Elf - Description

Half-Elf - Size

Half-Elf - Subraces

Half-Orc - Age

Half-Orc - Description

Half-Orc - Size

Half-Orc - Subraces

Halfling - Age

Halfling - Description

Halfling - Height

Halfling - Size

Halfling - Subraces

Halfling - Weight

Homunculus - Age - Actual

Homunculus - Age - Appearance

Homunculus - Description

Homunculus - Eye - Color

Homunculus - Hair - Color

Homunculus - Size

Human - Age

Human - Description

Human - Hair - Descriptor

Human - Hair Color

Human - Height

Human - Size

Human - Skin Color

Human - Weight

Ikuisuus - Age

Ikuisuus - Description

Ikuisuus - Size

Ishilb - Age

Ishilb - Description

Ishilb - Height

Ishilb - Size

Ishilb - Subraces

Ishilb - Weight

Mikon - Age

Mikon - Description

Mikon - Fur - Descriptor

Mikon - Fur - Descriptor - Color

Mikon - Hair Color

Mikon - Size

Random - Appearance - Demon

Random - Demon - Armaments

Random - Demon - Arms - Female

Random - Demon - Arms - Male

Random - Demon - Ears

Random - Demon - Height - Epic Tall

Random - Demon - Height - Female

Random - Demon - Height - Male

Random - Demon - Height - Medium

Random - Demon - Height - Short

Random - Demon - Height - Tall

Random - Demon - Horns - Female

Random - Demon - Horns - Male

Random - Demon - Horns - Number

Random - Demon - Muzzle

Random - Demon - Name

Random - Demon - Name - Suffix

Random - Demon - Scales - Color

Random - Demon - Scales - Descriptor

Random - Demon - Skin - Color

Random - Demon - Skin - Descriptor

Random - Demon - Skin - Female

Random - Demon - Skin - Male

Random - Demon - Teeth

Random - Demon - Wings - Descriptor

Random - Demon - Wings - Female

Random - Demon - Wings - Female - Location

Random - Demon - Wings - Male

Random - Demon - Wings - Male - Location

Random - Race

Suva - Age

Suva - Description

Suva - Height

Suva - Size

Suva - Traits

Suva - Weight

Theolan - Age

Theolan - Aura

Theolan - Description

Theolan - Eye - Color - Evil

Theolan - Eye - Color - Good

Theolan - Eyes

Theolan - Hair

Theolan - Hair - Evil

Theolan - Hair - Good

Theolan - Horn - Color

Theolan - Horns

Theolan - Horns - Number

Theolan - Size

Theolan - Skin - Human

Theolan - Skin - Human - Attribute

Theolan - Skin - Human - Color

Theolan - Skin - Scale

Theolan - Skin - Scale - Attribute

Theolan - Skin - Scale - Color

Theolan - Skin - Scale - Texture

Theolan - Skin - Type

Theolan - Smell - Evil

Theolan - Smell - Good

Theolan - Tail - Prongs

Theolan - Tail - Sharpness

Tiefling - Age

Tiefling - Description

Tiefling - Size

Human - Subraces

Aloii - Subraces

Enlightened Beast - Description

Enlightened Beast - Race Link

Enlightened Beast - Subraces

Enlightened Beast - Race Traits

Homunculus - Subraces

Ikuisuus - Subraces

Mikon - Subraces

Theolan - Subraces

Suva - Subraces

Tiefling - Subraces

Aloii - Race Traits

Antilinoid - Race Traits

Dragonborn - Race Traits

Dwarf - Race Traits

Elf - Race Traits

Gnome - Race Traits

Half-Elf - Race Traits

Half-Orc - Race Traits

Halfling - Race Traits

Homunculus - Race Traits

Human - Race Traits

Ikuisuus - Race Traits

Ishilb - Race Traits

Mikon - Race Traits

Suva - Race Traits

Theolan - Race Traits

Theolan Cantrips

Theolan First Level Spells

Theolan Second Level Spells

Tiefling - Race Traits

Random - Theolan Racial Spells

Aloii - Age

Roll
1-2

a child ([1d12] months old)

3-4

an youth ([1d6] years old)

5-7

a teenager ([2d20+6] years old)

8-20

an young adult ([1d100+46] years old)

21-40

a middle aged adult ([2d100+146] years old)

41-70

a mature adult ([2d100+346] years old)

71-98

an ancient adult ([3d100+546] years old)

99-100

a relic of time past ([4d100+846] years old)

Aloii - Description

Roll
1

She is [AloiiFemaleNames] (female) an Aloii made of a [Aloii - Material] like metal. She is [Aloii - Age] . She is [Aloii - Size] .

2

He is [AloiiMaleNames] (male) an Aloii made of a [Aloii - Material] like metal. He is [Aloii - Age] . He is [Aloii - Size] .

Aloii - Height

Roll
1

5'

2

5' 2"

3

5' 4"

4

5' 6"

5

5' 8"

6

5' 10"

7

6'

8

6' 2"

9

6' 4"

10

6' 6"

Aloii - Material

Roll
1

dull iron

2

burnished bronze

3

glittering gold

4

sparkling silver

5

tarnished copper

6

dull bronze

Aloii - Size

Roll
1

5' tall and weighs [2d20+160] pounds

2

5' 1" tall and weighs [2d20+165] pounds

3

5' 2" tall and weighs [2d20+170] pounds

4

5' 3" tall and weighs [2d20+175] pounds

5

5' 4" tall and weighs [2d20+180] pounds

6

5' 5" tall and weighs [2d20+185] pounds

7

5' 6" tall and weighs [2d20+190] pounds

8

5' 7" tall and weighs [2d20+195] pounds

9

5' 8" tall and weighs [2d20+200] pound

10

5' 9" tall and weighs [2d20+205] pounds

11

5' 10" tall and weighs [2d20+210] pounds

12

5' 11" tall and weighs [2d20+215] pounds

Aloii - Weight

Roll
1

300

2

325

3

350

4

375

5

400

6

425

7

450

8

475

9

500

10

525

Antilinoid - Age

Roll
1-7

a child ([1d6] years old)

8-12

an youth ([1d4+6] years old)

13-17

a teenager ([1d4+10] years old)

18-30

an young adult ([1d6+14] years old)

31-80

a middle aged adult ([1d20+20] years old)

81-90

a mature adult ([1d12+40] years old)

91-98

an ancient adult ([1d12+52] years old)

99-100

a relic of time past ([1d12+64] years old)

Antilinoid - Description

Roll
1

He is [AntilinoidKnicknames] son of [AntilinoidKnicknames] . He is [Antilinoid - Age] . He is [Antilinoid - Size] .

2

She is [AntilinoidKnicknames] daughter of [AntilinoidKnicknames] . She is [Antilinoid - Age] . She is [Antilinoid - Size] .

Antilinoid - Height

Roll
1

5'

2

5' 2"

3

5' 4"

4

5' 6"

5

5' 8"

6

5' 10"

7

6'

8

6' 2"

9

6' 4"

10

6' 6"

Antilinoid - Size

Roll
1

4' 10" tall and weighs [2d20+91] pounds

2

4' 11" tall and weighs [2d20+94] pounds

3

5' tall and weighs [2d20+97] pounds

4

5' 1" tall and weighs [2d20+100] pounds

5

5' 2" tall and weighs [2d20+104] pounds

6

5' 3" tall and weighs [2d20+107] pounds

7

5' 4" tall and weighs [2d20+110] pounds

8

5' 5" tall and weighs [3d20+114] pounds

9

5' 6" tall and weighs [3d20+118] pounds

10

5' 7" tall and weighs [3d20+121] pounds

11

5' 8" tall and weighs [3d20+125] pounds

12

5' 9" tall and weighs [3d20+128] pounds

13

5' 10" tall and weighs [3d20+132] pounds

14

5' 11" tall and weighs [3d20+136] pounds

15

6' tall and weighs [4d20+140] pounds

16

6' 1" tall and weighs [4d20+144] pounds

17

6' 2" tall and weighs [4d20+148] pounds

18

6' 3" tall and weighs [4d20+152] pounds

19

6' 4" tall and weighs [4d20+156] pounds

20

6' 5" tall and weighs [4d20+160] pounds

Antilinoid - Subraces

Roll
1

Integrated

2

Old Ways

Antilinoid - Weight

Roll
1

100

2

120

3

140

4

160

5

180

6

200

7

220

8

240

9

260

10

280

Bronzebeard - The Will of the Steel

Roll
1-6

The weapon is broken and can't be used in combat.

7-10

The weapon is forged perfectly, but without any special properties.

11-12

The weapon gain a +1 bonus to attack and damage rolls made with this magic weapon.

13-14

The weapon is indestructible by any means other then magical.

15-16

The weapon gain a +2 bonus to attack and damage rolls made with this magic weapon.

17

The weapon gain an advantage to attack rolls, and deals extra dice damage against one type of creatures (DM choice).

18

The weapon gain a +3 bonus to attack and damage rolls made with this magic weapon.

19

The weapon gain the magical property of one magical weapons from the same type (DM choice).

20

The weapon gain two properties (roll twice, ignoring results of 1 - 6 or 20).

Draconic Ancestry

Roll
1

You are descended from Black Dragons

dealing acid damage

in a 5x30 ft. line.

2

You are descended from Blue Dragons

dealing lightning damage

in a 5x30 ft. line.

3

You are descended from Brass Dragons

dealing fire damage

in a 5x30 ft. line.

4

You are descended from Bronze Dragons

dealing lightning damage

in a 5x30 ft. line.

5

You are descended from Copper Dragons

dealing acid damage

in a 5x30 ft. line.

6

You are descended from Gold Dragons

dealing fire damage

in a 15 ft. cone.

