Introduction Table of Contents
Philip Lawrence (ProNobis), Wolfe, Yasuragi
Alyks, Jtron, L.Ron Hoyabembe, Levi Foxend, Story Teller
Arria, Joe V, Jtron, Malamute, Nessbob, Nova, Tiderian, Xscape
Explorer's Guild
GNU Free Documentation License
Terms of Use Table of Contents
©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/.
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:
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:
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://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.microsoft.com/en-us/legal/intellectualproperty/copyright/default.aspx
5.Third Party 7:
https://www.altova.com/missionkit
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.
******************************************************************
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***
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 Table of Contents
5. Representation of Authority to Contribute:
6. Notice of License Copyright:
11. Use of Contributor Credits:
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
(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.
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.
By Using the Open Game Content You indicate Your acceptance of the terms of this License.
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.
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.
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.
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.
If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
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.
You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
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.
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.
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.
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.
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
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.
A "Transparent" copy of the Document means a machine-readable copy, represented in a format whose specification is available to the general public, that is suitable for revising the document straightforwardly with generic text editors or (for images composed of pixels) generic paint programs or (for drawings) some widely available drawing editor, and that is suitable for input to text formatters or for automatic translation to a variety of formats suitable for input to text formatters. A copy made in an otherwise Transparent file format whose markup, or absence of markup, has been arranged to thwart or discourage subsequent modification by readers is not Transparent. An image format is not Transparent if used for any substantial amount of text. A copy that is not "Transparent" is called "Opaque".
Examples of suitable formats for Transparent copies include plain ASCII without markup, Texinfo input format, LaTeX input format, SGML or XML using a publicly available DTD, and standard-conforming simple HTML, PostScript or PDF designed for human modification. Examples of transparent image formats include PNG, XCF and JPG. Opaque formats include proprietary formats that can be read and edited only by proprietary word processors, SGML or XML for which the DTD and/or processing tools are not generally available, and the machine-generated HTML, PostScript or PDF produced by some word processors for output purposes only.
The "Title Page" means, for a printed book, the title page itself, plus such following pages as are needed to hold, legibly, the material this License requires to appear in the title page. For works in formats which do not have any title page as such, "Title Page" means the text near the most prominent appearance of the work's title, preceding the beginning of the body of the text.
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Vision Table of Contents
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.
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 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.
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.
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.
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 Table of Contents
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
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).
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.
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 Table of Contents
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.
"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.
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.
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 Table of Contents
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 Table of Contents
"****" Product Identity Censoring
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.
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.
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.
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.
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 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.
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:
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.
VTT Reviews Table of Contents
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.
We have not used Astral Tabletop. You can find their website at https://www.astraltabletop.com/
We have not used Beyond Tabletop. You can find their website at https://www.beyondtabletop.com/
We have not used D20Pro. You can find their website at https://d20pro.com/
We have not used D&D Beyond. You can find their website at https://www.dndbeyond.com/
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.
We have not used Epic Table. You can find their website at http://www.epictable.com/
We have used Fantasy Grounds. You can find their website at https://www.fantasygrounds.com/home/home.php
Pros
Cons
We have not used Foundry VTT. You can find their website at http://foundryvtt.com/
We have not used The Lone Wolf Suite. You can find their website at https://www.wolflair.com/
We have not used Roll20. You can find their website at https://roll20.net/
We have not used Role Gate. You can find their website at https://www.rolegate.com/
We have not used RPG Tools You can find their website at http://www.rptools.net/
We have not used Table Top Simulator. You can find their website at https://store.steampowered.com/app/286160/Tabletop_Simulator/
We have not used Table Top Simulator. You can find their website at https://talespire.com/
We have not used Table Top Simulator. You can find their website at https://store.steampowered.com/app/736420/Yag/
Movement (limited by your movement speed, normally 30 ft.)
Interact with Object (free action)
Blinded: grant advatk, disatk
Charmed: will not use harmful abilities
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
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
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.
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
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).
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.
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..
You were an acrobat with a traveling circus. From acrobatic feats at great height to juggling and dodging your dexterity has served you well.
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 | |
---|---|
1 | I am bright and cheerful with a personality that draws the crowd into my performance. |
2 | I am extremely focused. In my line of work to loose focus is to plummet and die. |
3 | I enjoy and appreciate others. Having a crowd that loves to watch me is a privilege and a responsibility that I do not take lightly. |
4 | I am always looking for the next sucker I can wow and dazzle to get their coin. |
5 | I am all about fame and fortune. I seek the biggest name I can get. |
6 | I came from a modest family and am always seeking to give back to those less fortunate than me. |
7 | 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. |
8 | 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. |
Acrobat - Ideal | |
---|---|
1 | Clean show - My performances are wholesome, the type of thing you could take your mother to. (Good) |
2 | Dark show - My performances are cruel or wicked, kings love to hire me to humilate their prisoners. (Evil) |
3 | Spontaneous show - I perform what I want when I want to. Where the wind blows there I will be. (Chaotic) |
4 | Respectful show - I never criticize authorities in my performances. My job is to build up society, not tear it down. (Lawful) |
5 | Dissentious show - I secretly try to undermine all civilizations in my performances. (Evil) |
6 | Funny show - I just want the audience entertained. Their laughter is my joy. (Any) |
Acrobat - Bond | |
---|---|
1 | I 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. |
2 | Growing 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. |
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 | My 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. |
5 | My 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. |
6 | I 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 | |
---|---|
1 | I think I am the best acrobat in the world and take it personally when people do not recognize me. |
2 | I am my own worst critique always finding something wrong with what I have done. |
3 | A 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. |
4 | I have always been agile on my feet and get extremely impatient with those who cannot keep up. |
5 | I have been tumbling so long that my joints are weak and that any hit on them is more likely to cause injury. |
6 | I 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. |
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.
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?
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 | |
---|---|
1 | I speak with an accent nobody recognizes. |
2 | I look at the ceiling every time I enter a room, even if I was just there five seconds ago. |
3 | I 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. |
4 | I take notes about everyone and everything I encounter everywhere I go. |
5 | I leave marks for myself wherever I go, as messages to myself when I return. Their meaning is known only by me. |
6 | I tell stories about my adventures to anyone who will listen. Even tales of woe and disaster are retold with enthusiasm! |
7 | I am more accustomed to life on the road or underground than in a settlement or my actual "home". |
8 | I only respect other adventurers. |
Adventurer - Ideal | |
---|---|
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) |
Adventurer - Bond | |
---|---|
1 | The things I have with me are everything I have and everything I am. |
2 | Years 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. |
3 | I am on a quest to obtain some rare or important object. |
4 | I can never linger anywhere for too long, or my secret will catch up with me. |
5 | I cannot remember my past before I was an adventurer. I must discover where I came from. |
6 | I need to be the most famous adventurer alive. |
Adventurer - Flaw | |
---|---|
1 | Adventuring has either made me believe that there are traps under every rock and bandits behind every ridge. |
2 | I am almost dangerously greedy. |
3 | I cannot resist a drink. |
4 | I greatly underestimate or overestimate the risks a job represents. |
5 | I cannot maintain meaningful relationships. |
6 | I cannot manage money to save my life. |
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 | |
---|---|
1 | If I must live this life I will truly LIVE. |
2 | I 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. |
3 | I am always on the lookout for something novel and exotic. Undiscovered plants will bring new medicines and poisons to our attention. |
4 | Nature is my life, I will defend it at all costs. |
5 | I like to joke around and tell stories. |
6 | I consider my Master to have been a font of wisdom, and have a quote from him for almost every situation |
7 | I came from a modest family and am always seeking to give back to those less fortunate than I am. |
8 | I have those that I love to protect. I need to do a good job. |
Anchorite - Ideal | |
---|---|
1 | Justice - I seek to see wrongs righted. (Good) |
2 | Seasons - Winter is the season of the dead, Spring is the season of life. I'm somewhere in between. (Any) |
3 | Respect - 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) |
4 | Domination - I am the ruler of the woods. Everything in it is beneath my boot. (Evil) |
5 | Boredom - Get me away from this boring life! (Chaotic) |
6 | Vigil - Only by remembering the dead do we honor their accomplishments. (Lawful) |
Anchorite - Bond | |
---|---|
1 | A 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. |
2 | 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. |
3 | My 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. |
4 | Nature 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. |
5 | I 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) |
6 | Seeing 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 | |
---|---|
1 | I 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. |
2 | My 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. |
3 | The woods are my home. I will only leave them in times of great need, and will long for my return to them. |
4 | I 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. |
5 | I have a marked speech that identifies me as low class. |
6 | Plants 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. |
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 | |
---|---|
1 | I quote historical texts and famous philosophers whenever they seem relevant to the situations I'm in. |
2 | I insist on checking every ruined fortress, abandoned town, and forgotten castle I come across. |
3 | I speak in a dull monotone that is more likely to put others to sleep than to entertain them. |
4 | I am more interested in the past than the present; as a result, I am mostly asocial. |
5 | Whenever I meet a new person, I try to learn about their history if at all possible |
6 | I freely offer my knowledge to those who wish to learn, and I encourage those I know to do so as well. |
7 | I enjoy going through ruins for the adventure; getting to experience lost history is just a bonus. |
8 | Ignorance frustrates me, and I always try to correct others when they're wrong. |
Antiquarian - Ideal | |
---|---|
1 | Preservation - We must protect the relics of the past, else their creators will fade from memory. (Lawful) |
2 | Betterment - By studying the mistakes of our elders, we might prevent the mistakes of our children. (Good) |
3 | Dominance - The past holds secrets I can use against those who oppose me. (Evil) |
4 | Trophy - The original inventors of these relics are dead; why shouldn't I hold on to them for a while? (Chaotic) |
5 | Expertise - I must become the authority in my field of study. (Any) |
6 | Vigil - Only by remembering the dead do we honor their accomplishments. (Lawful) |
Antiquarian - Bond | |
---|---|
1 | I must prevent the relics of the past from falling into the hands of thieves and looters. |
2 | The historical works of my race must be preserved for the enrichment of future generations. |
3 | I work to uncover the truth of past events, even if doing so is harmful to my nation or organization. |
4 | My family, clan, or guild has a rich history, and I must ensure that others are aware of its importance |
5 | I will perform the heroic deeds that future historians will surely write about. |
6 | If an artifact has been entrusted to me, I will protect it at all costs, even my life. |
Antiquarian - Flaw | |
---|---|
1 | I have falsely claimed to have discovered a forgotten civilization and faked evidence to support it. |
2 | If I ever find a relic of singular worth, I might keep it for myself or for the merchant down the road. |
3 | There is an intense rivalry between myself and a particular colleague, and it often clouds my judgment. |
4 | I pretend to know far more than I actually do, and will often ignore any evidence that proves me wrong. |
5 | I care more for the money I'm paid by the museums than for the artifacts I deliver to them |
6 | My obsessive search for a particular object has pushed my loved ones away. |
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 | |
---|---|
1 | I distance myself from everyone, even those I care about. |
2 | I keep all of my possessions meticulously clean, and I hate any kind of filth. |
3 | I am honest to a fault. Knowing all of the information is the only way to make an accurate diagnosis. |
4 | I make incredibly poor jokes in an attempt to put others at ease. |
5 | I talk down to others when speaking on a field I believe myself to be knowledgeable in. |
6 | I present everything I say as a guess or estimate so that I don't look bad if it turns out to be wrong. |
7 | It seems like I always try to strike up a conversation at the worst possible moment. |
8 | I set very high standards for myself, and expect others to follow my example. |
Apothecary - Ideal | |
---|---|
1 | Aid - Every sick or wounded person deserves my help, regardless of the life they lead. (Good) |
2 | Control - By deciding who lives and who dies, I can shape the world to my liking. (Evil) |
3 | Loyalty - It is my duty to treat those to whom I have sworn allegiance. (Lawful) |
4 | Efficiency - I am not emotionally invested in those I aid; to act otherwise would compromise my work. (Neutral) |
5 | Prevention - Stopping the spread of sickness is better than treating it. (Any) |
6 | Research - In order to treat patients effectively, we must understand the maladies afflicting them. (Any) |
Apothecary - Bond | |
---|---|
1 | I share my discoveries with my fellow apothecaries, to further the goals of our trade. |
2 | I give my aid to those who protect my country and my ruler. |
3 | Many medicinal reagents are rare or hard to find; those who secure them deserve respect. |
4 | I seek a cure to a mysterious disease that afflicts my Random - Family Member . |
5 | I wish to prove that mundane healing is just as viable as magic. |
6 | I work closely with a group that aims to eliminate a particular disease from existence. |
Apothecary - Flaw | |
---|---|
1 | I use unproven treatments on my patients without their knowledge. |
2 | I refuse to give aid to those of a certain species or nationality, no matter how desperately they need it. |
3 | If a disease is particularly deadly, I refuse to treat it out of fear for my own health. |
4 | Memories of a horrible plague that I failed to cure still haunt me to this day. |
5 | The sight of blood makes me queasy, and I can only treat those who have no external wounds. |
6 | I am only interested in the ailments my patients suffer from, not the people themselves. |
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 | |
---|---|
1 | I 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. |
2 | I 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. |
3 | If 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. |
4 | My 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". |
5 | I 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. |
6 | Drinking 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. |
7 | I 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. |
8 | I like to study how other people act, to see if they might be hiding secrets, like I am. |
Artist - Ideal | |
---|---|
1 | Hard Work - A labor of love is a purpose and meaning. (Lawful) |
2 | Betterment - By studying the mistakes of our elders, we might prevent the mistakes of our children. (Good) |
3 | Brutality - 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) |
4 | Greed - Anything that isn't mine soon will be. (Evil) |
5 | A Simple Way of Life - If it ain't broke, don't fix it! (Neutral) |
6 | Mirth - If I don't laugh, I will cry. So I laugh at everything. (Any) |
Artist - Bond | |
---|---|
1 | 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 . |
2 | I have been separated from a loved one for a long time. All I have left is their Random - Trinket. |
3 | I'm trying to pay off an old debt I owe to my master. She taught me the trade and helped me become established. |
4 | I am in love with someone far richer than I am. |
5 | 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. |
6 | Seeing 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 | |
---|---|
1 | I despise human suffering. I would rather eat beans and rice with the poorest on the streats than live in a plush house by myself. |
2 | I'm willing to try anything I think will be a good time. |
3 | I believe in and obey my nation's nobility blindly. Their requests for artwork have led to some odd creations. |
4 | I have studied betrayals so often that I inherently don't trust all but my inmost circle... they I watch continually expecting betrayal. |
5 | Someone powerful would do anything to have my head, so I seek to gain her head first. |
6 | I care only for my own authority. |
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 - Association with the Guild
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 | |
---|---|
1 | I enjoy your gold a lot. |
2 | I do not mind stabbing an ally in the back if it will benefit me in the long run. |
3 | I don't like killing at all, but sometimes people leave you no choice except to unalive them. |
4 | I have slain so many that death no longer phases me. |
5 | I never take anything seriously and joke way too much. How else can someone stay sane while doing such dark work. |
6 | I'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. |
7 | I have killed so many I have lost count. |
8 | I hunt people like animals. |
Assassin - Ideal | |
---|---|
1 | Greed - I am only in it for the money. (Evil) |
2 | Self-Knowledge - If I know myself, there is nothing left to know. (Neutral) |
3 | Aspiration - I work hard to be the best there is at my craft. (Any) |
4 | People - I help people who help me. That's what keeps us alive. (Good) |
5 | Master - I'm a predator, and everyone else is my prey. (Evil) |
6 | Death - Some people deserve to die. (Chaotic) |
Assassin - Bond | |
---|---|
1 | I owe my guild a great debt for forging me into the person I am today. |
2 | A powerful person killed my Random - Family Member. Some day soon, I'll have my revenge. |
3 | I'm trying to pay off an old debt I owe to My Teacher. |
4 | My Random - Family Member died because of a mistake I made. That will never happen again. |
5 | One day I will return to my guild and prove that I am the greatest assassin of them all. |
6 | My tools are symbols of my past life, and I carry them so that I will never forget my roots. |
Assassin - Flaw | |
---|---|
1 | I love to own other peoples gold-usually taken from their unsuspecting pocket or grave. |
2 | If there's a plan, I'll forget it. If I don't forget it, I'll just ignore it. |
3 | There's no room for caution in a life lived to the fullest. |
4 | Violence is my answer to almost any challenge. |
5 | Once someone questions my courage, I never back down no matter how dangerous the situation. |
6 | I judge others harshly, and myself even more severely. |
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.