7

You are descended from Green Dragons

dealing poison damage

in a 15 ft. cone.

8

You are descended from Red Dragons

dealing fire damage

in a 15 ft. cone.

9

You are descended from Silver Dragons

dealing cold damage

in a 15 ft. cone.

10

You are descended from White Dragons

dealing cold damage

in a 15 ft. cone.

Dragonborn - Age

Roll
1-7

a child ([1d12] months old)

8-12

an youth ([1d4+1] years old)

13-17

a teenager ([1d12+5] years old)

31-80

a middle aged adult ([1d20+25] years old)

81-90

a mature adult ([1d20+45] years old)

91-98

an ancient adult ([1d12+65] years old)

18-30

an young adult ([1d8+17] years old)

99-100

a relic of time past ([1d20+77] years old)

Dragonborn - Description

Roll
1

He is [Dragonborn Male Names] son of [Dragonborn Male Names] of Clan [Dragonborn Clans] . He is [Dragonborn - Age] . He is [Dragonborn - Size] .

2

She is [Dragonborn Female Names] daughter of [Dragonborn Male Names] of Clan [Dragonborn Clans] . She is [Dragonborn - Age] . She is [Dragonborn - Size] .

Dragonborn - Height

Roll
1

6' 2"

2

6' 4"

3

6' 6"

4

6' 8"

5

6' 10"

6

7'

7

7' 2"

8

7' 4"

9

7' 6"

10

7' 8"

Dragonborn - Size

Roll
1

6' tall and weighs [4d20+160] pounds

2

6' 1" tall and weighs [4d20+164] pounds

3

6' 2" tall and weighs [4d20+168] pounds

4

6' 3" tall and weighs [4d20+172] pounds

5

6' 4" tall and weighs [4d20+176] pounds

6

6' 5" tall and weighs [4d20+180] pounds

7

6' 6" tall and weighs [4d20+184] pounds

8

6' 7" tall and weighs [4d20+188] pounds

9

6' 8" tall and weighs [4d20+192] pounds

10

6' 9" tall and weighs [4d20+196] pounds

11

6' 10" tall and weighs [4d20+200] pounds

12

6' 11" tall and weighs [4d20+204] pounds

13

7' tall and weighs [4d20+208] pounds

14

7' 1" tall and weighs [4d20+212] pounds

15

7' 2" tall and weighs [4d20+216] pounds

16

7' 3" tall and weighs [4d20+220] pounds

17

7' 4" tall and weighs [4d20+224] pounds

18

7' 5" tall and weighs [4d20+230] pounds

19

7' 6" tall and weighs [4d20+234] pounds

20

7' 7" tall and weighs [4d20+238] pounds

Dragonborn - Weight

Roll
1

200

2

210

3

220

4

230

5

240

6

250

7

260

8

270

9

280

10

290

Dwarf - Age

Roll
7

a child ([1d6+1] years old)

8-12

an youth ([1d4+7] years old)

13-19

a teenager ([1d6+11] years old)

20-50

a pre-adult ([1d20+17] years old)

51-100

an young Adult ([2d20+36] years old)

101-200

a middle aged adult ([1d100+76] years old)

201-300

a mature adult ([1d100+176] years old)

301-350

an ancient adult ([1d100+276] years old)

Dwarf - Description

Roll
1

He is [Dwarf Male Names] son of [Dwarf Male Names] of clan [Dwarf Clan Names] . He is [Dwarf - Age] . He is [Dwarf - Size] .

2

She is [Dwarf Female Names] daughter of [Dwarf Male Names] of clan [Dwarf Clan Names] . She is [Dwarf - Age] . She is [Dwarf - Size] .

Dwarf - Height

Roll
1

4'

2

4' 1"

3

4' 2"

4

4' 3"

5

4' 4"

6

4' 5"

7

4' 6"

8

4' 7"

9

4' 8"

10

4' 9"

11

4' 10"

12

4' 11"

Dwarf - Size

Roll
0

4' 11" tall and weighs [2d20+180] pounds

1

4' 1" tall and weighs [2d20+130] pounds

2

4' 2" tall and weighs [2d20+135] pounds

3

4' 3" tall and weighs [2d20+140] pounds

4

4' 4" tall and weighs [2d20+145] pounds

5

4' 5" tall and weighs [2d20+150] pounds

6

4' 6" tall and weighs [2d20+155] pounds

7

4' 7" tall and weighs [2d20+160] pounds

8

4' 8" tall and weighs [2d20+165] pounds

9

4' 9" tall and weighs [2d20+170] pounds

10

4' 10" tall and weighs [2d20+175] pounds

Dwarf - Subraces

Roll
1-2

Bronzebeard Clan (Ironforge Dwarf)

3-4

Cloud Dwarf

5

Firebeard Dwarf

6

Frostbeard Dwarf

7-8

Grey Dwarf

9-10

Highlander Dwarf

11-12

Hill Dwarf

13-14

Orecutter Dwarf

15-16

Rune Dwarf

17-18

Volcano Dwarf

19-20

Wildhammer Clan

Dwarf - Weight

Roll
1

100

2

110

3

120

4

130

5

140

6

150

7

160

8

170

9

180

10

190

Elf - Age

Roll
1-3

a child ([1d6] years old)

4-10

an youth ([1d6+6] years old)

11-15

a teenager ([1d6+12] years old)

16-20

a pre-adult ([4d20+15] years old)

21-40

an young adult ([1d100+95] years old)

41-60

a middle aged adult ([2d100+194] years old)

61-90

a mature adult ([3d100+392] years old)

91-100

an ancient adult ([1d100+692] years old)

Elf - Description

Roll
1

He is [ElvenNames] son of [ElvenNames] . He is [Elf - Age] . He is [Elf - Size] .

2

She is [ElvenNames] daughter of [ElvenNames] . She is [Elf - Age] . She is [Elf - Size] .

Elf - Height

Roll
1

3'2"

2

3'4"

3

3'6"

4

3'8"

5

3'10"

6

6'4"

7

6'6"

8

6'8"

9

6'10"

10

6'12"

Elf - Size

Roll
1

4' 10" tall and weighs [1d20+91] pounds

2

4' 11" tall and weighs [1d20+94] pounds

3

5' tall and weighs [1d20+97] pounds

4

5' 1" tall and weighs [1d20+100] pounds

5

5' 2" tall and weighs [1d20+104] pounds

6

5' 3" tall and weighs [1d20+107] pounds

7

5' 4" tall and weighs [1d20+110] pounds

8

5' 5" tall and weighs [2d20+114] pounds

9

5' 6" tall and weighs [2d20+118] pounds

10

5' 7" tall and weighs [2d20+121] pounds

11

5' 8" tall and weighs [2d20+125] pounds

12

5' 9" tall and weighs [2d20+128] pounds

13

5' 10" tall and weighs [2d20+132] pounds

14

5' 11" tall and weighs [2d20+136] pounds

15

6' tall and weighs [3d20+140] pounds

16

6' 1" tall and weighs [3d20+144] pounds

17

6' 2" tall and weighs [3d20+148] pounds

18

6' 3" tall and weighs [3d20+152] pounds

19

6' 4" tall and weighs [3d20+156] pounds

20

6' 5" tall and weighs [3d20+160] pounds

21

4' 1" tall and weighs [1d20+48] pounds

22

4' 2" tall and weighs [1d20+52] pounds

23

4' 3" tall and weighs [1d20+56] pounds

24

4' 4" tall and weighs [1d20+60] pounds

25

4' 5" tall and weighs [1d20+64] pounds

26

4' 6" tall and weighs [1d20+68] pounds

27

4' 7" tall and weighs [1d20+72] pounds

28

4' 8" tall and weighs [1d20+76] pounds

29

4' 9" tall and weighs [1d20+80] pounds

30

6' 6" tall and weighs [3d20+164] pounds

31

6' 7" tall and weighs [3d20+168] pounds

32

6' 8" tall and weighs [3d20+172] pounds

33

6' 9" tall and weighs [3d20+176] pounds

34

6' 10" tall and weighs [3d20+180] pounds

35

6' 11" tall and weighs [3d20+184] pounds

Elf - Subraces

Roll
1

Blood Elf (Sand Elf, Low Elf)

2

Brobdingnagian Elf

3

Crystal Elf (Vitreur)

4

Dark Elf

5

Exocoetidae Elf

6

High Elf

7

Horselord Elf

8

Urban Elf

Elf - Weight

Roll
1

100

2

105

3

110

4

115

5

120

6

125

7

130

8

135

9

140

10

145

Gnome - Age

Roll
1-3

a child ([1d6] years old)

4-7

an youth ([1d6+6] years old)

8-14

a teenager ([1d6+12] years old)

15-24

a pre-adult ([1d20+18] years old)

25-44

an young adult ([3d20+36] years old)

45-74

a middle aged adult ([2d100+95] years old)

75-92

a mature adult ([1d100+295] years old)

93-100

an ancient adult ([1d100+395] years old)

Gnome - Description

Roll
1

He is [JapaneseMaleNames] son of [JapaneseMaleNames] . He is [Gnome - Age] . He is [Gnome - Size] .

2

She is [JapaneseFemaleNames] daughter of [JapaneseMaleNames] . She is [Gnome - Age] . She is [Gnome - Size] .

Gnome - Height

Roll
1

3'

2

3' 1"

3

3' 2"

4

3' 3"

5

3' 4"

6

3' 5"

7

3' 6"

8

3' 7"

9

3' 8"

10

3' 9"

Gnome - Size

Roll
1

3' 3" tall and weighs [1d10+25] pounds

2

3' 4" tall and weighs [1d10+27] pounds

3

3' 5" tall and weighs [1d10+29] pounds

4

3' 6" tall and weighs [1d10+31] pounds

5

3' 7" tall and weighs [1d10+34] pounds

6

3' 8" tall and weighs [1d10+37] pounds

7

3' 9" tall and weighs [1d10+39] pounds

8

3' 10" tall and weighs [1d10+41] pounds

9

3' 11" tall and weighs [1d10+44] pounds

10

4' tall and weighs [1d10+48] pounds

11

3' 2" tall and weighs [1d10+23] pounds

12

3' 1" tall and weighs [1d10+21] pounds

Gnome - Subraces

Roll
1

Cliff Gnome

2

Desert Gnome

3

Redcap

4

Rock Gnome

Gnome - Weight

Roll
1

35

2

36

3

37

4

38

5

39

6

40

7

41

8

42

9

43

10

44

Half-Elf - Age

Roll
1-3

a child ([1d6] years old)

4-8

an youth ([1d6+6] years old)

9-15

a teenager ([1d6+12] years old)

16-35

an young adult ([1d20+18] years old)

36-53

a middle aged adult ([2d20+37] years old)

54-73

a mature adult ([2d20+56] years old)

74-93

an ancient adult ([3d20+94] years old)

94-100

a relic of a past age ([3d20+152] years old)

Half-Elf - Description

Roll
1

He is [ElvenNames] son of [ElvenNames] . He is [Half-Elf - Age] . He is [Half-Elf - Size] .

2

She is [ElvenNames] daughter of [ElvenNames] . She is [Half-Elf - Age] . She is [Half-Elf - Size] .

Half-Elf - Size

Roll
1

4' 10" tall and weighs [2d20+91] pounds

2

4' 11" tall and weighs [2d20+94] pounds

3

5' tall and weighs [2d20+97] pounds

4

5' 1" tall and weighs [2d20+100] pounds

5

5' 2" tall and weighs [2d20+104] pounds

6

5' 3" tall and weighs [2d20+107] pounds

7

5' 4" tall and weighs [2d20+110] pounds

8

5' 5" tall and weighs [3d20+114] pounds

9

5' 6" tall and weighs [3d20+118] pounds

10

5' 7" tall and weighs [3d20+121] pounds

11

5' 8" tall and weighs [3d20+125] pounds

12

5' 9" tall and weighs [3d20+128] pounds

13

5' 10" tall and weighs [3d20+132] pounds

14

5' 11" tall and weighs [3d20+136] pounds

15

6' tall and weighs [4d20+140] pounds

16

6' 1" tall and weighs [4d20+144] pounds

17

6' 2" tall and weighs [4d20+148] pounds

18

6' 3" tall and weighs [4d20+152] pounds

19

6' 4" tall and weighs [4d20+156] pounds

20

6' 5" tall and weighs [4d20+160] pounds

Half-Elf - Subraces

Half-Human

Half-Orc - Age

Roll
1-3

a child ([1d4] years old)

4-11

an youth ([1d4+4] years old)

12-17

a teenager ([1d4+8] years old)

18-30

an young adult ([1d20+13] years old)

31-50

a middle aged adult ([1d20+33] years old)

51-74

a mature adult ([1d10+53] years old)

75-92

an ancient adult ([1d10+63] years old)

93-100

a relic of a past age ([1d10+73] years old)

Half-Orc - Description

Roll
1

He is [GermanMaleNames] son of [GermanMaleNames] . He is [Half-Orc - Age] . He is [Half-Orc - Size] .

2

She is [GermanFemaleNames] daughter of [GermanMaleNames] . She is [Half-Orc - Age] . She is [Half-Orc - Size] .

Half-Orc - Size

Roll
1

6' tall and weighs [4d20+160] pounds

2

6' 1" tall and weighs [4d20+164] pounds

3

6' 2" tall and weighs [4d20+168] pounds

4

6' 3" tall and weighs [4d20+172] pounds

5

6' 4" tall and weighs [4d20+176] pounds

6

6' 5" tall and weighs [4d20+180] pounds

7

6' 6" tall and weighs [4d20+184] pounds

8

6' 7" tall and weighs [4d20+188] pounds

9

6' 8" tall and weighs [4d20+192] pounds

10

6' 9" tall and weighs [4d20+196] pounds

11

6' 10" tall and weighs [4d20+200] pounds

12

6' 11" tall and weighs [4d20+204] pounds

13

7' tall and weighs [4d20+208] pounds

14

7' 1" tall and weighs [4d20+212] pounds

15

7' 2" tall and weighs [4d20+216] pounds

16

7' 3" tall and weighs [4d20+220] pounds

17

7' 4" tall and weighs [4d20+224] pounds

18

7' 5" tall and weighs [4d20+230] pounds

19

7' 6" tall and weighs [4d20+234] pounds

20

7' 7" tall and weighs [4d20+238] pounds

Half-Orc - Subraces

Half-Human

Halfling - Age

Roll
1-3

a child ([1d6] years old)

4-8

an youth ([1d6+6] years old)

9-14

a teenager ([1d6+12] years old)

15-40

an young adult ([1d20+18] years old)

41-60

a middle aged adult ([1d20+38] years old)

61-70

a mature adult ([3d20+56] years old)

71-91

an ancient adult ([1d20+116] years old)

92-100

a relic of a lost era ([3d20+134] years old)

Halfling - Description

Roll
1

He is [HawaiianMaleNames] son of [HawaiianMaleNames] . He is [Halfling - Age] . He is [Halfling - Size] .

2

She is [HawaiianFemaleNames] daughter of [HawaiianMaleNames] . She is [Halfling - Age] . She is [Halfling - Size] .

Halfling - Height

Roll
1

2' 6"

2

2' 7"

3

2' 8"

4

2' 9"

5

2' 10"

6

2' 11"

7

3'

8

3' 1"

9

3' 2"

10

3' 3"

Halfling - Size

Roll
1

3' 3" tall and weighs [1d10+25] pounds

2

3' 4" tall and weighs [1d10+27] pounds

3

3' 5" tall and weighs [1d10+29] pounds

4

3' 6" tall and weighs [1d10+31] pounds

5

3' 7" tall and weighs [1d10+34] pounds

6

3' 8" tall and weighs [1d10+37] pounds

7

3' 9" tall and weighs [1d10+39] pounds

8

3' 10" tall and weighs [1d10+41] pounds

9

3' 11" tall and weighs [1d10+44] pounds

10

4' tall and weighs [1d10+48] pounds

11

3' 2" tall and weighs [1d10+23] pounds

12

3' 1" tall and weighs [1d10+21] pounds

Halfling - Subraces

Roll
1

Burly Halfling

2

Lightfoot

3

Fallohide Halfling

4

Quarterling

Halfling - Weight

Roll
1

35

2

36

3

37

4

38

5

39

6

40

7

41

8

42

9

43

10

44

Homunculus - Age - Actual

Roll
1-2

[1d12] months old

3-4

[1d6] years old

5-7

[2d20+6] years old

8-20

[1d100+46] years old

21-40

[2d100+146] years old

41-70

[2d100+346] years old

71-98

[3d100+546] years old

99-100

[4d100+846] years old

Homunculus - Age - Appearance

Roll
1-5

a child ([1d6] years old)

6-15

an youth ([1d6+6] years old)

16-29

a teenager ([1d6+12] years old)

30-69

an young adult ([1d12+18] years old)

70-94

a middle aged adult ([1d12+30] years old)

95-97

a mature adult ([1d12+42] years old)

98-99

an ancient adult ([1d20+54] years old)

100

a relic of time past ([1d20+74] years old)

Homunculus - Description

Roll
1

He is [Homunculus Male Names] son of [Homunculus Male Names] . His hair is [Homunculus - Hair - Color] with [Homunculus - Eye - Color] eyes. He appears to be [Homunculus - Age - Appearance], but something in his eyes make you wonder if that is accurate (actually [Homunculus - Age - Actual]) . He is [Homunculus - Size] .

2

She is [Homunculus Female Names] daughter of [Homunculus Male Names] . Her hair is [Homunculus - Hair - Color] with [Homunculus - Eye - Color] eyes. She appears to be [Homunculus - Age - Appearance], but something in her eyes makes you wonder if that is accurate (actually [Homunculus - Age - Actual]) . She is [Homunculus - Size] .

Homunculus - Eye - Color

Roll
1

scarlet

2

indigo

3

violet

4

crimson

5

ruby

6

cherry

7

maroon

8

magenta

9

azure

10

lavender

Homunculus - Hair - Color

Roll
1

jet black

2

ink black

3

charcoal

4

obsidian colored

5

shadowy black

6

sooty black

Homunculus - Size

Roll
1

4' 10" tall and weighs [2d20+91] pounds

2

4' 11" tall and weighs [2d20+94] pounds

3

5' tall and weighs [2d20+97] pounds

4

5' 1" tall and weighs [2d20+100] pounds

5

5' 2" tall and weighs [2d20+104] pounds

6

5' 3" tall and weighs [2d20+107] pounds

7

5' 4" tall and weighs [2d20+110] pounds

8

5' 5" tall and weighs [3d20+114] pounds

9

5' 6" tall and weighs [3d20+118] pounds

10

5' 7" tall and weighs [3d20+121] pounds

11

5' 8" tall and weighs [3d20+125] pounds

12

5' 9" tall and weighs [3d20+128] pounds

13

5' 10" tall and weighs [3d20+132] pounds

14

5' 11" tall and weighs [3d20+136] pounds

15

6' tall and weighs [4d20+140] pounds

16

6' 1" tall and weighs [4d20+144] pounds

17

6' 2" tall and weighs [4d20+148] pounds

18

6' 3" tall and weighs [4d20+152] pounds

19

6' 4" tall and weighs [4d20+156] pounds

20

6' 5" tall and weighs [4d20+160] pounds

Human - Age

Roll
1-3

a child ([1d6] years old)

4-12

an youth ([1d6+6] years old)

13-17

a teenager ([1d6+12] years old)

18-44

an young adult ([1d12+18] years old)

45-66

a middle aged adult ([1d12+30] years old)

67-83

a mature adult ([1d12+42] years old)

84-94

an ancient adult ([1d20+54] years old)

95-100

a relic of a lost era ([1d20+74] years old)

Human - Description

Roll
1

He is [IsraeliteMaleNames] son of [IsraeliteMaleNames] . His hair is [Human - Hair Color] [Human - Hair - Descriptor] his [Human - Skin Color] skin. He is [Human - Age] . He is [Human - Size] .