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 | |
---|---|
1 | I understand that sometimes a little bit of flirting goes a long way. |
2 | Regulars always get the cheapest drinks. New-comers are almost always trouble. |
3 | Drinking on the job is never a problem. |
4 | My quick temper can end as many problems as it starts. At least, that's what I tell myself. |
5 | Sleaze-bag pervert is one bad comment away from a slap. |
6 | A jolly smile and cheerful laugh is the best way to start the day. |
7 | I hate my job and everyone I have to serve. |
8 | My loyalty to my employer is unmatched. |
Barmaid - Ideal | |
---|---|
1 | Kindness - Service with a smile is everyone's right. (Good) |
2 | Strictly Business - You get what you pay for and I can't help that. (Lawful) |
3 | Loose Change - The drunk make easy money for stealing. (Evil) |
4 | Work Ethic - Hard days work for a hard days pay. (Neutral) |
5 | Fickle - My time is worth whoever is paying me. (Chaotic) |
6 | Self-Betterment - I'm working to be the best I can be. (Any) |
Barmaid - Bond | |
---|---|
1 | My employer saved me from a horrible fate. I want to repay him properly. |
2 | The regulars keep money in my pocket and food on my table, they're like family. |
3 | A great debt keeps me tied to this tavern. |
4 | I will never forget the name of the adventurer who saved me from a cruel fate. |
5 | My family has run this tavern for years. |
6 | I work at a tavern to support my family. |
Barmaid - Flaw | |
---|---|
1 | My bar was raided, which has led to a natural distrust of authority figures. |
2 | I am a perfect example for why you shouldn't sample your own product. |
3 | I can never turn down a chance to gamble. |
4 | I'm willing to try anything I think will be a good time. |
5 | A little coin and I will do anything you want. |
6 | Never leave money out around me. |
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 | |
---|---|
1 | My status as a battlesmith has brought me only bloodshed and sorrow. |
2 | I am always ready to fight. |
3 | I am unforgiving or intolerant. |
4 | I envy the easier lives of commoners. |
5 | I revere the lives and deaths of even my most cruel and fearsome enemies. |
6 | I make light of violence and death. |
7 | I'm never too far from a bottle of alcohol. |
8 | I speak very little- if even at all. |
Battlesmith - Ideal | |
---|---|
1 | Responsibility - My power is a gift not to be taken lightly, and I should avoid seeking out unnecessary conflict. (Lawful) |
2 | Duty - My purpose is the continued peace and safety of my people. (Good) |
3 | Authority - I do as I wish- who's going to stop me? (Chaotic) |
4 | Power - All who oppose me must be crushed under my boot! (Evil) |
5 | Function - This is what I was made to do. (Neutral) |
6 | Purification - I must stamp out evil wherever it may dwell. (Good) |
Battlesmith - Bond | |
---|---|
1 | A battlesmith saved me or someone close to me, and I strive towards filling their enormous footsteps. |
2 | My patron clan is everything to me, and I will do whatever I can do to glorify their name. |
3 | Countless battles have not shaken the faith I have in my allies. |
4 | I became a battlesmith to defend my home and people from a great evil. |
5 | My patron has sent me on one final task before I retire. It must be done at all costs. |
6 | I am in love with either another battlesmith or a hated enemy. |
Battlesmith - Flaw | |
---|---|
1 | I find any reason to fight, often attacking enemies when other solutions could have been met. |
2 | I care more about my weapon, armor, or other possession, than I do about my friends. |
3 | I have crossed a foreign military force and they have hunted me ever since. |
4 | I am unwaveringly loyal to my patron, even if my orders conflict with my personal beliefs. |
5 | I have offended my patron clan, nation, or fellow battlesmiths, and have been stripped of my title. |
6 | 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. |
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.
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 | |
---|---|
1 | You are pushy and obnoxious. |
2 | You fade into the shadows moving around without people noticing you are there. |
3 | You try to be the center of attention doing crazy things to entertain others. |
4 | You love a good argument and will disagree with anything anyone says. |
5 | You 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 | |
---|---|
1 | Honesty - you will tell the truth no matter the embarrassment or the harm it brings. (Lawful) |
2 | Simplicity - life is meant to be simple. Who needs money or the things it can buy. (Any) |
3 | Friends - life is about who you know not what you have. (Good) |
4 | Relaxation - why work when you can spend all day resting and mooch off of others? (Chaotic) |
5 | Revenge - you lost everything, but those who took it from you will pay. (Evil) |
6 | Mirth - if you don't laugh, you will cry. So you laugh at everything. (Any) |
Beggar - Bond | |
---|---|
1 | I will do anything within my power to aid a friend. |
2 | My Random - Trinket is all I have left, it is the only reminder of better times. |
3 | I am loyal to my city and will lay down my life defending it. |
4 | My families signet ring means everything to me... I will get it back no matter what. |
5 | I heard a story about some grand place, and deeply want to go there. |
6 | I am in love with someone far richer than I am. |
Beggar - Flaw | |
---|---|
1 | I despise hard work. |
2 | I have a marked speech that identifies me as low class. |
3 | I do not share my things with friends, and I will fight to keep personal belongings within my full control. |
4 | As a defense mechanism, I lie and misdirect everyone around me, and steal and hide anything I can. |
5 | I always say the truth when asked, even by an enemy. |
6 | I cannot stop myself from reveling in material pleasures. |
You are a craftsman of the forge. You have many skills but have specialized in creating:
You have a skill level of:
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.
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 | |
---|---|
1 | You are a workman who dives deeply into your work. Whatever you focus on is all there is, you loose sight of everything else. |
2 | You 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. |
3 | You are a calm person normally, but if someone threatens your friends or family they will encounter a passionate fury that outshines the sun. |
4 | You 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. |
5 | You 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. |
6 | Although 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. |
7 | You potential beauty in broken and shattered things. You enjoy reforging metal from broken pots and pans and turning them into something beautiful. |
8 | You 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 | |
---|---|
1 | Quality - Everything I make and do must be the best I can do. (Lawful) |
2 | Purity - Just as I try to keep my metal pure from imperfections, I try to keep my life above reproach. (Good) |
3 | 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) |
4 | Energy - 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) |
5 | Power - With greater weapons comes greater power. As I get better I will fashion an army and all will fear me. (Evil) |
6 | Discipline - 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 | |
---|---|
1 | The forge have been in my family for generations. I would rather die defending it than abandon that forge. |
2 | My 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. |
3 | 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. |
4 | 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) |
5 | 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. |
6 | My regular patron's need me for regular repairs and assignments. I want to be there to help them out. |
Blacksmith - Flaw | |
---|---|
1 | I have deep roots with my forge and my city and will only leave them under extreme duress. |
2 | 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. |
3 | I am loyal to my king and will follow orders from him almost blindly. |
4 | I love the challenge of an assignment and will work for free if they have interesting metals or designs for me to try out. |
5 | I am pompous and insist on a rich lifestyle even if I struggle to be able to afford it. |
6 | I love my dice and almost never turn down an opportunity to gamble. |
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 | |
---|---|
1 | 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. |
2 | I only respect other captains. No one else knows where we come from. |
3 | I take notes about everyone and everything I encounter everywhere I go. Never know when a chance encounter could prove important latter. |
4 | I am all about fame and fortune. I seek the biggest name I can get, and need the biggest ship to get it. |
5 | My status in my career has brought me only bloodshed and sorrow. |
6 | I freely offer my knowledge to those who wish to learn, and I encourage those I know to do so as well. |
7 | I use my power to gain bribes. |
8 | I am full of stories from my old life, and am eager to share them. |
Captain - Ideal | |
---|---|
1 | Generosity - My gift is for all to enjoy! (Good) |
2 | A Simple Way of Life - If it ain't broke, don't fix it! (Neutral) |
3 | Brotherhood - I never feel alone as long as I know my brothers (and/or sisters) are out there. (Any) |
4 | Wild - Some times you just have to let things live. Let them grow and see where nature takes them. (Chaotic) |
5 | Greed - I'm doing this for money. Nothing else matters. (Evil) |
6 | Responsibility - It is my duty to respect the authority of the lands I travel. (Lawful) |
Captain - Bond | |
---|---|
1 | I am pressured by a crime boss I can never repay. |
2 | A powerful person killed my Random - Family Member. Some day soon, I'll have my revenge. |
3 | I give my aid to those who protect my country and my ruler. |
4 | My greatest opponent is my best friend. We always know when the other is bluffing. |
5 | Seeing the world is as valuable as gold, I must see it all. |
6 | 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. |
Captain - Flaw | |
---|---|
1 | 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. |
2 | I secretly find the opposite sex a lesser part of the species. |
3 | I am paranoid about my enemies coming to finish me. I can't trust anyone. |
4 | Everyone has a price. Mine happens to be pretty low. |
5 | I always say the truth when asked, even by an enemy. |
6 | Some people want to kill me, to make sure I never tell a secret they'd rather have untold. |
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!
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 | |
---|---|
1 | When I eat something I critique the dish aloud. |
2 | I multi-task very well. |
3 | I let others know I expect them to work as hard as I do. |
4 | I make noises which indicate my mood when I eat. |
5 | When insulted, I hurl even greater insults (or food) back. |
6 | I like to take my time and savor each moment. |
7 | I try to keep things as clean as possible. |
8 | I am always on the lookout for something novel and exotic. |
Chef - Ideal | |
---|---|
1 | Creativity - I don't even follow my own recipes, I just follow my gut instinct! (Chaotic) |
2 | Knowledge - I can learn a lot about people from what they choose to eat. (Neutral) |
3 | Hierarchy - I know my place. Know yours. (Lawful) |
4 | Generosity - My gift is for all to enjoy! (Good) |
5 | Community - I am just one contribution which keeps this society together (Neutral) |
6 | Fame - I will be known as the greatest master chef for all time! (Any) |
Chef - Bond | |
---|---|
1 | My grandmother had a secret recipe she took to her grave. I am trying to replicate it. |
2 | There is a famous chef who I idolize. |
3 | I am putting together a book of recipes from around the world! |
4 | While other lands have vibrant cuisine, nothing beats a meal in the home country. |
5 | I use only the elaborate techniques of my master, even when preparing simple dishes. |
6 | I always keep a bottle of my favorite spice or herb on hand. |
Chef - Flaw | |
---|---|
1 | I'd rather eat nothing than something bland, stale, burnt, undercooked, or otherwise beneath me. |
2 | I am comically competitive. |
3 | I am a gluttonous pig. |
4 | I whine and complain when uncomfortable. |
5 | I have little to no tolerance for frivolity. |
6 | I have troubles trusting others with their assigned tasks, especially if I assigned them. |
7 | Although 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. |
8 | 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. |
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?
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 | |
---|---|
1 | I am always polite and respectful. |
2 | My friends know they can rely on me even in the most stressful situations, I will always try to help them. |
3 | Breaking up a brawl is the fun part of my day. |
4 | I can stare down a hell hound without flinching. |
5 | I enjoy being strong and able to protect others. |
6 | I use my power to gain bribes. |
7 | I like the night patrols best, very peaceful or very not. |
8 | I like gate duty best. |
City Guard - Ideal | |
---|---|
1 | Service - Our lot is to lay down our lives for others. (Good) |
2 | Obedience - I must do as the city rulers command to keep order. (Lawful) |
3 | Integrity - I must do what is right for the city despite orders. (Chaotic) |
4 | Power - People will always do as I say if I have my hand on my sword. (Evil) |
5 | Perpetual - There will always be crime, as sure as there will be guards. (Neutral) |
6 | Loyalty - I love my city, and I will lay down my life to protect it. (Any) |
City Guard - Bond | |
---|---|
1 | It is my duty to protect the city and its citizens. |
2 | My fellow Guards are my brothers/sisters in arms. |
3 | Someone saved my life on patrol, and I still owe them to this day. |
4 | My honor is my life. |
5 | I will never forget or forgive the crime lord who killed my brothers. |
6 | I fight for those who cannot fight for themselves. |
City Guard - Flaw | |
---|---|
1 | I made a mistake once, and it cost a lot of lives. |
2 | My hatred for raiders is blinding and furious. |
3 | I obey the law even when it serves no good. |
4 | I can be bribed easily; a few gold here, please... |
5 | I care only for my own authority. |
6 | I will never let injustice pass me by. |
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.