2

She is [IsraeliteFemaleNames] daughter of [IsraeliteMaleNames] . Her hair is [Human - Hair Color] [Human - Hair - Descriptor] her [Human - Skin Color] skin. She is [Human - Age] . She is [Human - Size] .

Human - Hair - Descriptor

Roll
1

complimenting

2

contrasting

3

drawing out

4

exaggerating

5

drawing attention away from

6

drawing attention to

Human - Hair Color

Roll
1

auburn red

2

flaming red

3

strawberry blond

4

ash-brown

5

ginger

6

sandy-brown

7

chestnut-brown (red-brown)

8

red

9

sable brown (grayish yellow brown)

10

sorrel brown (orange brown)

11

jet black

12

raven black

13

sooty black

14

ash-gray

15

iron-gray

16

salt and pepper

17

silver-gray

18

steal-gray

19

peal-white

20

snow-white

21

ash blond

22

bronze blond

23

wheaten blond

24

platinum blond

25

honey blond

26

golden blond

27

ginger blond

Human - Height

Roll
1

5'

2

5' 2"

3

5' 4"

4

5' 6"

5

5' 8"

6

5' 10"

7

6'

8

6' 2"

9

6' 4"

10

6' 6"

Human - Size

Roll
1

4' 10" tall and weighs [2d20+91] pounds

2

4' 11" tall and weighs [2d20+94] pounds

3

5' tall and weighs [2d20+97] pounds

4

5' 1" tall and weighs [2d20+100] pounds

5

5' 2" tall and weighs [2d20+104] pounds

6

5' 3" tall and weighs [2d20+107] pounds

7

5' 4" tall and weighs [2d20+110] pounds

8

5' 5" tall and weighs [3d20+114] pounds

9

5' 6" tall and weighs [3d20+118] pounds

10

5' 7" tall and weighs [3d20+121] pounds

11

5' 8" tall and weighs [3d20+125] pounds

12

5' 9" tall and weighs [3d20+128] pounds

13

5' 10" tall and weighs [3d20+132] pounds

14

5' 11" tall and weighs [3d20+136] pounds

15

6' tall and weighs [4d20+140] pounds

16

6' 1" tall and weighs [4d20+144] pounds

17

6' 2" tall and weighs [4d20+148] pounds

18

6' 3" tall and weighs [4d20+152] pounds

19

6' 4" tall and weighs [4d20+156] pounds

20

6' 5" tall and weighs [4d20+160] pounds

Human - Skin Color

Roll
1

bloodless

2

bronzed

3

brown

4

dark

5

dusky

6

fair

7

florid

8

gray

9

jaundiced

10

olive

11

pallid

12

pasty

13

peaches-and-cream

14

tanned

15

swarthy

16

sallow

17

ruddy

18

rubicund

19

rosy

20

white

Human - Weight

Roll
1

100

2

120

3

140

4

160

5

180

6

200

7

220

8

240

9

260

10

280

Ikuisuus - Age

Roll
1-2

a child ([1d12] years old)

3-4

an youth ([1d20+12] years old)

5-7

a teenager ([2d20+32] years old)

8-20

an young adult ([3d100+71] years old)

21-40

a middle aged adult ([4d100+368] years old)

41-70

a mature adult ([3d100+765] years old)

71-98

an ancient adult ([2d100+1063] years old)

99-100

a relic of time past ([2d100+1262] years old)

Ikuisuus - Description

Roll
1

He is [ItalianMaleNames] son of [ItalianMaleNames] . He is [Ikuisuus - Age] . He is [Ikuisuus - Size] .

2

She is [ItalianFemaleNames] daughter of [ItalianMaleNames] . She is [Ikuisuus - Age] . She is [Ikuisuus - Size] .

Ikuisuus - Size

Roll
0

4' 11" tall and weighs [2d20+180] pounds

1

4' 1" tall and weighs [2d20+130] pounds

2

4' 2" tall and weighs [2d20+135] pounds

3

4' 3" tall and weighs [2d20+140] pounds

4

4' 4" tall and weighs [2d20+145] pounds

5

4' 5" tall and weighs [2d20+150] pounds

6

4' 6" tall and weighs [2d20+155] pounds

7

4' 7" tall and weighs [2d20+160] pounds

8

4' 8" tall and weighs [2d20+165] pounds

9

4' 9" tall and weighs [2d20+170] pounds

10

4' 10" tall and weighs [2d20+175] pounds

Ishilb - Age

Roll
1-7

a child ([1d2+1] years old)

8-12

an youth ([1d4+3] years old)

13-17

a teenager ([1d2+7] years old)

18-30

an young adult ([4d20+6] years old)

31-80

a middle aged adult ([1d100+86] years old)

81-90

a mature adult ([3d20+184] years old)

91-98

an ancient adult ([1d100+244] years old)

99-100

a relic of time past ([3d20+342] years old)

Ishilb - Description

Roll
1

He is [Anglo-SaxonMaleNames] son of [Anglo-SaxonMaleNames] . He is [Ishilb - Age] . He is [Ishilb - Size] .

2

She is [Anglo-SaxonFemaleNames] daughter of [Anglo-SaxonMaleNames] . She is [Ishilb - Age] . She is [Ishilb - Size] .

Ishilb - Height

Roll
1

4'

2

4'2"

3

4'4"

4

4'6"

5

4'8"

6

4'10"

7

4'9"

8

5'

Ishilb - Size

Roll
1

4' tall and weighs [2d20+160] pounds

2

4' 1" tall and weighs [2d20+165] pounds

3

4' 2" tall and weighs [2d20+170] pounds

4

4' 3" tall and weighs [2d20+175] pounds

5

4' 4" tall and weighs [2d20+180] pounds

6

4' 5" tall and weighs [2d20+185] pounds

7

4' 6" tall and weighs [2d20+190] pounds

8

4' 7" tall and weighs [3d20+195] pounds

9

4' 8" tall and weighs [3d20+200] pounds

10

4' 9" tall and weighs [3d20+205] pounds

11

4' 10" tall and weighs [3d20+210] pounds

12

4' 11" tall and weighs [3d20+215] pounds

Ishilb - Subraces

Roll
1

Gulilb - Hard

2

Gulilb - Spiked

3

Lishilb - Acidic

4

Lishilb - Aqueous

Ishilb - Weight

Roll
1

200

2

210

3

220

4

230

5

240

6

250

7

260

8

270

9

280

10

290

Mikon - Age

Roll
1-2

a child ([1d3] months old)

3-4

an youth ([1d6+3] months old)

5-7

a teenager ([1d3+9] months old)

8-20

an young adult ([1d4+1] years old)

21-40

a middle aged adult ([1d4+5] years old)

41-70

a mature adult ([1d4+9] years old)

71-98

an ancient adult ([1d6+13] years old)

99-100

a relic of time past ([1d6+19] years old)

Mikon - Description

Roll
1

He is [CelticMaleNames] son of [CelticMaleNames] . He [Mikon - Hair Color] fur [Mikon - Fur - Descriptor] . He is [Mikon - Age] . He is [Mikon - Size] .

2

She is [CelticFemaleNames] daughter of [CelticMaleNames] . Her [Mikon - Hair Color] fur [Mikon - Fur - Descriptor] . She is [Mikon - Age] . She is [Mikon - Size] .

Mikon - Fur - Descriptor

Roll
1

drinks the light

2

glistens in light

3

is matted and a little dirty

4

is perfectly groomed

5

has been licked to a shine

6

is styled with some sort of [Mikon - Fur - Descriptor - Color] dye

Mikon - Fur - Descriptor - Color

Roll
1

red

2

blue

3

orange

4

green

5

yellow

6

glowing

Mikon - Hair Color

Roll
1

ash blond

2

golden blond

3

strawberry blond

4

ash-brown

5

ginger

6

sandy-brown

7

chestnut-brown (red-brown)

8

red

9

sable brown (grayish yellow brown)

10

sorrel brown (orange brown)

11

jet black

12

raven black

13

sooty black

14

ash-gray

15

iron-gray

16

salt and pepper

17

silver-gray

18

steal-gray

19

peal-white

20

snow-white

Mikon - Size

Roll
1

4" tall and weighs [1d2+4] pounds

2

5" tall and weighs [1d4+3] pounds

3

6" tall and weighs [1d4+4] pounds

4

7" tall and weighs [1d4+5] pounds

5

8" tall and weighs [1d6+6] pounds

6

9" tall and weighs [1d6+7] pounds

7

10" tall and weighs [1d6+8] pounds

8

11" tall and weighs [1d8+8] pounds

9

1' tall and weighs [1d8+9] pounds

10

1'1" tall and weighs [1d10+10] pounds

Random - Appearance - Demon

Roll
1

[BabylonianFemaleNames] [Random - Demon - Name - Suffix] [Random - Demon - Height - Female] . Her [Random - Demon - Wings - Female] . She has [Random - Demon - Skin - Female] . Looking up at her [Random - Demon - Muzzle] you notice her [Random - Demon - Teeth] . Her ears [Random - Demon - Ears] . She has [Random - Demon - Horns - Female] . She [Random - Demon - Arms - Female] . In her right arm is [Random - Demon - Armaments] .

2

[BabylonianMaleNames] [Random - Demon - Name - Suffix] [Random - Demon - Height - Male] . His [Random - Demon - Wings - Male] . He has [Random - Demon - Skin - Male] . Looking up at his [Random - Demon - Muzzle] you notice his [Random - Demon - Teeth] . His ears [Random - Demon - Ears] . He has [Random - Demon - Horns - Male] . He [Random - Demon - Arms - Male] . In his right arm is [Random - Demon - Armaments] .

Random - Demon - Armaments

Roll
1

a battleaxe

2

a crystal orb

3

a greatsword

4

a crossbow

Random - Demon - Arms - Female

Roll
1

has two strong arms that look like they were designed to pummel things

2

has two arms. Her right arm looks quite strong but her left looks more delicate

3

has two strong arms with two more delicate arms coming out of her belly

4

has four strong arms

5

has six strong arms

Random - Demon - Arms - Male

Roll
1

has two strong arms that look like they were designed to pummel things

2

has two arms. His right arm looks quite strong but his left looks more delicate

3

has two strong arms with two more delicate arms coming out of his belly

4

has four strong arms

5

has six strong arms

Random - Demon - Ears

Roll
1

are large and rise into points

2

are small and round

3

are impossible to see

Random - Demon - Height - Epic Tall

Roll
1

8' 4"

2

8' 6"

3

8' 8"

4

8' 10"

5

9'

6

9' 2"

7

9' 4"

8

9' 6"

Random - Demon - Height - Female

Roll
1

towers over you at [Random - Demon - Height - Tall] tall

2

looms over you at [Random - Demon - Height - Epic Tall] tall

3

looks you in the eye at [Random - Demon - Height - Medium] tall

4

menacingly looks up at you from her [Random - Demon - Height - Short] statue

Random - Demon - Height - Male

Roll
1

towers over you at [Random - Demon - Height - Tall] tall

2

looms over you at [Random - Demon - Height - Epic Tall] tall

3

looks you in the eye at [Random - Demon - Height - Medium] tall

4

menacingly looks up at you from his [Random - Demon - Height - Short] statue

Random - Demon - Height - Medium

Roll
1

5'

2

5' 2"

3

5' 4"

4

5' 6"

5

5' 8"

6

5' 10"

7

6'

8

6' 2"

9

6' 4"

10

6' 6"

Random - Demon - Height - Short

Roll
1

3'

2

3' 2"

3

3' 4"

4

3' 6"

5

3' 8"

6

3' 10"

7

4'

8

4' 2"

Random - Demon - Height - Tall

Roll
1

7'

2

7' 2"

3

7' 4"

4

7' 6"

5

7' 8"

6

7' 10"

7

8'

8

8' 2"

Random - Demon - Horns - Female

Roll
1

[Random - Demon - Horns - Number] rising out of the center of her forehead into a giant spike

2

[Random - Demon - Horns - Number] going down each arm

3

[Random - Demon - Horns - Number] sticking out from each of her knees

4

[Random - Demon - Horns - Number] on the end of her long tail

Random - Demon - Horns - Male

Roll
1

[Random - Demon - Horns - Number] rising out of the center of his forehead into a giant spike

2

[Random - Demon - Horns - Number] going down each arm

3

[Random - Demon - Horns - Number] sticking out from each of his knees

4

[Random - Demon - Horns - Number] on the end of his long tail

Random - Demon - Horns - Number

Roll
1-4

one [Theolan - Tail - Sharpness] horn

5-7

two [Theolan - Tail - Sharpness] horns

8-9

three [Theolan - Tail - Sharpness] horns

10

four [Theolan - Tail - Sharpness] horns

11

five [Theolan - Tail - Sharpness] horns

12

six [Theolan - Tail - Sharpness] horns

Random - Demon - Muzzle

Roll
1

long snout

2

short muzzle

Random - Demon - Name

Roll
1

[BabylonianFemaleNames] [Random - Demon - Name - Suffix]

2

[BabylonianMaleNames] [Random - Demon - Name - Suffix]

Random - Demon - Name - Suffix

Roll
1

the Defiler

2

the Destroyer

3

the Cursed

4

the Killer

5

the Reviled

6

the Hated

7

the Monstrous

8

the Petrified

9

the Tiny

10

the Untamable

Random - Demon - Scales - Color

Roll
1

reddish orange

2

gleaming red

3

fire orange

4

glowing red

5

black

6

gray

Random - Demon - Scales - Descriptor

Roll
1

plate like

2

interlocking

3

armored

Random - Demon - Skin - Color

Roll
1

red

2

brown

3

black

4

gray

5

bronze

6

dusty red

Random - Demon - Skin - Descriptor

Roll
1

smooth

2

bumpy

3

leathery

4

dry

5

hard

6

soft

7

bruised

8

speckled

Random - Demon - Skin - Female

Roll
1

[Random - Demon - Skin - Descriptor] [Random - Demon - Skin - Color] skin

2

[Random - Demon - Scales - Descriptor] [Random - Demon - Scales - Color] scales covering her body

Random - Demon - Skin - Male

Roll
1

[Random - Demon - Skin - Descriptor] [Random - Demon - Skin - Color] skin

2

[Random - Demon - Scales - Descriptor] [Random - Demon - Scales - Color] scales covering his body

Random - Demon - Teeth

Roll
1

sharp pointed teeth stained red from past meals

2

large flat teeth with bone splinters sticking out between them

3

razor-sharp teeth dripping thick drool

4

toothless mouth

Random - Demon - Wings - Descriptor

Roll
1-2

billow

3-4

sweep

5-6

extend

Random - Demon - Wings - Female

Roll
1-2

large imposing wings [Random - Demon - Wings - Descriptor] [Random - Demon - Wings - Female - Location]

3-4

slender bat-like wings [Random - Demon - Wings - Descriptor] [Random - Demon - Wings - Female - Location]

5-6

tiny delicate butterfly like wings [Random - Demon - Wings - Descriptor] [Random - Demon - Wings - Female - Location]

7-8

large shredded wings [Random - Demon - Wings - Descriptor] [Random - Demon - Wings - Female - Location]

9-10

medium vulture like wings [Random - Demon - Wings - Descriptor] [Random - Demon - Wings - Female - Location]

Random - Demon - Wings - Female - Location

Roll
1-2

behind her

3-4

out of her back

5-6

from her back

7-8

over her shoulders

9-10

at her sides

Random - Demon - Wings - Male

Roll
1-2

large imposing wings [Random - Demon - Wings - Descriptor] [Random - Demon - Wings - Male - Location]

3-4

slender bat-like wings [Random - Demon - Wings - Descriptor] [Random - Demon - Wings - Male - Location]

5-6

tiny delicate butterfly like wings [Random - Demon - Wings - Descriptor] [Random - Demon - Wings - Male - Location]

7-8

large shredded wings [Random - Demon - Wings - Descriptor] [Random - Demon - Wings - Male - Location]

9-10

medium vulture like wings [Random - Demon - Wings - Descriptor] [Random - Demon - Wings - Male - Location]

Random - Demon - Wings - Male - Location

Roll
1-2

behind him

3-4

out of his back

5-6

from his back

7-8

over his shoulders

9-10

at his sides

Random - Race

Roll
1-2

[Dwarf - Description] Dwarf [Dwarf - Subraces] [Dwarf - Race Traits]

3-4

[Elf - Description] Elf [Elf - Subraces] [Elf - Race Traits]

5

[Gnome - Description] Gnome [Gnome - Subraces] [Gnome - Race Traits]

6

[Half-Elf - Description] Half-Elf [Half-Elf - Subraces] [Half-Elf - Race Traits]

7

[Half-Orc - Description] Half-Orc [Half-Orc - Subraces] [Half-Orc - Race Traits]

8

[Halfling - Description] Halfling [Halfling - Subraces] [Halfling - Race Traits]

9-20

[Human - Description] Human [Human - Subraces] [Human - Race Traits]

0

[Aloii] Aloii - Description [Aloii - Subraces] [Aloii - Race Traits]

0

[Antilinoid - Description] Antilinoid [Antilinoid - Subraces] [Antilinoid - Race Traits]

0

[Dragonborn - Description] Dragonborn [Draconic Ancestry] [Dragonborn - Race Traits]

0

[Enlightened Beast - Description] Enlightened Beast [Enlightened Beast - Subraces] [Enlightened Beast - Race Traits]

0

[Homunculus - Description] Homunculus [Homunculus - Subraces] [Homunculus - Race Traits]

0

[Ikuisuus - Description] Ikuisuus [Ikuisuus - Subraces] [Ikuisuus - Race Traits]

0

[Ishilb - Description] Ishilb [Ishilb - Subraces] [Ishilb - Race Traits]

0

[Mikon - Description] Mikon [Mikon - Subraces] [Mikon - Race Traits]

0

[Theolan - Description] Theolan [Theolan - Subraces] [Theolan - Race Traits]

0

[Suva - Description] Suva [Suva - Subraces] [Debug - Suva - Traits] [Suva - Race Traits]

0

[Tiefling - Description] Tiefling [Tiefling - Subraces] [Tiefling - Race Traits]

Suva - Age

a full ageless adult ([10d100] years old)

Suva - Description

Roll
1

He is [FrenchMaleNames] son of [FrenchMaleNames] . His lustrous [Human - Hair Color], flawless skin and piercing [Theolan - Eye - Color - Good] eyes make him stand out from the crowd. He faintly glows with a [Theolan - Eye - Color - Good] light. He is [Suva - Age] . He is [Suva - Size] .