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 | |
---|---|
1 | I have a habit of listening in on the conversations of others. |
2 | I focus on making friends and building relationships. When there is something I don't know, I know who will. |
3 | I believe I wield a ton of power so if push comes to shove... I will knock them over. |
4 | I have those that I love to protect. I need to do a good job. |
5 | I use my power to gain bribes. |
6 | I live for knowledge. There is nothing better than an interesting conversation. |
7 | A jolly smile and cheerful laugh is the best way to start the day. |
8 | 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. |
Cleric - Ideal | |
---|---|
1 | Brutality - Gold pales to the brilliance of the life draining from their eyes. (Evil) |
2 | Right - Everyone deserves to live. (Neutral) |
3 | Surprise - Life is worth living because I'm never know how the dice will land. (Any) |
4 | Respect - Everyone deserves a chance to improve their station in life: with hard work and/or some luck. (Lawful) |
5 | Redemption - Even though I might have done wrong in the past, I can do right in the present. (Good) |
6 | Nature - Just like trees, people live and people die. It's the law of the land. (Lawful) |
Cleric - Bond | |
---|---|
1 | 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. |
2 | Seeing the world is as valuable as gold, I must see it all. |
3 | I work to uncover the truth of past events, even if doing so is harmful to my nation or organization. |
4 | I treat my valued comrades like brothers, and I will let no insult or injury fall upon them. |
5 | My son was sent to war and never returned. I must find him! |
6 | 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. |
Cleric - Flaw | |
---|---|
1 | I would send an innocent to face his death if it means I will win the fight. |
2 | I cannot manage money to save my life. |
3 | I have studied betrayals so often that I inherently don't trust all but my inmost circle... they I watch continually expecting betrayal. |
4 | I am absurdly isolated, innocent, or pious. |
5 | Someone powerful would do anything to have my head, so I seek to gain his or her head first. |
6 | There's no room for caution in a life lived to the fullest. |
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 | |
---|---|
1 | Whenever 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. |
2 | My friends know they can rely on me even in the most stressful situations I will try to help them. |
3 | I am always ready to fight. |
4 | I like to show off, particularly if there's a chance to get a job offer in it. |
5 | I 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. |
6 | I speak in a dull monotone that is more likely to put others to sleep than to entertain them. |
7 | I take notes about everyone and everything I encounter everywhere I go. |
8 | I talk very quickly, and always cut to the chase. |
Cobbler - Ideal | |
---|---|
1 | Brutality - Gold pales to the brilliance of the life draining from their eyes. (Evil) |
2 | Function - 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) |
3 | Honor - It's not just about what I accomplish, but also about how I accomplish it. (Lawful) |
4 | Greater Good - No matter the circumstances, I am expected to protect those who cannot protect themselves. (Good) |
5 | Boredom - Get me away from this boring life! (Chaotic) |
6 | Death - 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 | |
---|---|
1 | I am always willing to help out someone else who is down on their luck. |
2 | I lost my Random - Family Member in a battle and I feel it was my fault. |
3 | The historical works of my race must be preserved for the enrichment of future generations. |
4 | I promised my parents I would stop taking chances. We'll see how long that lasts. |
5 | I want to find that special someone and raise a home full of children. |
6 | 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. |
Cobbler - Flaw | |
---|---|
1 | Some people want to kill me, to make sure I never tell a secret they'd rather have untold. |
2 | I have crippling debts that my work barely pays it off. |
3 | The only thing I trust is gold. |
4 | Making a profit is more important than honesty or integrity. |
5 | I am paranoid about my enemies coming to finish me. I can't trust anyone. |
6 | Everyone has a price. Mine happens to be pretty low. |
You have trained hard in your trade and can create beautiful things... at least in your eyes.
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 | |
---|---|
1 | 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. |
2 | I am one with myself. I strive for balance in all things. I work hard but play just as hard. |
3 | I will defend my masculinity to the extent of other's thinking I'm insecure. |
4 | My friends know they can rely on me even in the most stressful situations I will try to help them. |
5 | I speak with a distinctive drawl or accent common to my class. |
6 | Whenever I meet a new person, I try to learn about their history if at all possible |
7 | I desire to see others thrive and work hard to help them to succeed. |
8 | Knowledge is the most important thing in the world. |
Craftsman - Ideal | |
---|---|
1 | Brutality - Gold pales to the brilliance of the life draining from their eyes. (Evil) |
2 | Revenge - I will make amends for what has been done to me, however I can. (Chaotic) |
3 | Aspiration - I want to make something of myself. (Any) |
4 | Generosity - My gift is for all to enjoy! (Good) |
5 | Nature - Just like trees, people live and people die. It's the law of the land. (Lawful) |
6 | Self-Knowledge - If I know myself, there is nothing left to know. (Neutral) |
Craftsman - Bond | |
---|---|
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 do everything I do, to raise gold for my family. |
3 | I was picked on growing up for being a bookworm. |
4 | 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. |
5 | My honor is my life. |
6 | I lost a brother in battle and I feel it was my fault. |
Craftsman - Flaw | |
---|---|
1 | I am pompous and insist on a rich lifestyle even if I struggle to be able to afford it. |
2 | I am frightened/sickened by human suffering. |
3 | I look down on the uneducated. |
4 | I cannot stop myself from reveling in material pleasures. |
5 | I would rather lose honestly than lie to win. |
6 | I love my dice and almost never turn down an opportunity to gamble. |
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.
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 | |
---|---|
1 | I assume every job is a trap. |
2 | I tend to approach conversation with people I've just met as though it were an interrogation. |
3 | I don't like killing. |
4 | I always check the escape routes of every building I enter. |
5 | I have trouble trusting people, especially those closest to me. |
6 | I have a habit of listening in on the conversations of others. |
7 | I prefer not to talk unless it's necessary. |
8 | I'm a specialist and my skills are best used in a team atmosphere. |
Criminal - Ideal | |
---|---|
1 | Charity - I steal from the wealthy so that I can help people in need. (Good) |
2 | Brutality - Gold pales to the brilliance of the life draining from their eyes. (Evil) |
3 | Honor - I don't steal from others in the trade. (Lawful) |
4 | Improvisation - Winning isn't everything, winning in a cool way is! (Chaotic) |
5 | People - I help people who help me. That's what keeps us alive. (Neutral) |
6 | Self-Knowledge - If you know yourself, there is nothing left to know. (Any) |
Criminal - Bond | |
---|---|
1 | I owe my guild a great debt for forging me into the person I am today. |
2 | One day I will return to my guild and prove that I am the greatest shadow thief of them all. |
3 | I'm trying to pay off an old debt I owe to My Teacher. |
4 | I am almost dangerously greedy. |
5 | I need to be the most famous thief alive. |
6 | I know I've done my best work when nobody knows I've done anything at all. |
Criminal - Flaw | |
---|---|
1 | I have no problem with betraying people who trust me. |
2 | I keep everything. |
3 | Not only am I good at what I do, but I love what I do - and I hate myself for it. |
4 | I never share secrets with anyone. |
5 | I don't save people who can't save themselves. The Game is harsh and the stupid and flamboyant tend to die the first. |
6 | Once someone questions my courage, I never back down no matter how dangerous the situation. |
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 | |
---|---|
1 | I desire to see others thrive and work hard to help them to succeed. |
2 | I like to joke around and tell stories. |
3 | I am one with myself. I strive for balance in all things. I work hard but play just as hard. |
4 | I 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. |
5 | I freely offer my knowledge to those who wish to learn, and I encourage those I know to do so as well. |
6 | I enjoy your gold a lot. |
7 | I give everybody the respect they deserve, even if they threaten my life. |
8 | I take pride in my workmanship doing the best I possibly can. |
Curator - Ideal | |
---|---|
1 | Simplicity - A simple way of life: If it ain't broke don't fix it. (Lawful) |
2 | Power - I influence others to get my own way, even if it means tricking them into hurting themselves. (Evil) |
3 | Greater Good - No matter the circumstances, I am expected to protect those who cannot protect themselves. (Good) |
4 | Boredom - Get me away from this boring life! (Chaotic) |
5 | Aspiration - I want to make something of myself. (Any) |
6 | Self-Knowledge - If I know myself, there is nothing left to know. (Neutral) |
Curator - Bond | |
---|---|
1 | I must prevent the relics of the past from falling into the hands of thieves and looters. |
2 | I promised my parents I would stop taking chances. We'll see how long that lasts. |
3 | I seek a cure to a mysterious disease that afflicts my Random - Family Member . |
4 | I was picked on growing up for being a bookworm. It was worth it then, and it is worth it now. |
5 | All I am trying to do is provide for my family. |
6 | I have been separated from a loved one for a long time. All I have left is their Random - Trinket . |
Curator - Flaw | |
---|---|
1 | I have crippling debts that my work barely pays it off. |
2 | I am pompous and insist on a rich lifestyle even if I struggle to be able to afford it. |
3 | The mere mention of gold throws all my judgment out the window. |
4 | I can never turn down a chance to gamble. |
5 | I can be bribed easily; a few gold here, please... |
6 | For a painting or statue of exceeding workmanship I will take great risks. It deserves to be where it will be appreciated. |
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.
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 | |
---|---|
1 | I seek out danger for the thrill that runs through my veins when I stare death in the face. |
2 | When 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. |
3 | The 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. |
4 | My 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... |
5 | Nothing 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. |
6 | My job is dark and messy. Most of it should be left unsaid. All you need to know is the job is done. |
7 | I've cradled countless numbers as my friends as they have drawn their last breath. It is an occupational hazard. |
8 | I will live to see the infernal houses fall. Demons have no place in our world. |
Demon Hunter - Ideal | |
---|---|
1 | Loyalty: Without trust for my team I am as good as dead (lawful). |
2 | Justice: Some things just deserve to be cast back down to hell. It is where they belong and where they should stay (good). |
3 | Adaptability: Fiends have many tricks and I must be ready to face anything, and I really do mean anything (chaotic). |
4 | Brutality: 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). |
5 | Acceptance: I know my place and my duty and will fulfill it. Someone has to (any). |
6 | Cycle 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 | |
---|---|
1 | It 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. |
2 | When 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. |
3 | One 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. |
4 | My Random - Family Member was slain by a demon. All I have left to remember them by is Random - Trinket . |
5 | I 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! |
6 | One 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 | |
---|---|
1 | My 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. |
2 | I love my trophy collection and constantly show it off. Unfortunately most people don't like seeing cut up pieces of demons. |
3 | I have a one track mind, so once I take an bounty, I will focus everything I have until I manage to kill it. |
4 | I 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. |
5 | I have been cheated out of payments way too often. Cash first please. |
6 | Sometimes the best payments are from deals with demons to slay their rivals. The largest pile of coins speaks loudest after all. |
0 | A little bit of liquid courage is never a bad thing, especially before facing off with truly terrifying enemies. |
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 | |
---|---|
1 | I desire to see others thrive and work hard to help them to succeed. |
2 | I'm the foremost detective. When someone else tries to hone in on my turf I have to remind them who is who. |
3 | I'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. |
4 | I focus on making friends and building relationships. When there is something I don't know, I know who will. |
5 | I search for the truth. No distance is to great. |
6 | I have those that I love to protect. I need to do a good job. |
7 | 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. |
8 | 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. |
Detective - Ideal | |
---|---|
1 | Power - Nothing quite like a bright light shining into a terrified face. (Evil) |
2 | Honor - It's not just about what I accomplish, but also about how I accomplish it. (Lawful) |
3 | Success - The job needs done, it doesn't matter how, just get it done. (Chaotic) |
4 | Others - My job is to protect and to serve. (Good) |
5 | Passion - Whatever I do I do with my all. (Any) |
6 | Paperwork - Dot those Is and cross those Ts. It doesn't matter how long this takes, it will be by the book! (Lawful) |
Detective - Bond | |
---|---|
1 | When 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. |
2 | I love my city and will see its streets safe for anyone to walk down at any time. |
3 | I need to make up for the crimes of my youth. As evil as I was then, I need to be good now. |
4 | I 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. |
5 | I lost my whole family. All that I have to remember them by is this Random - Trinket . |
6 | I will follow the evidence wherever it leads, even to embarrassing or politically unstable places. |
Detective - Flaw | |
---|---|
1 | I have spent so much time with criminals that they are starting to rub off on me... I can be easily bribed. |
2 | To 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. |
3 | 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. |
4 | 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. |
5 | 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. |
6 | I have studied betrayals so often that I inherently don't trust all but my inmost circle... they I watch continually expecting betrayal. |
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?
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 | |
---|---|
1 | All I think about is saving lives, or lives that have been lost. |
2 | I practice in the name of my religion, nation, or clan. |
3 | I am cold and calculating in my every word and action, even when furious or frightened. |
4 | When the bodies hit the floor, my hands go into automatic. |
5 | I consider magical healers and healing either to be cheating and unaccountable, or an integral future counterpart of a greater medical art. |
6 | I am waging a personal war on death itself. |
7 | I am entranced and inspired by the brilliance and glory of the living body. |
8 | I am actively involved in the medical society and engage in theoretical discourse and debate. |
Doctor - Ideal | |
---|---|
1 | Life - I was put in this world to protect and save life. (Good) |
2 | Honor - I swore my oath, and now I must live by its tenets. (Lawful) |
3 | Vigilantism - No man can dictate who shall die, when, or how! (Chaotic) |
4 | Profit - Is it really my fault that all who come to me suffering also come bearing compensation? (Evil) |
5 | Survival - We are all in this together, for better or for worse. (Neutral) |
6 | Right - Everyone deserves to live. (Neutral) |
Doctor - Bond | |
---|---|
1 | I owe everything to my home village/clan, for pooling their resources to have me educated. |
2 | I was pushed, or encouraged, into the field by my parents, one of whom may have been a doctor. |
3 | My professor is the most important person in the world to me. |
4 | My patients are my everything- losing one of them is like dying, but it never ends. |
5 | I took up the profession because someone close to me died of something treatable. |
6 | I started my training alone from texts I obtained by my own means. |
Doctor - Flaw | |
---|---|
1 | I took the vow not realizing its full implications. |
2 | No one can know that I have broken my vow. |
3 | I feel contempt for many of my patients. |
4 | I think I am better than other doctors, and other people in general. |
5 | Sometimes I go too far in my search for knowledge. |
6 | I am frightened/sickened by human suffering. |
You are a poor worker of the land.
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 | |
---|---|
1 | I'm always early to bed and early to rise. |
2 | I keep my gear and supplies in careful check. |
3 | I speak with a distinctive drawl or accent common to my class. |
4 | I always save up as much as I can, spending and consuming only what I must. |
5 | When work needs doing, I do the work. |
6 | I keep constant track of the sun, moon, stars, seasons, and weather. |
7 | I like to sleep in the sun when I can. |
8 | I'm always chewing on a sprig of grass, a toothpick, tobacco, seeds, or preserved meat. |
Farmer - Ideal | |
---|---|
1 | Fill the Need - There are a lot of hungry mouths in the world, with enough hands the world can feed them all. (Good) |
2 | It's a Living - I do what I'm good at because what I'm good at is good for me. (Neutral) |
3 | Brutal Practicality - Bury a fish or bury a man, just get the job done. (Evil) |
4 | Hard Work - A labor of love is a purpose and meaning. (Lawful) |
5 | A Simple Way of Life - If it ain't broke, don't fix it! (Neutral) |
6 | Amusement - Playing a hand in the growth and development of things delights me. (Chaotic) |
Farmer - Bond | |
---|---|
1 | I want to find that special someone and raise a home full of children. |
2 | I'll never forget the family farm I grew up on. |
3 | Some day, I'll be the lord of my own land. |
4 | I want to grow or raise the biggest or best example of my profession to prove I am the best! |
5 | My son was sent to war and never returned. I must find him! |
6 | I am out to start a homestead of my own in an unexplored fringe territory. |
Farmer - Flaw | |
---|---|
1 | I can be lazy and sleepy, sneaking off to take naps when work can wait. |
2 | I am absurdly isolated, innocent, or pious. |
3 | I believe in and obey my nation's nobility blindly. |
4 | I abandoned my home to avoid taxation, conscription, or court and cannot return. |
5 | I am not used to being wealthy and tend to overindulge. |
6 | I show off to attractive people too much. |
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 | |
---|---|
1 | I talk to travelers frequently for any news about home |
2 | I tend to lose my temper when someone bad mouths my home. |
3 | I still follow the culture and practices of my old life. |
4 | If I must live this life I will truly LIVE. |
5 | I am full of stories from my old life, and am eager to share them. |
6 | I get very introspective at times as I wish for days gone by. |
7 | I am driven by a Wanderlust now that I have left home. |
8 | I never pass up a friendly wager. |
Fiefless Lord - Ideal | |
---|---|
1 | Respect - All people regardless of Station deserve to be treated with dignity. (Good) |
2 | Responsibility - It is my duty to respect the authority of the lands I travel. (Lawful) |
3 | Independence - I must prove that I can handle myself without the coddling of my family. (Chaotic) |
4 | Power - If I attain more power then I can return and prove to them one way or another that it is my home. (Evil) |
5 | Family - Family are those that will always accept you even after an argument of epic proportions. they are not always Blood though. (Any) |
6 | Nobility - 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 | |
---|---|
1 | I protect those that can not protect themselves. |
2 | I will never betray those I call Friend. |
3 | Those I have left behind will always be in my thoughts and prayers. |
4 | I have sworn I will return someday to the arms of my love. |
5 | I will never forget the people that I have met along the way. |
6 | A mans Word is his bond, Thus I must be careful when I make promises. |
Fiefless Lord - Flaw | |
---|---|
1 | I secretly find the opposite sex a lesser part of the species. |
2 | I seek comfort from my personal problems in self destructive ways. |
3 | I fight and risk my life because the feeling of invincibility is a heady drug. |
4 | I help people because I like the recognition and the feeling that I could help them when they needed it. |
5 | My greatest Vice is Hedonistic pleasure. |
6 | I hide a truly scandalous secret that could ruin my family forever. |
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.
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 | |
---|---|
1 | I'm completely devoted to the job, even at the cost of my family and friends. |
2 | I like to show off, particularly if there's a chance to get a job offer in it. |
3 | I am constantly plotting revenge, coming up with and discarding ridiculous plots. |
4 | I live for knowledge. There is nothing better than an interesting conversation. |
5 | Ignorance frustrates me, and I always try to correct others when they're wrong. |
6 | I will never give up. No matter how dark things get. |
7 | I cannot resist an opportunity to mock my opponent with a quip or joke, even during combat. |
8 | I hold myself to a strict code of ideals. |
Firstmate - Ideal | |
---|---|
1 | Hierarchy - I know my place. Know yours. (Lawful) |
2 | Brutal Practicality - Bury a fish or bury a man, just get the job done. (Evil) |
3 | Brotherhood - I never feel alone as long as I know my brothers (and/or sisters) are out there. (Any) |
4 | Vigil - Only by remembering the dead do we honor their accomplishments. (Lawful) |
5 | Respect - Everybody deserves to be considered, even the lowliest. (Good) |
6 | Boredom - Get me away from this boring life! (Chaotic) |
Firstmate - Bond | |
---|---|
1 | Those who fight beside me are those worth dying for. |
2 | My culture and past keeps me on the road, it keeps me bargaining for the best sale. |
3 | I must prevent the uprising of tyranny. |
4 | I fight for those who cannot fight for themselves. |
5 | My honor is my life. |
6 | I will perform the heroic deeds that future historians will surely write about. |
Firstmate - Flaw | |
---|---|
1 | I show off to attractive people too much. |
2 | I never forget an insult, and I bide my time for revenge. |
3 | I am eternally optimistic about striking it rich, more than a little too optimistic. |
4 | I look down on the uneducated. |
5 | I judge myself too harshly and fall into states of despair. |
6 | I am boastful and tend to try to one-up others during conversations. |
You are skilled in making bows and arrows but you are especially good at making:
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 | |
---|---|
1 | I like to talk at length to people about the art of felling a tree, whether they are interested or not! |
2 | The woods are my home. I dare not stray too far from them. |
3 | I take pride in my workmanship doing the best I possibly can. |
4 | I can only ever have a smile on my bearded face. |
5 | I'll beat anyone at a wood chopping contest. Anyone! (Cockiness to the point of arrogance) |
6 | I'm just a Woodcutter, I didn't ask to be a hero. |
7 | The best two things in the world are the smell of chopped oak and the taste of a fine ale. |
8 | I will defend my masculinity to the extent of other's thinking I'm insecure. |
Fletcher - Ideal | |
---|---|
1 | Nature - Just like trees, people live and people die. It's the law of the land. (Lawful) |
2 | Life - A tree must be chopped at the right time. You wouldn't pull a sapling from the ground. (Good) |
3 | Seasons - Winter is the season of the dead, Spring is the season of life. I'm somewhere in between. (Any) |
4 | Domination - I am the ruler of the woods. Everything in it life beneath my boot or beneath my ax! (Evil) |
5 | Wild - Some times you just have to let things live. Let them grow and see where nature takes them. (Chaotic) |
6 | Self-Betterment - I'm just trying to be the best I can be. And do what's best for me. (Neutral) |
Fletcher - Bond | |
---|---|
1 | Everything I carry on my person is all I have. I wont part from any of it. |
2 | The Woods are my home. I will not venture far from them. |
3 | I do everything I do, to raise gold for my family. |
4 | I live in the forest chopping wood to hide from my past. |
5 | Fletching is a time honored tradition passed down the family line. I won't break tradition. |
6 | I yearn to explore, to see how many kinds of tree there are in the world. |
Fletcher - Flaw | |
---|---|
1 | I speak with my ax, when the time calls for it. |
2 | I have a bad habit of going chopping after having a few pints. |
3 | Sometimes I sell bad wood to people who don't know better. |
4 | I am overly protective of my land, my woods and my trees. |
5 | My masculinity means everything to me. |
6 | Women love a man with a thick beard. And I love the women. |
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 | |
---|---|
1 | I like to impress everyone I meet with a simple trick or quick joke. |
2 | I would bet good coin on anything, even simple activities. |
3 | Every situation is an excuse for me to share some tidbit of gambling wisdom. |
4 | I try to be unpredictable, so no one will ever know when I'm bluffing. |
5 | It's not about the money for me. I give away everything I win. |
6 | I'm playing the long con, and every action I take is part of the game. |
7 | I tend to make friends out of enemies, and enemies out of friends. |
8 | I gambled big and lost. Never again. |
Gambler - Ideal | |
---|---|
1 | Risk - Nothing is worth doing if it's a sure thing. (Chaotic) |
2 | Victory - I'll never make a bet unless I'm sure I can win. (Lawful) |
3 | Greed - Anything that isn't mine soon will be. (Evil) |
4 | Joy - Everyone would be much happier if they pulled up a chair, had a drink, and played a few hands. (Good). |
5 | Surprise - Life is worth living because I'm never know how the dice will land. (Any) |
6 | The Game - Every moment of my life I have to make a choice. I'll never stop playing. (Any) |
Gambler - Bond | |
---|---|
1 | I owe a lot of money to the wrong kind of people. |
2 | My greatest opponent is my best friend. We always know when the other is bluffing. |
3 | I have to win big to send money home to my family, even if I can never see them again. |
4 | I 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. |
5 | I promised my parents I would stop taking chances. We'll see how long that lasts. |
6 | I hide my gambling behind a normal life. My friends have no idea who I really am. |
Gambler - Flaw | |
---|---|
1 | I can't step away from the table while I'm losing. |
2 | Coin doesn't last long in my pocket. I have to risk it or spend it. |
3 | Everyone has a price. Mine happens to be pretty low. |
4 | If I find someone smarter than me, I have to take them down. |
5 | I would rather lose honestly than lie to win. |
6 | I like to think I could drink anyone under the table, but really I'm a lightweight. |
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 | |
---|---|
1 | I have two ears so I should listen twice what I speak. |
2 | People 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. |
3 | I believe I wield a ton of power so if push comes to shove... I will knock them over. |
4 | I'm completely devoted to the job, even at the cost of my family and friends. |
5 | I see the error in extremes. I try to live by a middle path. |
6 | I hold myself to a strict code of ideals. |
7 | I will never give up. No matter how dark things get. |
8 | The greater the challenge the more excited I get. The more divided the group the more I seek their reconciliation. |
Government Liaison - Ideal | |
---|---|
1 | Peace - My job is to stop bloodshed. (Good) |
2 | Justice - I seek to see wrongs righted. (Good) |
3 | Order - Chaos is inefficient and causes everyone to loose. (Lawful) |
4 | Power - I influence others to get my own way, even if it means tricking them into hurting themselves. (Evil) |
5 | Subterfuge - Others may think that I'm trying to bring peace, but really I'm throwing kindling onto the fire. (Chaotic) |
6 | Time - My time is valuable and I cannot stand wasting time. (Any) |
Government Liaison - Bond | |
---|---|
1 | I was raised to respect the government and follow its rules and regulations even when I find them foolish. |
2 | 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. |
3 | 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 . |
4 | I crave people's praise and go out of my way to impress them. |
5 | 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. |
6 | I 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 | |
---|---|
1 | I am used to getting my way. I don't know how to deal with negotiations swinging against me. |
2 | I am very well known from my travels. Like it or not my reputation tends to stay ahead of me. |
3 | I think that my training has prepared me for everything. I go into meetings confident, even if I'm way out of my depth. |
4 | I am so focused on being politically correct that there are many topics I will not discuss. |
5 | I messed up a deal early in my career that earned me some enemies in powerful positions. |
6 | I enjoy talking about my accomplishments and easily go down rabbit trails describing them. This can distract me from more imminent issues. |
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?
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.
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.
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 | |
---|---|
1 | Knowledge is the most important thing in the world. |
2 | I will defend my masculinity to the extent of other's thinking I'm insecure. |
3 | I try to be unpredictable, so no one will ever know when I'm bluffing. |
4 | I am bright and cheerful with a personality that draws a crowd. |
5 | I'm completely devoted to the job, even at the cost of my family and friends. |
6 | I speak with an accent nobody recognizes. |
7 | I make incredibly poor jokes in an attempt to put others at ease. |
8 | I enjoy your gold a lot. |
Groom - Ideal | |
---|---|
1 | Authority - I do as I wish- who's going to stop me? (Chaotic) |
2 | Wealth - I'm in it for the money! (Neutral) |
3 | Charity - I'm doing what I do so others can benefit from my wealth. (Good) |
4 | Brotherhood - I never feel alone as long as I know my brothers (and/or sisters) are out there. (Any) |
5 | Responsibility - It is my duty to respect the authority of the lands I travel. (Lawful) |
6 | Greed - Anything that isn't mine soon will be. (Evil) |
Groom - Bond | |
---|---|
1 | I do everything I do, to raise gold for my family. |
2 | My employer saved me from a horrible fate. I want to repay him properly. |
3 | I know I've done my best work when nobody knows I've done anything at all. |
4 | My greatest opponent is my best friend. We always know when the other is bluffing. |
5 | I have secrets that I've uncovered that should never see the light of day. |
6 | 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 . |
Groom - Flaw | |
---|---|
1 | I love to own other peoples gold- usually taken from their unsuspecting pocket or grave. |
2 | Women love a man with a thick beard. And I love the women. |
3 | I am ever too curious. |
4 | If I see any who betrayed me, their blood will spill on my hands. Nothing will stop me. |
5 | I whine and complain when uncomfortable. |
6 | I am almost dangerously greedy. |
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 | |
---|---|
1 | I am always ready to fight. |
2 | I do not mind stabbing an ally in the back if it will benefit me in the long run. |
3 | I speak with an accent nobody recognizes. |
4 | When work needs doing, I do the work. When a head needs taking, I do the taking. |
5 | I believe I wield a ton of power so if push comes to shove... I will knock them over. |
6 | I search for the truth. No distance is to great. |
7 | I cannot resist an opportunity to mock my opponent with a quip or joke, even during combat. |
8 | I talk very quickly, and always cut to the chase. |
Headhunter - Ideal | |
---|---|
1 | Respect - Everyone deserves a chance to improve their station in life: with hard work and/or some luck. (Lawful) |
2 | Self-Knowledge - If I know myself, there is nothing left to know. (Neutral) |
3 | Nobility - Protecting those that can not protect themselves, basically upholding the virtues that makes one Noble not the title of Noble birth. (Good) |
4 | Brutal Practicality - Bury a fish or bury a man, just get the job done. (Evil) |
5 | Independence - I must prove that I can handle myself without the coddling of my family. (Chaotic) |
6 | Greed - Anything that isn't mine soon will be. (Evil) |
Headhunter - Bond | |
---|---|
1 | 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) |
2 | I am always willing to help out someone else who is down on their luck. |
3 | I want to find that special someone and raise a home full of children. |
4 | I am almost dangerously greedy. |
5 | I crave people's praise and go out of my way to impress them. |
6 | 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. |
Headhunter - Flaw | |
---|---|
1 | I am always angry because of what I have done or what has been done to me. |
2 | Sometimes I go too far in my search for knowledge. |
3 | The only thing I trust is gold. |
4 | I care only for my own authority. |
5 | My masculinity means everything to me. |
6 | I cannot manage money to save my life. |
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?
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 | |
---|---|
1 | I have a tendency to go by many different names, and sometimes forget which one I'm using. |
2 | I am very quiet, and tend to fade into the background. |
3 | I like to change my voice or accent every few days, so people don't know I'm the same person. |
4 | I rarely speak above a whisper, for fear that I might attract attention to myself. |
5 | I constantly am looking around, to make sure I don't see anyone I know. |
6 | I'm always feeling my pockets, fearing that I'll drop something that might give my identity away. |
7 | Sometimes I just act like a normal person, dropping my shady act, but only for a few seconds. |
8 | I like to study how other people act, to see if they might be hiding secrets, like I am. |
Hooded Figure - Ideal | |
---|---|
1 | Redemption - Even though I might have done wrong in the past, I can do right in the present. (Good) |
2 | Framed - I never did anything wrong to anyone! This isn't fair, I was framed. (Any) |
3 | Super villain - I only need a bit of time to hang low, before I strike again. (Evil) |
4 | Justified - What I did was right for me, and others should see that, too. (Chaotic) |
5 | Vengeance - I didn't do anything bad, beforehand. But, now that I have been forced to be how I am, I will. (Evil) |
6 | Newfound Honor - My exile is only done from myself, from shame of all I had done. (Neutral) |
Hooded Figure - Bond | |
---|---|
1 | I'll never forget the life I had, before all of this hiding. |
2 | I only had to run because of I am in love with someone that is too dangerous. |
3 | I didn't want to hurt anybody, and still remember the one that I hurt the most. |
4 | A vigilante believes I am a criminal mastermind, and is hunting me down. |
5 | I sometimes like to visit people that I know, without revealing who I truly am. |
6 | Nobody must ever know who I truly am. |
Hooded Figure - Flaw | |
---|---|
1 | Sometimes, I fall into the urges of crime. |
2 | I like to use my threatening appearance to my advantage, but sometimes go too far. |
3 | I am afraid of who I will hurt next. |
4 | Memories of my old life distract and daze me after reliving them. |
5 | Thoughts of whether I should turn myself in or not cross my mind. |
6 | I am always angry because of what I have done or what has been done to me. |
I have been training horses and other mounts my whole life.