2

She is [FrenchFemaleNames] daughter of [FrenchMaleNames] . Her lustrous [Human - Hair Color], flawless skin and piercing [Theolan - Eye - Color - Good] eyes make her stand out from the crowd. She faintly glows with a [Theolan - Eye - Color - Good] light. She is [Suva - Age] . She is [Suva - Size] .

Suva - Height

Roll
1

5'2"

2

5'3"

3

5'4"

4

5'5"

5

5'6"

6

5'7"

7

5'8"

8

5'9"

Suva - Size

Roll
1

4' 10" tall and weighs [2d20+91] pounds.

2

4' 11" tall and weighs [2d20+94] pounds

3

5' tall and weighs [2d20+97] pounds

4

5' 1" tall and weighs [2d20+100] pounds

5

5' 2" tall and weighs [2d20+104] pounds

6

5' 3" tall and weighs [2d20+107] pounds

7

5' 4" tall and weighs [2d20+110] pounds

8

5' 5" tall and weighs [3d20+114] pounds

Suva - Traits

Personality: [Suva - Personality]

Bond: [Suva - Bond]

Ideal: [Suva - Ideal]

Flaw: [Suva - Flaw]

Suva - Weight

[4d8+100]

Theolan - Age

Roll
1-7

a child ([1d10] years old)

8-12

an youth ([1d10+10] years old)

13-17

a teenager ([1d10+20] years old)

18-34

an young adult ([3d10+30] years old)

35-59

a middle aged adult ([3d10+60] years old)

60-79

a mature adult ([3d10+90] years old)

80-99

an ancient adult ([3d10+120] years old)

100

a relic of a lost era ([3d10+150] years old)

Theolan - Aura

Roll
1-3

I glow with a [Theolan - Eye - Color - Good] light.

4

I glow with a [Theolan - Eye - Color - Evil] light.

Theolan - Description

Roll
1

[Theolan - Size] I have [Theolan - Skin - Human] . I glow with a [Theolan - Eye - Color - Good] light. My eyes are [Theolan - Eye - Color - Good] . My hair is [Theolan - Hair - Good] .

2-3

[Theolan - Size] I have [Theolan - Skin - Human] . [Theolan - Aura] [Theolan - Eyes] My hair is [Theolan - Hair] .

4

[Theolan - Size] I have [Theolan - Skin - Scale] . I glow with a [Theolan - Eye - Color - Evil] light. My eyes are [Theolan - Eye - Color - Evil] . My hair is [Theolan - Hair - Evil] . I have [Random - Demon - Teeth] . I have [Theolan - Horns] . I have [Theolan - Tail - Prongs] .

Theolan - Eye - Color - Evil

Roll
1

black

2

fire red

Theolan - Eye - Color - Good

Roll
1

sky blue

2

golden

Theolan - Eyes

Roll
1-2

My eyes are [Theolan - Eye - Color - Good] .

3-4

My left eye is [Theolan - Eye - Color - Evil] while my right eye is [Theolan - Eye - Color - Good] .

5-6

My eyes are [Theolan - Eye - Color - Evil] .

Theolan - Hair

Roll
1

[Theolan - Hair - Good]

2

[Theolan - Hair - Evil]

Theolan - Hair - Evil

Roll
1-2

black

3-4

fire red

5-6

blue

7-8

purple

9-10

green

Theolan - Hair - Good

Roll
1-2

silver

3-4

gold

5-6

white

Theolan - Horn - Color

Roll
1

black

2

white

3

cream

4

silver

5

gray

6

pearl

Theolan - Horns

[Theolan - Horns - Number] polished [Theolan - Horn - Color] horns glittering in the light

Theolan - Horns - Number

Roll
1

one

2

two

3

three

4

four

Theolan - Size

Roll
1

I am 5' 2" tall and weigh [2d20+104] pounds.

2

I am 5' 3" tall and weigh [2d20+107] pounds.

3

I am 5' 4" tall and weigh [2d20+110] pounds.

4

I am 5' 5" tall and weigh [3d20+114] pounds.

5

I am 5' 6" tall and weigh [3d20+118] pounds.

6

I am 5' 7" tall and weigh [3d20+121] pounds.

7

I am 5' 8" tall and weigh [3d20+125] pounds.

8

I am 5' 9" tall and weigh [3d20+128] pounds.

9

I am 5' 10" tall and weigh [3d20+132] pounds.

10

I am 5' 11" tall and weigh [3d20+136] pounds.

11

I am 6' tall and weigh [4d20+140] pounds.

12

I am 6' 1" tall and weigh [4d20+144] pounds.

Theolan - Skin - Human

[Theolan - Skin - Human - Attribute] [Theolan - Skin - Human - Color] skin

Theolan - Skin - Human - Attribute

Roll
1

smooth

2

freckled

3

pale

4

sooty

Theolan - Skin - Human - Color

Roll
1

white

2

brown

3

black

4

tan

Theolan - Skin - Scale

[Theolan - Skin - Scale - Attribute] [Theolan - Skin - Scale - Color] [Theolan - Skin - Scale - Texture]

Theolan - Skin - Scale - Attribute

Roll
1-2

translucent

3-6

shiny

Theolan - Skin - Scale - Color

Roll
1-8

red

9-11

purple

12-15

blue

16

green

17

gold

18

amber

19

black

20

gray

Theolan - Skin - Scale - Texture

Roll
1-2

smooth scales

3-4

rough scales

5-6

tough scales

Theolan - Skin - Type

Roll
1-2

[Theolan - Skin - Scale]

3-4

[Theolan - Skin - Human]

Theolan - Smell - Evil

Roll
1

burning flesh

2

brimstone

Theolan - Smell - Good

Roll
1

fresh bread

2

flowers

Theolan - Tail - Prongs

Roll
1-7

one [Theolan - Tail - Sharpness] prong

8-14

two [Theolan - Tail - Sharpness] prongs

15-17

three [Theolan - Tail - Sharpness] prongs

18

four [Theolan - Tail - Sharpness] prongs

19

five [Theolan - Tail - Sharpness] prongs

20

six [Theolan - Tail - Sharpness] prongs

Theolan - Tail - Sharpness

Roll
1

red stained

2-4

razor-sharp

5-8

sharp

9-13

blackened

14-16

hooked

17-19

gleaming

20

blunt

Tiefling - Age

Roll
1-7

a child ([1d8] years old)

8-12

an youth ([1d4+8] years old)

13-17

a teenager ([1d6+12] years old)

18-34

an young adult ([1d20+18] years old)

35-59

a middle aged adult ([1d20+38] years old)

60-79

a mature adult ([1d20+58] years old)

80-99

an ancient adult ([1d20+78] years old)

100

a relic of a lost era ([1d20+98] years old)

Tiefling - Description

Roll
1

He is [BabylonianMaleNames] son of [BabylonianMaleNames] . He is [Tiefling - Age] . He is [Tiefling - Size] .

2

She is [BabylonianFemaleNames] daughter of [BabylonianMaleNames] . She is [Tiefling - Age] . She is [Tiefling - Size] .