Why did I start training mounts?
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 | |
---|---|
1 | I'm very talkative, and I like to interact with people. |
2 | I am all about fame and fortune. I seek the biggest name I can get. |
3 | I came from a modest family and am always seeking to give back to those less fortunate than I am. |
4 | I am extremely focused. In my line of work to loose focus is almost certain death. |
5 | My quick temper can end as many problems as it starts. At least, that's what I tell myself. |
6 | I have trouble trusting people, especially those closest to me. |
7 | I am very quiet, and tend to fade into the background. |
8 | I take pride in my workmanship doing the best I possibly can. |
Horse Trainer - Ideal | |
---|---|
1 | Seasons - Winter is the season of the dead, Spring is the season of life. I'm somewhere in between. (Any) |
2 | Greater Good - No matter the circumstances, I am expected to protect those who cannot protect themselves. (Good) |
3 | Authority - I am above lesser folk, and people will do as I say. (Evil) |
4 | Strictly Business - You get what you pay for and I can't help that. (Lawful) |
5 | Amusement - Playing a hand in the growth and development of things delights me. (Chaotic) |
6 | Revenge - I will make amends for what has been done to me, however I can. (Chaotic) |
Horse Trainer - Bond | |
---|---|
1 | I've read books that would destroy the sanity of others, those were the best reads. |
2 | I owe everything to my home village/clan, for pooling their resources to have me educated. |
3 | I must prevent the relics of the past from falling into the hands of thieves and looters. |
4 | 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. |
5 | The Woods are my home. I will not venture far from them. |
6 | My employer saved me from a horrible fate. I want to repay him properly. |
Horse Trainer - Flaw | |
---|---|
1 | I never share secrets with anyone. |
2 | I judge others harshly, and myself even more severely. |
3 | Everyone has a price. Mine happens to be pretty low. |
4 | I am frightened/sickened by human suffering. |
5 | Never leave money out around me. |
6 | I never fail at my tasks, even if I have to resort to less honorable means to complete them. |
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?
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 | |
---|---|
1 | I take notes about everyone and everything I encounter everywhere I go. |
2 | I have a habit of listening in on the conversations of others. |
3 | I make incredibly poor jokes in an attempt to put others at ease. |
4 | I give my two cents on everything. |
5 | I am a man without fear; no matter the risks apparent in a situation, I do what is needed. |
6 | I like to joke around and tell stories. |
7 | I tell stories about my adventures to anyone who will listen. Even tales of woe and disaster are retold with enthusiasm! |
8 | I'm completely devoted to the job, even at the cost of my family and friends. |
Judge - Ideal | |
---|---|
1 | Brotherhood - I never feel alone as long as I know my brothers (and/or sisters) are out there. (Any) |
2 | Respect - Everybody deserves to be considered, even the lowliest. (Good) |
3 | Independence - I must prove that I can handle myself without the coddling of my family. (Chaotic) |
4 | Improvisation - Winning isn't everything, winning in a cool way is! (Chaotic) |
5 | Simplicity - A simple way of life: If it ain't broke don't fix it. (Lawful) |
6 | Control - I'll do the work, but some day I will return with a request... (Evil) |
Judge - Bond | |
---|---|
1 | I seek a cure to a mysterious disease that afflicts my Random - Family Member . |
2 | All I am trying to do is provide for my family. |
3 | I made an oath over the graves of my family to see justice done. |
4 | I need to make up for the crimes of my youth. As evil as I was then, I need to be good now. |
5 | I must prevent the relics of the past from falling into the hands of thieves and looters. |
6 | Some day, I'll be the lord of my own land. |
Judge - Flaw | |
---|---|
1 | I am not used to being wealthy and tend to overindulge. |
2 | I always say the truth when asked, even by an enemy. |
3 | I am boastful and tend to try to one-up others during conversations. |
4 | I can be lazy and sleepy, sneaking off to take naps when work can wait. |
5 | I judge myself too harshly and fall into states of despair. |
6 | I would rather lose honestly than lie to win. |
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 | |
---|---|
1 | I never take anything seriously and joke way too much. |
2 | I am bright and cheerful with a personality that draws a crowd. |
3 | I use my power to gain bribes. |
4 | I can stare down a hell hound without flinching. |
5 | I revere the lives and deaths of even my most cruel and fearsome enemies. |
6 | Drinking on the job is never a problem. |
7 | I write anything I think is important in code. |
8 | Knowledge is the most important thing in the world. |
King - Ideal | |
---|---|
1 | Respect - All people regardless of Station deserve to be treated with dignity. (Good) |
2 | Risk - Nothing is worth doing if it's a sure thing. (Chaotic) |
3 | Self-Betterment - I'm working to be the best I can be. (Any) |
4 | Improvisation - Winning isn't everything, winning in a cool way is! (Chaotic) |
5 | Justice - I fill the cracks crime slips through. (Lawful) |
6 | Survival - We are all in this together, for better or for worse. (Neutral) |
King - Bond | |
---|---|
1 | I have had to lock a book away to protect others, and I am the only one who knows where the key is. |
2 | My son was sent to war and never returned. I must find him! |
3 | 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. |
4 | 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. |
5 | 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. |
6 | I crave people's praise and go out of my way to impress them. |
King - Flaw | |
---|---|
1 | My hatred for raiders is blinding and furious. |
2 | I despise hard work. |
3 | I enjoy talking about my accomplishments and easily go down rabbit trails describing them. This can distract me from more imminent issues. |
4 | Once someone questions my courage, I never back down no matter how dangerous the situation. |
5 | I am almost dangerously greedy. |
6 | I am ever too curious. |
The character is a king, but has disguised themselves, normally for one of the following reasons
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 | |
---|---|
1 | I give everybody the respect they deserve, even if they threaten my life. |
2 | I often lament about the loss of my great dominion. |
3 | I instinctively give orders instead of requests. |
4 | I have put myself on the level of those around me: I'm not royalty anymore. |
5 | I am constantly plotting revenge, coming up with and discarding ridiculous plots. |
6 | I weigh my options very carefully before doing anything. |
7 | To be honest, I am relieved not to have the responsibility of the crown anymore. |
8 | My heart bleeds for the common people whom I now see face to face. |
King in Disguise - Ideal | |
---|---|
1 | Equality - I bleed red, too. I'm not more noble than anybody else. (Neutral) |
2 | Respect - Everybody deserves to be considered, even the lowliest. (Good) |
3 | Justice - I will see justice done; if not for me, then for the common folk. (Lawful) |
4 | Domination - I may not rule from a throne, but I can still rule any I see. (Evil) |
5 | Revenge - I will make amends for what has been done to me, however I can. (Chaotic) |
6 | Aspiration - I will take my kingdom back. (Any) |
King in Disguise - Bond | |
---|---|
1 | I will retake my dominion if it is my dying action. |
2 | I owe my life to those who took me in when I escaped. |
3 | I must prevent the uprising of tyranny. |
4 | I will protect my people, if from the shadows. |
5 | My family is still alive somewhere. I must ensure their safety. |
6 | I must have a successor to continue my royal line. |
King in Disguise - Flaw | |
---|---|
1 | I still suffer nightmares and visions of the moment my life crumbled to pieces. |
2 | In retrospect, I was a terrible ruler, not fit for the throne. I can't forgive myself. |
3 | I am paranoid about my enemies coming to finish me. I can't trust anyone. |
4 | I haven't learned anything from my downfall: I'm just as brash and arrogant as before. |
5 | I judge myself too harshly and fall into states of despair. |
6 | If I see any who betrayed me, their blood will spill on my hands. Nothing will stop me. |
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 | |
---|---|
1 | Books are my everything. |
2 | Knowledge is the most important thing in the world. |
3 | I feel at home when reading. |
4 | Everything must be in order, like on a bookshelf. |
5 | Life is nothing without books. |
6 | Rarely, if ever, am I seen without my nose in a book. |
7 | I have quotes from books for every occasion. |
8 | My vocabulary is vast enough I sometimes use words that are larger then necessary. |
Librarian - Ideal | |
---|---|
1 | Collaboration - I must spread what I have learned. (Lawful) |
2 | Power - Every piece of knowledge will be mine. (Evil) |
3 | Curiosity - There are many pieces of information in the world. (Neutral) |
4 | Success - Reading has inspired me to be where I am today. (Any) |
5 | Discovery - Every single piece of information is waiting to be discovered. (Good) |
6 | Compulsiveness - When I find something new I must learn everything about it. (Chaotic) |
Librarian - Bond | |
---|---|
1 | I opened the library I worked at. |
2 | The first book I ever read is in my head memorized. |
3 | I grew up in a library and I will never forget it. |
4 | I was picked on growing up for being a bookworm. |
5 | I've read books that would destroy the sanity of others, those were the best reads. |
6 | I have had to lock a book away to protect others, and I am the only one who knows where the key is. |
Librarian - Flaw | |
---|---|
1 | I can't stand not reading at least one page of a book a day. |
2 | I'd give up my companions for a piece of information. |
3 | I am ever too curious. |
4 | I look down on the uneducated. |
5 | When I must find a place to sleep I lodge at the nearest library. |
6 | I only talk to smart people. |
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 | |
---|---|
1 | I tell stories about my adventures to anyone who will listen. Even tales of woe and disaster are retold with enthusiasm! |
2 | I focus on making friends and building relationships. When there is something I don't know, I know who will. |
3 | I freely offer my knowledge to those who wish to learn, and I encourage those I know to do so as well. |
4 | I tend to approach conversation with people I've just met as though it were an interrogation. |
5 | I tend to make friends out of enemies, and enemies out of friends. |
6 | When work needs doing, I do the work. |
7 | I have two ears so I should listen twice what I speak. |
8 | All I think about is saving lives, or lives that have been lost. |
Mayor - Ideal | |
---|---|
1 | Duty - I have a job to fulfill, and it shall be so. (Lawful) |
2 | Change - Change makes the world go round. It's everywhere and needs to be embraced. (Chaotic) |
3 | Non-Sold Honor - I never break my promises. Never. (Lawful) |
4 | Authority - I am above lesser folk, and people will do as I say. (Evil) |
5 | Responsibility - My power is a gift not to be taken lightly, and I should avoid seeking out unnecessary conflict. (Lawful) |
6 | Virtue - I am the sword of virtue for those in need! (Good) |
Mayor - Bond | |
---|---|
1 | I work to uncover the truth of past events, even if doing so is harmful to my nation or organization. |
2 | A battlesmith saved me or someone close to me, and I strive towards filling their enormous footsteps. |
3 | I seek to protect something of great importance to me by keeping it a secret, so you better forget what you just heard. |
4 | 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. |
5 | One of my friends was hanged for treason. My helplessness to aid him still haunts me today. |
6 | I was raised to respect the government and follow its rules and regulations even when I find them foolish. |
Mayor - Flaw | |
---|---|
1 | I cannot stop myself from reveling in material pleasures. |
2 | I never share secrets with anyone. |
3 | No amount of gold is worth my life, I will run when in danger. |
4 | I would send an innocent to face his death if it means I will win the fight. |
5 | Violence is my answer to almost any challenge. |
6 | I am used to getting my way. I don't know how to deal with negotiations swinging against me. |
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 | |
---|---|
1 | I like to show off, particularly if there's a chance to get a job offer in it. |
2 | I am always gregarious and cheerful, no matter the situation, as long as I am paid well. |
3 | To me, the whisper of steel and the clash of weapons is just as pleasing as any amount of gold. |
4 | I always train because training leaves the person ready even in a moment of respite or weakness. |
5 | I hold myself to a strict code of ideals. |
6 | I keep my personal possessions in secret places which is know only to me. |
7 | I would do anything to protect my weapons arm, for I know it will protect me in return. |
8 | I do nothing, move no finger or a blade, unless I hear the jingling sound of coins. |
Mercenary - Ideal | |
---|---|
1 | Golden Soul - I fight for money, and nothing else. (Neutral) |
2 | Great Publicity - I will be known for my deeds, sooner rather than later. (Any) |
3 | Power or Death - In my line of profession, the strong live and the weak starve. (Evil) |
4 | Non-Sold Honor - I never break my promises. Never. (Lawful) |
5 | War and Crime - Whenever chaos flourishes, so too does my work. (Chaotic) |
6 | Noble Sell-sword - I am a sell-sword who swings his weapon only in the name of good. (Good) |
Mercenary - Bond | |
---|---|
1 | I became a mercenary to support my family, who would have probably starved in a slum somewhere if not for me. |
2 | I fight for a lover that knows little if not nothing of me. |
3 | I was inspired by a great hero to become a mercenary. |
4 | I treat my valued comrades like brothers, and I will let no insult or injury fall upon them. |
5 | I seek to protect something of great importance to me by keeping it a secret, so you better forget what you just heard. |
6 | I never disrespect an employer, if they never disrespect me or stop giving me money. |
Mercenary - Flaw | |
---|---|
1 | I'll do anything for coin, damn the consequences. |
2 | As much as I pretend to love fighting, I secretly hate hurting others. |
3 | I have crippling debts that my work barely pays it off. |
4 | I never fail at my tasks, even if I have to resort to less honorable means to complete them. |
5 | I would send an innocent to face his death if it means I will win the fight. |
6 | Someone powerful would do anything to have my head, so I seek to gain his or her head first. |
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.
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 | |
---|---|
1 | I can be protective of my merchandise. |
2 | I'm very talkative, and I like to interact with people. |
3 | I like to take notes about my costumer's appearance, disposition, and items they have on hand. |
4 | I talk very quickly, and always cut to the chase. |
5 | I like to joke around and tell stories. |
6 | I speak in an unusual dialect. |
7 | I give my two cents on everything. |
8 | I like to dabble in many different cultures. It's all so interesting! |
Merchant - Ideal | |
---|---|
1 | Charity - I'm doing what I do so others can benefit from my goods. (Good) |
2 | Greed - I'm doing this for money. Nothing else matters. (Evil) |
3 | People - I love to interact with people. That's the most important thing. (Neutral) |
4 | Change - Change makes the world go round. It's everywhere and needs to be embraced. (Chaotic) |
5 | Fairness - Everyone deserves equal opportunity. (Lawful) |
6 | Aspiration - I want to make something of myself. (Any) |
Merchant - Bond | |
---|---|
1 | My business is my life. I must always make a sale. |
2 | I am pressured by a crime boss I can never repay. |
3 | All I am trying to do is provide for my family. |
4 | I will do anything for the right amount of gold. |
5 | Seeing the world is as valuable as gold, I must see it all. |
6 | My culture and past keeps me on the road, it keeps me bargaining for the best sale. |
Merchant - Flaw | |
---|---|
1 | The only thing I trust is gold. |
2 | No amount of gold is worth my life, I will run when in danger. |
3 | Making a profit is more important than honesty or integrity. |
4 | Peoples feelings mean little to me, they are worth what fills their pockets. |
5 | The mere mention of gold throws all my judgment out the window. |
6 | If there's a bet, than I'm in. All in. Double or nothing. Don't tell me the odds just roll the dice. |
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 | |
---|---|
1 | I live for knowledge. There is nothing better than an interesting conversation. |
2 | I am honest to a fault. Knowing all of the information is the only way to make a good decision. |
3 | I like to impress everyone I meet with a simple trick or quick joke. |
4 | I am full of stories from my old life, and am eager to share them. |
5 | I'm always early to bed and early to rise. |
6 | I am uncomfortable in open spaces, where I'm too exposed. |
7 | I set very high standards for myself, and expect others to follow my example. |
8 | I am one with myself. I strive for balance in all things. I work hard but play just as hard. |
Messenger - Ideal | |
---|---|
1 | Brutal Practicality - Bury a fish or bury a man, just get the job done. (Evil) |
2 | Greater Good - No matter the circumstances, I am expected to protect those who cannot protect themselves. (Good) |
3 | Order - Chaos is inefficient and causes everyone to loose. (Lawful) |
4 | A Simple Way of Life - If it ain't broke, don't fix it! (Neutral) |
5 | Amusement - Playing a hand in the growth and development of things delights me. (Chaotic) |
6 | Respect - Everybody deserves to be considered, even the lowliest. (Good) |
Messenger - Bond | |
---|---|
1 | Everything I carry on my person is all I have. I wont part from any of it. |
2 | 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. |
3 | I was picked on growing up for being a bookworm. |
4 | I crave people's praise and go out of my way to impress them. |
5 | 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. |
6 | I will protect my people, if from the shadows. |
Messenger - Flaw | |
---|---|
1 | I do not share my things with friends, and I will fight to keep personal belongings within my full control. |
2 | The mere mention of gold throws all my judgment out the window. |
3 | If I see any who betrayed me, their blood will spill on my hands. Nothing will stop me. |
4 | My hatred for raiders is blinding and furious. |
5 | I never forget an insult, and I bide my time for revenge. |
6 | I can never turn down a chance to gamble. |
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 | |
---|---|
1 | I'm always early to bed and early to rise. |
2 | My loyalty to my employer is unmatched. |
3 | I speak with an accent nobody recognizes. |
4 | I am extremely focused. In my line of work to loose focus is almost certain death. |
5 | I don't like killing at all. |
6 | I make noises which indicate my mood when I eat. |
7 | I am honest to a fault. Knowing all of the information is the only way to make an accurate diagnosis. |
8 | I'm a specialist and my skills are best used in a team atmosphere. |
Military Instructor - Ideal | |
---|---|
1 | Paperwork - Dot those Is and cross those Ts. It doesn't matter how long this takes, it will be by the book! (Lawful) |
2 | Generosity - My gift is for all to enjoy! (Good) |
3 | Improvisation - Winning isn't everything, winning in a cool way is! (Chaotic) |
4 | Function - This is what I was made to do. (Neutral) |
5 | Greed - I am only in it for the money. (Evil) |
6 | Greater Good - No matter the circumstances, I am expected to protect those who cannot protect themselves. (Good) |
Military Instructor - Bond | |
---|---|
1 | I am almost dangerously greedy. |
2 | I am in love with someone far richer than I am. |
3 | I strive to bring balance to the land. |
4 | I want to find that special someone and raise a home full of children. |
5 | My families signet ring means everything to me... I will get it back no matter what. |
6 | The things I have with me are everything I have and everything I am. |
Military Instructor - Flaw | |
---|---|
1 | I am pompous and insist on a rich lifestyle even if I struggle to be able to afford it. |
2 | I would rather lose honestly than lie to win. |
3 | I enjoy talking about my accomplishments and easily go down rabbit trails describing them. This can distract me from more imminent issues. |
4 | As much as I pretend to love fighting, I secretly hate hurting others. |
5 | I never forget an insult, and I bide my time for revenge. |
6 | I fight and risk my life because the feeling of invincibility is a heady drug. |
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.
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 | |
---|---|
1 | If I must live this life I will truly LIVE. |
2 | I always save up as much as I can, spending and consuming only what I must. |
3 | I 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. |
4 | I 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. |
5 | I'm completely devoted to the job, even at the cost of my family and friends. |
6 | I leave marks for myself wherever I go, as messages to myself when I return. Their meaning is known only by me. |
7 | Drinking on the job is never a problem. |
8 | I never pass up a friendly wager. |
Miller - Ideal | |
---|---|
1 | Death - Some people deserve to die. (Chaotic) |
2 | Amusement - Playing a hand in the growth and development of things delights me. (Chaotic) |
3 | Control - By deciding who eats and starves, I can shape the world to my liking. (Evil) |
4 | Justice - I seek to see wrongs righted. (Good) |
5 | Honor - I swore my oath, and now I must live by its tenets. (Lawful) |
6 | Curiosity - If the job is interesting, I'm in! (Neutral) |
Miller - Bond | |
---|---|
1 | I'll never forget the family farm I grew up on. |
2 | My culture and past keeps me on the road, it keeps me bargaining for the best sale. |
3 | My tools are symbols of my past life, and I carry them so that I will never forget my roots. |
4 | I was raised to respect the government and follow its rules and regulations even when I find them foolish. |
5 | I owe everything to my home village/clan, for pooling their resources to have me educated. |
6 | Seeing the world is as valuable as gold, I must see it all. |
Miller - Flaw | |
---|---|
1 | I am frightened/sickened by human suffering. |
2 | I never fail at my tasks, even if I have to resort to less honorable means to complete them. |
3 | I love my dice and almost never turn down an opportunity to gamble. |
4 | I cannot stop myself from reveling in material pleasures. |
5 | I am used to getting my way. I don't know how to deal with negotiations swinging against me. |
6 | I made a mistake once, and it cost a lot of lives. |
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 | |
---|---|
1 | I 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. |
2 | I 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. |
3 | I am a peaceful forest lake. I am serene with my thoughts and my tranquility overflows unto those around me. |
4 | I am the living flame. My fire and vigor ignites those around me. |
5 | I am one with myself. I strive for balance in all things. I work hard but play just as hard. |
6 | I am shattered. Something has happened that has shaken my beliefs and I will not find peace until I can face what has happened. |
7 | I have never found a problem that a good boot to the head could not cure. |
8 | I 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 | |
---|---|
1 | Brotherhood - I never feel alone as long as I know my brothers (and/or sisters) are out there. (Any) |
2 | Pacifist - My skills are only to be used for defense. I will not kill my opponent unless it is unavoidable. (Good) |
3 | Traditions - I will uphold the traditions of my monastery and show respect to my masters and my brothers. (Lawful) |
4 | Power - All this training and meditation is just a means to an end. (Evil) |
5 | Unchained - I am a free spirit, roaming the land and bringing change. (Chaotic) |
6 | Meditation - In order to understand the world, I must first understand myself. (Any) |
Monastic - Bond | |
---|---|
1 | I have a duty to my order and will stand with them in all things. |
2 | I have received enlightenment but the world is still in darkness. I must bring enlightenment to others. |
3 | The strong have a duty to protect those who can not protect themselves. |
4 | I lost a brother in battle and I feel it was my fault. |
5 | I strive to bring balance to the land. |
6 | I love my brothers but I can not help but wonder who my parents were or why they brought me to the monastery. |
Monastic - Flaw | |
---|---|
1 | I feel the need to meditate three times a day to purify my thoughts. |
2 | I am extremely uncomfortable around (opposite sex, specific race, nobility, etc.)and find myself stammering, blushing, and loose all my composure. |
3 | I panic in large cities and usually try to avoid them. |
4 | I have no respect for those who do not respect themselves. |
5 | I left my monastery after a bad argument with my master. I am NEVER going back. |
6 | My 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 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 | |
---|---|
1 | I am always polite and respectful. |
2 | My friends know they can rely on me even in the most stressful situations, I will always try to help them. |
3 | Though a skilled fighter, I do not relish combat, and will always accept an enemy's surrender. |
4 | I can stare down a hell hound without flinching. |
5 | I enjoy being strong and able to protect others. |
6 | I always seek to maintain a calm, composed, manner of speech- even in the thick of combat. |
7 | I like the night patrols best, very peaceful or very not. |
8 | I occasionally hold myself above others. |
Noble Guard - Ideal | |
---|---|
1 | Duty - I have a job to fulfill, and it shall be so. (Lawful) |
2 | Greater Good - No matter the circumstances, I am expected to protect those who cannot protect themselves. (Good) |
3 | Independence - When people follow orders blindly, they embrace a kind of tyranny. (Chaotic) |
4 | Authority - I am above lesser folk, and people will do as I say. (Evil) |
5 | Live and Let Live - There will always be crime, or there are no guards. (Neutral) |
6 | Devotion - I love my liege, and I will defend him with my life. (Any) |
Noble Guard - Bond | |
---|---|
1 | My Liege practically raised me. I will serve them with all of my strength and means. |
2 | 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. |
3 | Those who fight beside me are those worth dying for. |
4 | My fellow Guards are my brothers/sisters in arms. |
5 | My honor is my life. |
6 | I fight for those who cannot fight for themselves. |
Noble Guard - Flaw | |
---|---|
1 | I obey the law even when it serves no good. |
2 | I can be bribed easily; a few gold here, please... |
3 | I will never let injustice pass me by. |
4 | My title means more to me than my friends do. |
5 | I've gone behind my Liege's back on something, and would do anything to prevent them from finding out. |
6 | I'd rather eat my armor than admit when I'm wrong. |
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?