Tiefling - Size

Roll
1

4' 10" tall and weighs [2d20+91] pounds

2

4' 11" tall and weighs [2d20+94] pounds

3

5' tall and weighs [2d20+97] pounds

4

5' 1" tall and weighs [2d20+100] pounds

5

5' 2" tall and weighs [2d20+104] pounds

6

5' 3" tall and weighs [2d20+107] pounds

7

5' 4" tall and weighs [2d20+110] pounds

8

5' 5" tall and weighs [3d20+114] pounds

9

5' 6" tall and weighs [3d20+118] pounds

10

5' 7" tall and weighs [3d20+121] pounds

11

5' 8" tall and weighs [3d20+125] pounds

12

5' 9" tall and weighs [3d20+128] pounds

13

5' 10" tall and weighs [3d20+132] pounds

14

5' 11" tall and weighs [3d20+136] pounds

15

6' tall and weighs [4d20+140] pounds

16

6' 1" tall and weighs [4d20+144] pounds

17

6' 2" tall and weighs [4d20+148] pounds

18

6' 3" tall and weighs [4d20+152] pounds

19

6' 4" tall and weighs [4d20+156] pounds

20

6' 5" tall and weighs [4d20+160] pounds

Human - Subraces

Aloii - Subraces

Enlightened Beast - Description

Enlightened Beast - Race Link

Enlightened Beast - Subraces

Enlightened Beast - Race Traits

Homunculus - Subraces

Ikuisuus - Subraces

Mikon - Subraces

Theolan - Subraces

Suva - Subraces

Tiefling - Subraces

Aloii - Race Traits

Ability Score Increase

Amorphous Movement

Languages

Liquid

Liquid Body

Liquimetal Weaponry

Liquimetal Armour

Natural Luster

Construct

Antilinoid - Race Traits

Ability Score Increase

Enhanced Senses

Horns

Languages

Speed

Dragonborn - Race Traits

Ability Score Increase

Breath Weapon

Damage Resistance

Languages

Draconic Ancestry

Dwarf - Race Traits

Ability Score Increase

Darkvision

Dwarven Combat Training

Dwarven Resilience

Languages

Stonecunning

Tool Proficiency

Elf - Race Traits

Ability Score Increase

Darkvision

Fey Ancestry

Keen Senses

Languages

Trance

Gnome - Race Traits

Ability Score Increase

Darkvision

Gnome Cunning

Languages

Speed

Half-Elf - Race Traits

Ability Score Increase

Darkvision

Fey Ancestry

Skill Versatility

Languages

Half-Orc - Race Traits

Ability Score Increase

Darkvision

Menacing

Relentless Endurance

Savage Attacks

Languages

Halfling - Race Traits

Ability Score Increase

Speed

Lucky

Brave

Halfling Nimbleness

Languages

Homunculus - Race Traits

Ability Score Increase

Arcane Origins

Languages

Lifestone

Living Construct

Natural Liar

Self-Repair Mechanism

Speed

Human - Race Traits

Ability Score Increase

Languages

Ikuisuus - Race Traits

Ability Score Increase

Chronological Constant

Darkvision

Knowledge of Ages

Languages

Speed

Time Resistant Form

Ishilb - Race Traits

Ability Score Increase

Inhuman Form

Moist Body

Slime Coat

Speed

Sticky Slime

Tradition

Mikon - Race Traits

Ability Score Increase

Agile

Darkvision

Mikon Specialty

Speed

Sprint

Tiny Capacity

Tiny Weapons

Underfoot

Suva - Race Traits

Ability Score Increase

Battle Ready

Celestial Soothing

Compassionate Tone

Fiery Devotion

Speed

Theolan - Race Traits

Ability Score Increase

Age

Alignment

Blood Bond

Darkvision

Fallen Life

Language

Names

Size

Speed

Destiny of Duality

Theolan Cantrips

Roll
1

Acid Splash

2

Chill Touch

3

Dancing Lights

4

Eldritch Blast

5

Fire Bolt

6

Guidance

7

Light

8

Prestidigitation

9

Produce Flame

10

Ray of Frost

11

Sacred Flame

12

Spare the Dying

13

Thaumaturgy

14

Vicious Mockery

Theolan First Level Spells

Roll
1

Bane

2

Bless

3

Burning Hands

4

Charm Person

5

Command

6

Cure Wounds

7

Detect Evil and Good

8

Disguise Self

9

Divine Favor

10

False Life

11

Find Familiar

12

Healing Word

13

Hellish Rebuke

14

Heroism

15

Inflict Wounds

16

Protection from Evil and Good

17

Sanctuary

Theolan Second Level Spells

Roll
1

Aid

2

Arcane Lock

3

Blindness/Deafness

4

Branding Smite

5

Continual Flame

6

Darkness

7

Enlarge/Reduce

8

Find Traps

9

Flame Blade

10

Flaming Sphere

11

Gust of Wind

12

Heat Metal

13

Hold Person

14

Invisibility

15

Knock

16

Moonbeam

17

Prayer of Healing

18

Ray of Enfeeblement

19

See Invisibility

20

Shatter

Tiefling - Race Traits

Ability Score Increase

Speed

Darkvision

Hellish Resistance

Infernal Legacy

Languages

Random - Theolan Racial Spells

[Theolan Cantrips] [Theolan First Level Spells] [Theolan Second Level Spells]

Speech

Speech Table of Contents

Generated Insult

Incarnate - Foundation - Random - Insult

Insult - Modern - Adjective

Insult - Modern - Noun

Insult - Shakespearean - Adjective

Insult - Shakespearean - Descriptor

Insult - Shakespearean - Noun

Insult - Your _ - conjunction verb

Insult - Your _ - noun phrase

Insult - Your _ - sentient noun phrase

Insult - Your _ - topic

Insult - Your _ - verb

Stand Alone Insult

Generated Insult

Roll
1-13

You are [Insult - Shakespearean - Adjective] [Insult - Shakespearean - Noun]

14-17

You are [Insult - Modern - Adjective] [Insult - Modern - Noun]

18-19

[Insult - Your _ - topic] [Insult - Your _ - verb] [Insult - Your _ - noun phrase]

20

[Insult - Your _ - topic] [Insult - Your _ - verb] [Insult - Your _ - noun phrase] [Insult - Your _ - conjunction verb] [Insult - Your _ - sentient noun phrase]

Incarnate - Foundation - Random - Insult

Roll
1

[Stand Alone Insult]

2-10

[Generated Insult].

Insult - Modern - Adjective

Roll
1

a rotten

2

a stinky

3

a lame

4

a dimwitted

5

a funky

6

a crusty

7

a drizzly

8

a grizzly

9

an uptight

10

a hairy

11

a husky

12

an arrogant

13

a nippy

14

a chunky

15

a smelly

16

a lazy

17

a stupid

18

an insecure

19

an idiotic

20

a slimy

21

a pompous

22

an elitist

23

a tone deaf

24

an ugly

25

a creepy

26

a rusty

27

a witless

28

a chunky

29

a lousy

30

a bulbous

31

a crusty

32

a brainless

33

a boneheaded

34

a decrepit

35

a despicable

36

a dirty

37

a gruesome

38

a pathetic

39

a spineless

40

a stinking

41

a stupid

42

an useless

43

a clumsy

44

a dimwitted

45

a greasy

46

a hideous

47

a moldy

48

a putrid

49

a rancid

50

a slimy

51

a slippery

52

a smelly

53

a sweaty

Insult - Modern - Noun

Roll
1

cabbage

2

stump

3

binkie

4

twig

5

goblin

6

monster

7

buffoon

8

vacuum

9

gremlin

10

pixie

11

spas

12

fungus

13

bastard

14

bugger

15

cretin

16

half-wit

17

idiot

18

jerk

19

maggot

20

numskull

21

oaf

22

pig

23

pillock

24

prat

25

slime-ball

26

twat

Insult - Shakespearean - Adjective

Roll
1

a worse bodied

2

an ungentle

3

a foolish

4

an unkind

5

a stigmatic

6

a mad mustachio

7

a purple-hued

8

a mad headed

9

a pernicious

10

a rump-fed

11

a mouse-eaten

12

a swollen

13

an odoriferous

14

a sodden witted

15

a cruel

16

a crusty

17

a detestable

18

a dreadful

19

a foul

20

a withered

21

a mongrel

22

a beef-witted

23

an untoward

24

a naughty

25

an ordinary

26

a silly

27

a tedious

28

an unnecessary

29

a base

30

an abominable

31

a clay brained

32

a knotty pated

33

an obscene

34

a greasy

35

a wasp-stung

36

a whining

37

a troublesome

38

a ruinous

39

a scullion

40

an idle

41

a fen sucked

42

a scurvy

43

a dismal

44

a spongy

45

an unwashed

46

a loathsome

47

a thin faced

48

an abhorrent

49

a drunken

50

a slothful

51

a greedy

52

a mad

53

an insolent

54

a muddy

55

a deformed

56

a crooked

57

an ill faced

58

an artless

59

a bawdy

60

a blubbering

61

a bootless

62

a churlish

63

a cockerel

64

a clouted

65

a lily-livered

66

a craven

67

a currish

68

a dankish

69

a dissembling

70

a droning

71

an errant

72

a fawning

73

a fobbing

74

a froward

75

a frothy

76

a gleeking

77

a goatish

78

a grobellied

79

an impertinent

80

an infectious

81

a jarring

82

a loggerheaded

83

a lumpish

84

a mammering

85

a mangled

86

a mewling

87

a paunchy

88

a pribbling

89

a puking

90

a puny

91

a qualling

92

a rank

93

a reeky

94

a rougish

95

a ruttish

96

a saucy

97

a spleeny

98

a spongy

99

a surly

100

a tottering

101

an unmuzzled

102

a vain

103

a venomed

104

a villainous

105

a warped

106

a wayward

107

a weedy

108

a yeasty

Insult - Shakespearean - Descriptor

Roll
1

of envy

2

of nature

Insult - Shakespearean - Noun

Roll
1

rag

2

remnant

3

thief

4

scarlet sin

5

rogue

6

thimble

7

thing

8

thread

9

tomb

10

tortoise

11

villain

12

weed

13

winter-cricket

14

vile

15

fool

16

greasy tallow

17

butt

18

cur

19

barbermonger

20

quat

21

puttock

22

toad

23

fustilerean

24

gudgeon

25

lout

26

scab

27

bog

28

ass head

29

knave

30

coxcomb

31

gull

32

boil

33

plague

34

ape

35

jack

36

milksop

37

swine

38

fox

39

dog

40

cur

41

whoreson

42

noisemaker

43

conger

44

maltworm

45

bloodsucker

46

ronyon

47

wench

48

bitch

49

dry cheese

50

carbuncle

51

pidgeon egg

52

deformity

53

boy-queller

54

burr

55

cacodemon

56

cat

57

core [Insult - Shakespearean - Descriptor]

58

botch [Insult - Shakespearean - Descriptor]

59

box [Insult - Shakespearean - Descriptor]

60

maw

61

satan

62

dissembler

63

double villain

64

finch egg

65

hag

66

hag-seed

67

coward

68

nit

69

stench

70

commoner

71

promise breaker

72

owner of no one good quality

73

starvelling

74

elf-skin

75

neat's tongue

76

bull's pizzle

77

stock-fish

78

boy

79

apple-john

80

baggage

81

barnacle

82

bladder

83

boar-pig

84

bugbear

85

bum-bailey

86

canker-blossom

87

clack-dish

88

clotpole

89

coxcomb

90

codpiece

91

death-token

92

dewberry

93

flax-wnch

94

flit-gill

95

foot-licker

96

fustilarian

97

giglet

98

gudgeon

99

haggard

100

harpy

101

hedge-pig

102

horn-beast

103

joithead

104

lewdster

105

lout

106

maggot-pie

Insult - Your _ - conjunction verb

d4

Roll
1

and is dating

2

and does laundry for

3

and is a secretary for

4

and stalks a

Insult - Your _ - noun phrase

d4

Roll
1

a sweaty sock

2

a fat [Random - Animal]

3

a rotten [Random - Tree] tree

4

a pile of [Random - Dungeon - Stone]

Insult - Your _ - sentient noun phrase

d4

Roll
1

a fat [Random - Animal]

2

a stupid [Random - Animal]

3

an ugly [Random - Animal]

4

an old [Random - Animal]

Insult - Your _ - topic

Roll
1

Your brother

2

Your aunt

3

Your uncle

4

Your sister

5

Your father

6

Your [1d10+3] th cousin

7

Your cousin

8

Your teacher

9

Your mentor

10

Your girlfriend

11

Your boyfriend

12

Your spouse

13

Your best friend

14-20

Your Mom

Insult - Your _ - verb

d4

Roll
1

looks like

2

smells like

3

acts like

4

thinks like

Stand Alone Insult

Roll
1

If you are going to be a smart-ass first you have to be smart, otherwise you are just an ass.