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 | |
---|---|
1 | I can stare down a hell hound without flinching. |
2 | I have a habit of listening in on the conversations of others. |
3 | 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. |
4 | I keep constant track of the sun, moon, stars, seasons, and weather. |
5 | I set very high standards for myself, and expect others to follow my example. |
6 | I feel great empathy towards the plight of all living things. |
7 | I have seen the corruption in the upper echelons of society, only the poor are truly trustworthy and deserving of saving. |
8 | I came from a modest family and am always seeking to give back to those less fortunate than I am. |
Priest - Ideal | |
---|---|
1 | Responsibility - My power is a gift not to be taken lightly, and I should avoid seeking out unnecessary conflict. (Lawful) |
2 | Revenge - I will make amends for what has been done to my flock, however I can. (Chaotic) |
3 | Function - This is what I was made to do. (Neutral) |
4 | Greed - I am only in it for the money. (Evil) |
5 | Charity - I'm doing what I do so others can benefit. (Good) |
6 | Relaxation - Why work when I can spend all day resting and mooch off of others? (Chaotic) |
Priest - Bond | |
---|---|
1 | I lost a brother in battle and I feel it was my fault. |
2 | I have been separated from a loved one for a long time. All I have left is their Random - Trinket . |
3 | 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. |
4 | A powerful person killed my Random - Family Member. Some day soon, I'll have my revenge. |
5 | 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. |
6 | I do everything I do, to raise gold for my family. |
Priest - Flaw | |
---|---|
1 | If I see any who betrayed me, their blood will spill on my hands. Nothing will stop me. |
2 | I think that my training has prepared me for everything. I go into meetings confident, even if I'm way out of my depth. |
3 | If there's a plan, I'll forget it. If I don't forget it, I'll just ignore it. |
4 | I have little to no tolerance for frivolity. |
5 | My hatred for raiders is blinding and furious. |
6 | As much as I pretend to love fighting, I secretly hate hurting others. |
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 | |
---|---|
1 | I am bright and cheerful with a personality that draws a crowd. |
2 | I always save up as much as I can, spending and consuming only what I must. |
3 | I understand that sometimes a little bit of flirting goes a long way. |
4 | I have killed so many I have lost count. |
5 | To me, the whisper of steel and the clash of weapons is just as pleasing as any amount of gold. |
6 | I see the error in extremes. I try to live by a middle path. |
7 | I change my attitude and personality to blend in with the people around me. |
8 | I instinctively give orders instead of requests. |
Prince - Ideal | |
---|---|
1 | Betterment - By studying the mistakes of our elders, we might prevent the mistakes of our children. (Good) |
2 | Dominance - The past holds secrets I can use against those who oppose me. (Evil) |
3 | Independence - When people follow orders blindly, they embrace a kind of tyranny. (Chaotic) |
4 | People - I help people who help me. That's what keeps us alive. (Good) |
5 | Change - Change makes the world go round. It's everywhere and needs to be embraced. (Chaotic) |
6 | Preservation - We must protect the relics of the past, else their creators will fade from memory. (Lawful) |
Prince - Bond | |
---|---|
1 | I am always willing to help out someone else who is down on their luck. |
2 | I love my city and will see its streets safe for anyone to walk down at any time. |
3 | My son was sent to war and never returned. I must find him! |
4 | Those who fight beside me are those worth dying for. |
5 | Seeing the world is as valuable as gold, I must see it all. |
6 | I seek a cure to a mysterious disease that afflicts my Random - Family Member . |
Prince - Flaw | |
---|---|
1 | I have crossed a foreign military force and they have hunted me ever since. |
2 | I never forget an insult, and I bide my time for revenge. |
3 | As much as I pretend to love fighting, I secretly hate hurting others. |
4 | I don't save people who can't save themselves. The Game is harsh and the stupid and flamboyant tend to die the first. |
5 | I am very well known from my travels. Like it or not my reputation tends to stay ahead of me. |
6 | I pretend to know far more than I actually do, and will often ignore any evidence that proves me wrong. |
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 | |
---|---|
1 | I live for knowledge. There is nothing better than an interesting conversation. |
2 | Who 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. |
3 | What 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. |
4 | We are stronger together. Through collaboration we can discover things that our fore-fathers never dreamed of. |
5 | I am very opinionated and outspoken. If you get me going I will talk until the cows come home... and leave again in the morning. |
6 | I care deeply for my students and work hard to teach them and raise them up. |
7 | I 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. |
8 | I am all about fame and fortune. I seek the biggest name I can get. |
Professor - Ideal | |
---|---|
1 | Knowledge - The more we know the more we can do. (Any) |
2 | Risk - Nothing is worth doing if it's a sure thing. We need to always be pushing the boundaries of research. (Chaotic) |
3 | Order - Chaotic research is slow and inefficient. Through careful records and steady research we will discover great things. (Lawful) |
4 | Generosity - My research is to better the world. What I discover is for all to know. (Good) |
5 | Friends - Research is lonely and boring by itself. It is my group of friends that keeps me going. (Good) |
6 | Control - My research gives me power and with my power I will rule those around me. They will bend before my will. (Evil) |
Professor - Bond | |
---|---|
1 | If an artifact has been entrusted to me, I will protect it at all costs, even my life. |
2 | I fight for those who cannot fight for themselves. |
3 | 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) |
4 | My Random - Family Member died because of a mistake I made. That will never happen again. |
5 | I have the cutest nephew. He has so much potential and I will go far out of my way to help him reach it. |
6 | I know I've done my best work when nobody knows I've done anything at all. |
Professor - Flaw | |
---|---|
1 | I believe in and obey my nation's nobility blindly. |
2 | I have studied betrayals so often that I inherently don't trust all but my inmost circle... they I watch continually expecting betrayal. |
3 | I have troubles trusting others with their assigned tasks, especially if I assigned them. |
4 | I am almost dangerously greedy. |
5 | 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. |
6 | Once someone questions my courage, I never back down no matter how dangerous the situation. |
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 | |
---|---|
1 | I am uncomfortable in crowds due to a life lived in almost seclusion. |
2 | I am always looking for the next big break. |
3 | Luck favors the prepared, so I tend to be as prepared as I can possibly be (over-prepared?) |
4 | When work needs doing, I do the work. |
5 | I am regularly tasting bits of rock and soil in order to search for signs of precious metals. |
6 | My conversation and social skills are a bit rusty cursing at the rock and singing myself to sleep does not breed civilized habits. |
7 | I have never found a problem that a good boot to the head could not cure. |
8 | I'm a bit of a show-off. |
Prospector - Ideal | |
---|---|
1 | Change - Opportunity is hiding around the next corner. (Chaotic) |
2 | Respect - Everyone deserves a chance to improve their station in life: with hard work and/or some luck. (Lawful) |
3 | Independence - I must prove that I can provide a good life for myself and my family. (Good) |
4 | Simplicity - A simple way of life: If it ain't broke don't fix it. (Lawful) |
5 | Ambition - A successful person makes their own opportunities. (Any) |
6 | Wealth - With wealth comes power and happiness. (Evil) |
Prospector - Bond | |
---|---|
1 | I am always willing to help out someone else who is down on their luck. |
2 | I am looking for that someone special to spend the rest of my life with. |
3 | I am out to stake my claim on a productive mine and make my fortune. |
4 | I share an empathy with every race and creature that digs and mines. |
5 | Love is fleeting, rock and minerals last forever. |
6 | 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. |
Prospector - Flaw | |
---|---|
1 | Once 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. |
2 | I constantly scan the ground and my surroundings for signs of precious metals. |
3 | I am obsessed with a particular kind of precious gem or metal and will pass up other treasure in pursuit of this resource. |
4 | I am boastful and tend to try to one-up others during conversations. |
5 | I am eternally pessimistic due to what seems like rotten luck. |
6 | I am eternally optimistic about striking it rich, more than a little too optimistic. |
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 | |
---|---|
1 | I change my attitude and personality to blend in with the people around me. |
2 | I have seen the corruption in the upper echelons of society, only the poor are truly trustworthy and deserving of saving. |
3 | When insulted, I hurl even greater insults (or food) back. |
4 | I am always on the lookout for something novel and exotic. |
5 | I'm completely devoted to the job, even at the cost of my family and friends. |
6 | I make incredibly poor jokes in an attempt to put others at ease. |
7 | I speak in a dull monotone that is more likely to put others to sleep than to entertain them. |
8 | 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. |
Quartermaster - Ideal | |
---|---|
1 | Duty - My purpose is the continued peace and safety of my people. (Good) |
2 | Hierarchy - I know my place. Know yours. (Lawful) |
3 | The Game - Every moment of my life I have to make a choice. I'll never stop playing. (Any) |
4 | Right - Everyone deserves to live. (Neutral) |
5 | Revenge - I will make amends for what has been done to me, however I can. (Chaotic) |
6 | Greed - I am only in it for the money. (Evil) |
Quartermaster - Bond | |
---|---|
1 | All I am trying to do is provide for my family. |
2 | The historical works of my race must be preserved for the enrichment of future generations. |
3 | My son was sent to war and never returned. I must find him! |
4 | I seek to protect something of great importance to me by keeping it a secret, so you better forget what you just heard. |
5 | One of my friends was hanged for treason. My helplessness to aid him still haunts me today. |
6 | I made an oath over the graves of my family to see justice done. |
Quartermaster - Flaw | |
---|---|
1 | I messed up a deal early in my career that earned me some enemies in powerful positions. |
2 | There's no room for caution in a life lived to the fullest. |
3 | If I find someone smarter than me, I have to take them down. |
4 | 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. |
5 | I think that my training has prepared me for everything. I go into meetings confident, even if I'm way out of my depth. |
6 | As a defense mechanism, I lie and misdirect everyone around me, and steal and hide anything I can. |
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 | |
---|---|
1 | I like to impress everyone I meet with a simple trick or quick joke. |
2 | I am all about fame and fortune. I seek the biggest name I can get. |
3 | I hold myself to a strict code of ideals. |
4 | I desire to see others thrive and work hard to help them to succeed. |
5 | I don't like killing at all. |
6 | I have never found a problem that a good boot to the head could not cure. |
7 | I present everything I say as a guess or estimate so that I don't look bad if it turns out to be wrong. |
8 | I am bright and cheerful with a personality that draws a crowd. |
Rabbi - Ideal | |
---|---|
1 | Honor - I swore my oath, and now I must live by its tenets. (Lawful) |
2 | Power - The bigger name I get the more I can force people to abide by my teachings. (Evil) |
3 | Fill the Need - There are a lot of hungry mouths in the world, with enough hands the world can feed them all. (Good) |
4 | Death - Some people deserve to die. (Chaotic) |
5 | Justice - I seek to see wrongs righted. (Good) |
6 | Order - Chaos is inefficient and causes everyone to loose. (Lawful) |
Rabbi - Bond | |
---|---|
1 | I have the cutest nephew. He has so much potential and I will go far out of my way to help him reach it. |
2 | 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. |
3 | I have been separated from a loved one for a long time. All I have left is their Random - Trinket . |
4 | I heard a story about some grand place, and deeply want to go there. |
5 | I seek a cure to a mysterious disease that afflicts my Random - Family Member . |
6 | 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. |
Rabbi - Flaw | |
---|---|
1 | I pretend to know far more than I actually do, and will often ignore any evidence that proves me wrong. |
2 | No amount of gold is worth my life, I will run when in danger. |
3 | I would rather lose honestly than lie to win. |
4 | There's no room for caution in a life lived to the fullest. |
5 | I think that my training has prepared me for everything. I go into meetings confident, even if I'm way out of my depth. |
6 | 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. |
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.
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 | |
---|---|
1 | I instinctively give orders instead of requests. |
2 | I'm completely devoted to the job, even at the cost of my family and friends. |
3 | If I must live this life I will truly LIVE. |
4 | I always check the escape routes of every building I enter. |
5 | I 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? |
6 | I tend to lose my temper when someone bad mouths my home. |
7 | My loyalty to my employer is unmatched. |
8 | My quick temper can end as many problems as it starts. At least, that's what I tell myself. |
SeaDog - Ideal | |
---|---|
1 | Power - Nothing quite like a bright light shining into a terrified face. (Evil) |
2 | Responsibility - My power is a gift not to be taken lightly, and I should avoid seeking out unnecessary conflict. (Lawful) |
3 | Curiosity - If the job is interesting, I'm in! (Neutral) |
4 | Brutality - Gold pales to the brilliance of the life draining from their eyes. (Evil) |
5 | Change - Change makes the world go round. It's everywhere and needs to be embraced. (Chaotic) |
6 | Kindness - 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 | |
---|---|
1 | My families signet ring means everything to me... I will get it back no matter what. |
2 | I work to uncover the truth of past events, even if doing so is harmful to my nation or organization. |
3 | 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 . |
4 | I strive to bring balance to the land. |
5 | I am pressured by a crime boss I can never repay. |
6 | I started my training alone from texts I obtained by my own means. |
SeaDog - Flaw | |
---|---|
1 | I am boastful and tend to try to one-up others during conversations. |
2 | I am comically competitive. |
3 | I have no problem with betraying people who trust me. |
4 | I believe in and obey my nation's nobility blindly. |
5 | I hide a truly scandalous secret that could ruin my family forever. |
6 | Violence is my answer to almost any challenge. |
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?
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 | |
---|---|
1 | I am full of stories from my old life, and am eager to share them. |
2 | I give my two cents on everything. |
3 | I set very high standards for myself, and expect others to follow my example. |
4 | I'm always early to bed and early to rise. |
5 | I always save up as much as I can, spending and consuming only what I must. |
6 | I like to joke around and tell stories. |
7 | It seems like I always try to strike up a conversation at the worst possible moment. |
8 | I live for knowledge. There is nothing better than an interesting conversation. |
Seamstress - Ideal | |
---|---|
1 | Simplicity - Life is meant to be simple. Who needs money or the things it can buy. (Any) |
2 | Strictly Business - You get what you pay for and I can't help that. (Lawful) |
3 | Revenge - I will make amends for what has been done to me, however I can. (Chaotic) |
4 | It's a Living - I do what I'm good at because what I'm good at is good for me. (Neutral) |
5 | Power - All who oppose me must be crushed under the weight of a thousand rumors! (Evil) |
6 | Nobility - Protecting those that can not protect themselves, basically upholding the virtues that makes one Noble not the title of Noble birth. (Good) |
Seamstress - Bond | |
---|---|
1 | I can never linger anywhere for too long, or my secret will catch up to me. |
2 | I crave people's praise and go out of my way to impress them. |
3 | My honor is my life. |
4 | 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. |
5 | I'll never forget the family farm I grew up on. |
6 | Someone of the same profession saved me or someone close to me, and I strive towards filling their enormous footsteps. |
Seamstress - Flaw | |
---|---|
1 | I 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. |
2 | I care only for my own authority. |
3 | There is an intense rivalry between myself and a particular colleague, and it often clouds my judgment. |
4 | I always say the truth when asked, even by an enemy. |
5 | I am eternally pessimistic due to what seems like rotten luck. |
6 | As a defense mechanism, I lie and misdirect everyone around me, and steal and hide anything I can. |
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 | |
---|---|
1 | I always have an aloof smile plastered on my face, no matter the situation. |
2 | I am uncomfortable in open spaces, where I'm too exposed. |
3 | I change my attitude and personality to blend in with the people around me. |
4 | I always check the escape routes of every building I enter. |
5 | I have trouble trusting people, especially those closest to me. |
6 | I have a habit of listening in on the conversations of others. |
7 | I prefer not to talk unless it's necessary. |
8 | I write anything I think is important in code. |
Spy - Ideal | |
---|---|
1 | Exposure - The evils of the world must be exposed. (Good) |
2 | Blackmail - Ooh, isn't this a dirty secret...? Shame if it fell into the wrong hands: mine. (Evil) |
3 | Contract - The information is bound to the person who hires me, no one else may see it. (Lawful) |
4 | The Game - If this came out to the public... That noble would be done for... That one too... Oh what fun! (Chaotic) |
5 | Self - The information is good, coming out alive better, the coin I'll get from this, totally worth it. (Neutral) |
6 | Knowledge - He knows something, and I need to know it too. (Any) |
Spy - Bond | |
---|---|
1 | I fell in love with someone I was spying on. |
2 | I had some colleagues in a spy ring I used to be a part of that I trade information with from time to time. |
3 | I have secrets that I've uncovered that should never see the light of day. |
4 | One of my friends was hanged for treason. My helplessness to aid him still haunts me today. |
5 | A good person was ruined with information I gathered on him. I am trying to atone. |
6 | A 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 | |
---|---|
1 | I have no problem with betraying people who trust me. |
2 | Some people want to kill me, to make sure I never tell a secret they'd rather have untold. |
3 | I've worn so many disguises, I've lost sight of who I truly am. |
4 | I never share secrets with anyone. |
5 | I don't save people who can't save themselves. The Game is harsh and the stupid and flamboyant tend to die the first. |
6 | I never forget an insult, and I bide my time for revenge. |
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?
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 | |
---|---|
1 | I like to impress everyone I meet with a simple trick or quick joke. |
2 | I keep all of my possessions meticulously clean, and I hate any kind of filth. |
3 | I speak with a distinctive drawl or accent common to my class. |
4 | I speak in a dull monotone that is more likely to put others to sleep than to entertain them. |
5 | I have two ears so I should listen twice what I speak. |
6 | It seems like I always try to strike up a conversation at the worst possible moment. |
7 | I am constantly plotting revenge, coming up with and discarding ridiculous plots. |
8 | I distance myself from everyone, even those I care about. |
Stable Boy - Ideal | |
---|---|
1 | Strictly Business - You get what you pay for and I can't help that. (Lawful) |
2 | Peace - My job is to stop bloodshed. (Good) |
3 | Nobility - Protecting those that can not protect themselves, basically upholding the virtues that makes one Noble not the title of Noble birth. (Good) |
4 | Control - I'll do the work, but some day I will return with a request... (Evil) |
5 | Aspiration - I want to make something of myself. (Any) |
6 | Power or Death - In my line of profession, the strong live and the weak starve. (Evil) |
Stable Boy - Bond | |
---|---|
1 | I crave people's praise and go out of my way to impress them. |
2 | The things I have with me are everything I have and everything I am. |
3 | I love my city and will see its streets safe for anyone to walk down at any time. |
4 | I have had to lock a book away to protect others, and I am the only one who knows where the key is. |
5 | The historical works of my race must be preserved for the enrichment of future generations. |
6 | 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. |
Stable Boy - Flaw | |
---|---|
1 | I like to use my threatening appearance to my advantage, but sometimes go too far. |
2 | I have crippling debts that my work barely pays it off. |
3 | I secretly find the opposite sex a lesser part of the species. |
4 | I never forget an insult, and I bide my time for revenge. |
5 | I believe in and obey my nation's nobility blindly. |
6 | I find any reason to fight, often attacking enemies when other solutions could have been met. |
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 | |
---|---|
1 | I tend to talk about magic as if everyone understands it, and cannot comprehend the ignorance of those who do not. |
2 | I consider my Master to have been a font of wisdom, and have a quote from him for almost every situation |
3 | My Master taught me the value of secrets, I keep them very well and have a few of my own. |
4 | I have a grand magical theory that I can't wait to tell other people about. |
5 | I am seldom seen without my nose stuck firmly in a book or scroll. |
6 | When exposed to some new piece of magic, I can't help but try to figure out what it does and how it works. |
7 | I am extremely proud of the school I attended, and will boast of it often. |
8 | I have no patience for ridiculous superstitions about magic. |
Student of Magic - Ideal | |
---|---|
1 | Magic For Magic's Sake - I seek to study and improve Magic, simply for the betterment of Magic. (Neutral) |
2 | Greater Good - Magic should be used to protect and improve the lives of the common people. (Good) |
3 | Power Through my Power - I will conquer and gain victory. (Evil) |
4 | Tradition - I will uphold the standards of Magic that were taught to me by my Master. (Lawful) |
5 | Independence - I have cast off the shackles of my tutelage and will seek my own path. (Chaotic) |
6 | Spirit - I will make my Master proud. (Any) |
Student of Magic - Bond | |
---|---|
1 | I often think of the family I left behind when I became an apprentice, I would like to find them some day. |
2 | I had a romantic relationship with a fellow student, I still love them. |
3 | I am utterly loyal to my Master, everything else comes second. |
4 | I am hunting the one who is responsible for the end of my apprenticeship. |
5 | I had a rival all throughout my training, we still compete. |
6 | I idolize a historical magic user, and measure my accomplishments against theirs |
Student of Magic - Flaw | |
---|---|
1 | People who are superstitious about Magic are idiots, and not worth my time. |
2 | I look down on anyone who was not properly trained in the Magic they wield. |
3 | If my Master calls me, I'll abandon what I'm doing to go to him. |
4 | I can get so distracted by the mystery and wonder of magic, that I can forget I'm supposed to be fighting that other Wizard |
5 | A scandal prevents me from returning to my place of education, I'm trying to stay ahead of the rumors. |
6 | I believe that the world would be better off if Magic-users ran everything |
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.