2

You must hate nature, just look what it did to you.

3

I heard your parents won a lot of awards as you were growing up. Ugliest [Random - Animal - Capital], three years in a row.

4

Do you realize that people just tolerate you?

5

You are not pretty enough to be that stupid.

6

I can explain it to you, but I can't understand it for you.

7

You will be utterly forgotten.

8

What doesn't kill you... disappoints me.

9

What is it with you and failure.

10

I would love to insult you, but I'm afraid I can't do it as well as nature did.

11

Somewhere out there, there's a tree whose single purpose is to replace the oxygen you waste. Go find it and apologize.

12

I have neither the time nor the crayons to explain this to you.

13

You consistently set low expectations and fail to achieve them.

14

Just quit being yourself, that should fix it.

15

I refuse to enter a battle of wits with an unarmed opponent.

16

Even a worg could not like you.

17

Life is full of disappointments, just ask your parents.

18

You are like the sun, not because you light up my world, but because it hurts to look at you.

19

A most notable coward, an infinite and endless liar, an hourly promise breaker, the owner of no one good quality.

20

Away, you starveling, you welf-skin, you dried neat's-tongue, bull's pizzle, you stock-fish!

21

Away, you three-inch fool!

22

I'll beat thee, but I would infect my hands.

23

I scorn you, scurvy companion.

24

More of your conversation would infect my brain.

25

Poisonous bunch-backed toad!

26

There's no more faith in thee than in a stewed prune.

27

Thine face is not worth sunburning.

28

Thy sin's not accidental, but a trade.

29

Thy tongue out-venoms all the worms of the Nile.

30

Would thou wert clean enough to spit upon.

Spells

Spells Table of Contents

Confusion

Confusion - Random Direction

Conjure Animals - CR 1

Conjure Animals - CR 1/2

Conjure Animals - CR 1/4

Conjure Animals - CR 2

Conjure Elemental - CR 1

Conjure Elemental - CR 1/2

Conjure Elemental - CR 1/4

Conjure Elemental - CR 2

Conjure Woodland Beings - CR 1

Conjure Woodland Beings - CR 1/2

Conjure Woodland Beings - CR 1/4

Conjure Woodland Beings - CR 2

Confusion

d0 + 1

Roll
1

The creature uses all its movement to move [Confusion - Random Direction] . The creature doesn't take an action this turn.

2-6

The creature doesn't move or take actions this turn.

7-8

The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.

9-10

The creature can act and move normally.

Confusion - Random Direction

Roll
1

North

2

North-East

3

East

4

South-East

5

South

6

South-West

7

West

8

North-West

Conjure Animals - CR 1

Roll
1

Brown Bear

2

Dire Wolf

3

Giant Eagle

4

Giant Hyena

5

Giant Octopus

6

Giant Spider

7

Giant Toad

8

Giant Vulture

9

Lion

10

Swarm Of Quippers

11

Tiger

Conjure Animals - CR 1/2

Roll
1

Ape

2

Black Bear

3

Crocodile

4

Giant Goat

5

Giant Sea Horse

6

Giant Wasp

7

Giant Wasp

8

Reef Shark

9

Swarm Of Insects

10

Warhorse

Conjure Animals - CR 1/4

Roll
1

Axe Beak

2

Boar

3

Constrictor Snake

4

Draft Horse

5

Elk

6

Giant Badger

7

Giant Bat

8

Giant Centipede

9

Giant Frog

10

Giant Lizard

11

Giant Owl

12

Giant Poisonous Snake

13

Giant Wolf Spider

14

Insect Swarms

15

Panther

16

Riding Horse

17

Swarm Of Bats

18

Swarm Of Rats

19

Swarm Of Ravens

20

Wolf

Conjure Animals - CR 2

Roll
1

Cave Bear

2

Giant Boar

3

Giant Constrictor Snake

4

Giant Elk

5

Hunter Shark

6

Plesiosaurus

7

Polar Bear

8

Rhinoceros

9

Saber-toothed Tiger

10

Swarm Of Poisonous Snakes

Conjure Elemental - CR 1

Minor Nature Elemental

Conjure Elemental - CR 1/2

Roll
1

Dust Mephit

2

Ice Mephit

3

Magma Mephit

4

Magmin

Conjure Elemental - CR 1/4

Steam Mephit

Conjure Elemental - CR 2

Roll
1

Azer

2

Gargoyle

Conjure Woodland Beings - CR 1

Dryad

Conjure Woodland Beings - CR 1/2

Satyr

Conjure Woodland Beings - CR 1/4

Roll
1

Blink Dog

2

Sprite

Conjure Woodland Beings - CR 2

Sea Hag

SRD Tables

SRD Tables Table of Contents

Bag of Tricks (Gray)

Bag of Tricks (Rust)

Bag of Tricks (Tan)

Horn of Valhalla

Necklace of Prayer Beads

Robe of Useful Items

Wand of Wonder

Wand of Wonder - Animal

Bag of Tricks (Gray)

Roll
1

Weasel

2

Giant Rat

3

Badger

4

Boar

5

Panther

6

Giant Badger

7

Dire Wolf

8

Giant Elk

Bag of Tricks (Rust)

Roll
1

Rat

2

Owl

3

Mastiff

4

Goat

5

Giant Goat

6

Giant Boar

7

Lion

8

Brown Bear

Bag of Tricks (Tan)

Roll
1

Jackal

2

Ape

3

Baboon

4

Axe Beak

5

Black Bear

6

Giant Weasel

7

Giant Hyena

8

Tiger

Horn of Valhalla

Roll
1-40

Horn of Valhalla (silver)

41-75

Horn of Valhalla (brass)

76-90

Horn of Valhalla (bronze)

91-100

Horn of Valhalla (iron)

Necklace of Prayer Beads

Roll
1-6

Blessing

Bless

7-12

Curing

Cure Wounds

Lesser Restoration

13-16

Favor

Greater Restoration

17-18

Smiting

Branding Smite

19

Summons

Planar Ally

20

Wind walking

Wind Walk

Robe of Useful Items

Roll
1-8

Bag of 100 GP

9-15

Silver coffer (1 foot long, 6 inches wide and deep) worth 500 GP

16-22

Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself.

23-30

10 gems worth 100 GP each

31-44

Wooden Ladder (24 feet long)

45-51

Horse, Riding

Saddlebags

52-59

Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you

60-68

4 Potions of Healing

69-75

Rowboat

76-83

Random - Magic Scroll - Tables 01 - 03

84-90

2 Mastiffs

91-96

Window (2 feet by 4 feet, up to 2 feet deep), which you can place on a vertical surface you can reach

97-100

Ram, Portable

Wand of Wonder

Roll
1-5

Slow

6-10

Faerie Fire

11-15

You are Stunned until the start of your next turn, believing something awesome just happened.

16-20

Gust of Wind

21-25

You cast Detect Thoughts on the target you chose. If you didn't target a creature, you instead take 1d6 psychic damage.

26-30

Stinking Cloud

31-33

Heavy rain falls in a 60-foot radius centered on the target. The area becomes lightly obscured. The rain falls until the start of your next turn.

34-36

An Wand of Wonder - Animal appears in the unoccupied space nearest the target. The animal isn't under your control and acts as it normally would. Roll a d100 to determine which animal appears. On a 01-25, a rhinoceros appears; on a 26-50, an elephant appears; and on a 51-100, a rat appears.

37-46

Lightning Bolt

47-49

A cloud of 600 over-sized butterflies fills a 30-foot radius centered on the target. The area becomes Heavily Obscured. The butterflies remain for 10 minutes.

50-53

You enlarge the target as if you had cast Enlarge/Reduce. If the target can't be affected by that spell, or if you didn't target a creature, you become the target.

54-58

Darkness

59-62

Grass grows on the ground in a 60-foot radius centered on the target. If grass is already there, it grows to ten times its normal size and remains overgrown for 1 minute.

63-65

An object of the GM's choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet of the target, and no larger than 10 feet in any dimension.

66-69

You shrink yourself as if you had cast Enlarge/Reduce on yourself.

70-79

Fireball

80-84

Invisibility

85-87

Leaves grow from the target. If you chose a point in space as the target, leaves sprout from the creature nearest to that point. Unless they are picked off, the leaves turn brown and fall off after 24 hours.

88-90

A stream of [4d10] gems, each worth 1 GP, shoots from the wand's tip in a line 30 feet long and 5 feet wide. Each gem deals 1 bludgeoning damage, and the total damage of the gems is divided equally among all creatures in the line.

91-95

A burst of colorful shimmering light extends from you in a 30-foot radius. You and each creature in the area that can see must succeed on a DC 15 Constitution saving throw or become Blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

96-97

The target's skin turns bright blue for 1d10 days. If you chose a point in space, the creature nearest to that point is affected.

98-100

If you targeted a creature, it must make a DC 15 Constitution saving throw. If you didn't target a creature, you become the target and must make the saving throw. If the saving throw fails by 5 or more, the target is instantly Petrified. On any other failed save, the target is Restrained and begins to turn to stone. While Restrained in this way, the target must repeat the saving throw at the end of its next turn, becoming Petrified on a failure or ending the effect on a success. The petrification lasts until the target is freed by the Greater Restoration spell or similar magic.

Wand of Wonder - Animal

Roll
1-25

Rhinoceros

26-50

Elephant

51-100

Rat