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 | |
---|---|
1 | I never pass up a friendly wager. |
2 | I always save up as much as I can, spending and consuming only what I must. |
3 | I like to show off, particularly if there's a chance to get a job offer in it. |
4 | I am very quiet, and tend to fade into the background. |
5 | I talk down to others when speaking on a field I believe myself to be knowledgeable in. |
6 | I instinctively give orders instead of requests. |
7 | I will never give up. No matter how dark things get. |
8 | 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. |
Tavern Owner - Ideal | |
---|---|
1 | Quality - Everything I make and do must be the best I can do. (Lawful) |
2 | Nobility - Protecting those that can not protect themselves, basically upholding the virtues that makes one Noble not the title of Noble birth. (Good) |
3 | Revenge - I lost everything, but those who took it from me will pay. (Evil) |
4 | Right - Everyone deserves to live. (Neutral) |
5 | Profit - Is it really my fault that all who come to me suffering also come bearing compensation? (Evil) |
6 | Honesty - I will tell the truth no matter the embarrassment or the harm it brings. (Lawful) |
Tavern Owner - Bond | |
---|---|
1 | I lost my whole family. All that I have to remember them by is this Random - Trinket. |
2 | A powerful person killed my Random - Family Member. Some day soon, I'll have my revenge. |
3 | I will perform the heroic deeds that future historians will surely write about. |
4 | I strive to bring balance to the land. |
5 | I heard a story about some grand place, and deeply want to go there. |
6 | I owe my guild a great debt for forging me into the person I am today. |
Tavern Owner - Flaw | |
---|---|
1 | 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. |
2 | If I see any who betrayed me, their blood will spill on my hands. Nothing will stop me. |
3 | I am not used to being wealthy and tend to overindulge. |
4 | I'd rather eat nothing than something bland, stale, burnt, undercooked, or otherwise beneath me. |
5 | Someone powerful would do anything to have my head, so I seek to gain his or her head first. |
6 | I like to use my threatening appearance to my advantage, but sometimes go too far. |
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 | |
---|---|
1 | I set very high standards for myself, and expect others to follow my example. |
2 | When work needs doing, I do the work. |
3 | I like to joke around and tell stories. |
4 | I see the error in extremes. I try to live by a middle path. |
5 | I have never found a problem that a good boot to the head could not cure. |
6 | I am more interested in the past than the present; as a result, I am mostly asocial. |
7 | I am always on the lookout for something novel and exotic. |
8 | I am full of stories from my old life, and am eager to share them. |
Teacher - Ideal | |
---|---|
1 | Friends - Life is about who I know not what I have. (Good) |
2 | Revenge - I will make amends for what has been done to me, however I can. (Chaotic) |
3 | Greed - I am only in it for the money. (Evil) |
4 | Authority - I am above lesser folk, and people will do as I say. (Evil) |
5 | Aspiration - I want to make something of myself. (Any) |
6 | Duty - My purpose is the continued peace and safety of my people. (Good) |
Teacher - Bond | |
---|---|
1 | I crave people's praise and go out of my way to impress them. |
2 | I have been separated from a loved one for a long time. All I have left is their Random - Trinket . |
3 | 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. |
4 | I am pressured by a crime boss I can never repay. |
5 | 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. |
6 | The Woods are my home. I will not venture far from them. |
Teacher - Flaw | |
---|---|
1 | I have little to no tolerance for frivolity. |
2 | Coin doesn't last long in my pocket. I have to risk it or spend it. |
3 | I help people because I like the recognition and the feeling that I could help them when they needed it. |
4 | I have no problem with betraying people who trust me. |
5 | I look down on the uneducated. |
6 | Sometimes I go too far in my search for knowledge. |
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.
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 | |
---|---|
1 | 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. |
2 | I will defend my masculinity to the extent of other's thinking I'm insecure. |
3 | I have never found a problem that a good boot to the head and a knife to a throat could not cure. |
4 | I like to joke around and tell stories. |
5 | I spend every extra moment I find out in the woods, there is no where quite as peaceful. |
6 | I am constantly plotting revenge, coming up with and discarding ridiculous plots. |
7 | Breaking up a brawl is the fun part of my day. |
8 | I am all about fame and fortune. I seek the biggest name I can get. |
Tribesman - Ideal | |
---|---|
1 | It's a Living - I do what I'm good at because what I'm good at is good for me. (Neutral) |
2 | Others - My job is to protect and to serve. (Good) |
3 | Hierarchy - I know my place. Know yours. (Lawful) |
4 | Relaxation - Why work when I can spend all day resting and mooch off of others? (Chaotic) |
5 | Expertise - I must become the authority in my field of study. (Any) |
6 | Control - I'll do the work, but some day I will return with a request... (Evil) |
Tribesman - Bond | |
---|---|
1 | I fight for those who cannot fight for themselves. |
2 | I seek a cure to a mysterious disease that afflicts my Random - Family Member . |
3 | I'll never forget the family farm I grew up on. |
4 | 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. |
5 | I lost my whole family. All that I have to remember them by is this Random - Trinket . |
6 | 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 . |
Tribesman - Flaw | |
---|---|
1 | I have a marked speech that identifies me as low class. |
2 | As much as I pretend to love fighting, I secretly hate hurting others. |
3 | I'd give up my companions for a piece of information. |
4 | I like to use my threatening appearance to my advantage, but sometimes go too far. |
5 | As much as I pretend to love fighting, I secretly hate hurting others. |
6 | I have little to no tolerance for frivolity. |
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 | |
---|---|
1 | I am always calm, no matter what the situation. I never let my emotions control me. |
2 | I am a man without fear; no matter the risks apparent in a situation, I do what is needed. |
3 | I cannot resist an opportunity to mock my opponent with a quip or joke, even during combat. |
4 | I feel great empathy towards the plight of all living things. |
5 | My civilian identity is my true mask and behaves in the opposite manner to that of my masked alter-ego. |
6 | I have seen the corruption in the upper echelons of society, only the poor are truly trustworthy and deserving of saving. |
7 | I 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. |
8 | I face problems head on, there is no time to lose in life or death situations. |
Urban Vigilante - Ideal | |
---|---|
1 | Greater Good - I will lay down my life in defense of others, whether they be innocent or criminals. (Good) |
2 | One Rule - I have a code of conduct I follow to the letter. Otherwise I'd be no better than those I put away. (Lawful) |
3 | Maverick - The system is broken, I am justice. (Chaotic) |
4 | Avenger - I will end anyone who gets in the way of my vengeance. (Evil) |
5 | Daredevil - 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) |
6 | Not in My City - This city needs a bit of a clean up, and I'm the guy to do it (Any) |
Urban Vigilante - Bond | |
---|---|
1 | I made an oath over the graves of my family to see justice done. |
2 | I have a group of adoring fans that follow my crime-fighting acts with interest. |
3 | I am in a crime fighting organization with other vigilantes in the area. |
4 | I cannot give up my dual identity until my nemesis is brought to justice. |
5 | I have a long time friend that supports my crime fighting and double life. |
6 | I have a mentor that taught me the ropes. I'm still in contact with him. |
Urban Vigilante - Flaw | |
---|---|
1 | My partner fell fighting evil alongside me; I am reluctant to fight alongside others now. |
2 | There is only the mission. I don't care about anything unimportant distractions like a having a social life, or sleeping or eating. |
3 | I am a tad overzealous when doling out punishment. |
4 | I have been doing this a long time, all others should follow my lead. |
5 | I will sacrifice anyone and anything to achieve my goal. |
6 | I trust no-one, I never reveal my true plan until it is absolutely necessary and then only the parts of it I must. |
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 | |
---|---|
1 | I instinctively give orders instead of requests. |
2 | I never pass up a friendly wager. |
3 | I tend to lose my temper when someone bad mouths my home. |
4 | I don't like killing at all. |
5 | I'm very sensitive about my weight. |
6 | I will never give up. No matter how dark things get. |
7 | I am one with myself. I strive for balance in all things. I work hard but play just as hard. |
8 | I am bright and cheerful with a personality that draws a crowd. |
Waterfall Monk - Ideal | |
---|---|
1 | Function - This is what I was made to do. (Neutral) |
2 | Authority - I am above lesser folk, and people will do as I say. (Evil) |
3 | Kindness - Service with a smile is everyone's right. (Good) |
4 | Authority - I do as I wish- who's going to stop me? (Chaotic) |
5 | Nature - Just like trees, people live and people die. It's the law of the land. (Lawful) |
6 | Duty - I have a job to fulfill, and it shall be so. (Lawful) |
Waterfall Monk - Bond | |
---|---|
1 | I want to find that special someone and raise a home full of children. |
2 | I love my city and will see its streets safe for anyone to walk down at any time. |
3 | 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. |
4 | My greatest opponent is my best friend. We always know when the other is bluffing. |
5 | I owe everything to my home village/clan, for pooling their resources to have me educated. |
6 | I lost my whole family. All that I have to remember them by is this Random - Trinket . |
Waterfall Monk - Flaw | |
---|---|
1 | If I find someone smarter than me, I have to take them down. |
2 | I fight and risk my life because the feeling of invincibility is a heady drug. |
3 | Making a profit is more important than honesty or integrity. |
4 | There is an intense rivalry between myself and a particular colleague, and it often clouds my judgment. |
5 | Someone powerful would do anything to have my head, so I seek to gain his or her head first. |
6 | I never forget an insult, and I bide my time for revenge. |
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.
Bestiary by Attack Saves by CR
Bestiary by Vulnerability by CR
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*
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
Baboon, Badger, Bat, Cat, Crab, Deer, Eagle, Giant Fire Beetle, Goat, Hawk, Hyena, Jackal, Lizard, Octopus, Owl, Quipper, Rat, Raven, Scorpion, Spider, Vulture, Weasel
Blood Hawk, Camel, Diseased Giant Rat, Flying Snake, Giant Crab, Giant Rat, Giant Weasel, Mastiff, Mule, Poisonous Snake, Pony, Stirge
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
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
Brown Bear, Dire Wolf, Dryad, Giant Eagle, Giant Hyena, Giant Octopus, Giant Spider, Giant Toad, Giant Vulture, Lion, Minor Nature Elemental, Tiger
Azer, Cave Bear, Gargoyle, Giant Boar, Giant Constrictor Snake, Giant Elk, Hunter Shark, Plesiosaurus, Polar Bear, Rhinoceros, Saber-toothed Tiger, Sea Hag
Giant Scorpion, Greater Nature Elemental, Killer Whale
Elephant, Supreme Nature Elemental
Giant Crocodile, Giant Shark, Triceratops
StrengthDexterityConstitutionIntelligenceWisdomCharisma
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, 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, 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, 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, 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, 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, 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, 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
Baboon, Badger, Bat, Cat, Crab, Deer, Eagle, Giant Fire Beetle, Goat, Hawk, Hyena, Jackal, Lizard, Octopus, Owl, Quipper, Rat, Raven, Scorpion, Spider, Vulture, Weasel
Blood Hawk, Camel, Diseased Giant Rat, Flying Snake, Giant Crab, Giant Rat, Giant Weasel, Mastiff, Mule, Poisonous Snake, Pony, Stirge
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
Ape, Black Bear, Crocodile, Dust Mephit, Giant Goat, Giant Sea Horse, Giant Wasp, Ice Mephit, Magma Mephit, Magmin, Reef Shark, Satyr, Warhorse
Brown Bear, Dire Wolf, Dryad, Giant Eagle, Giant Hyena, Giant Octopus, Giant Spider, Giant Toad, Giant Vulture, Lion, Tiger
Azer, Cave Bear, Gargoyle, Giant Boar, Giant Constrictor Snake, Giant Elk, Hunter Shark, Plesiosaurus, Polar Bear, Rhinoceros, Saber-toothed Tiger, Sea Hag
Giant Crocodile, Giant Shark, Triceratops
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, 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
Baboon, Badger, Bat, Cat, Crab, Deer, Eagle, Giant Fire Beetle, Goat, Hawk, Hyena, Jackal, Lizard, Octopus, Owl, Quipper, Rat, Raven, Scorpion, Spider, Vulture, Weasel
Blood Hawk, Camel, Diseased Giant Rat, Flying Snake, Giant Crab, Giant Rat, Giant Weasel, Mastiff, Mule, Poisonous Snake, Pony, Stirge
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
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
Brown Bear, Dire Wolf, Dryad, Giant Eagle, Giant Hyena, Giant Octopus, Giant Spider, Giant Toad, Giant Vulture, Lion, Minor Nature Elemental, Tiger
Azer, Cave Bear, Gargoyle, Giant Boar, Giant Constrictor Snake, Giant Elk, Hunter Shark, Plesiosaurus, Rhinoceros, Saber-toothed Tiger, Sea Hag
Giant Scorpion, Greater Nature Elemental, Killer Whale
Elephant, Supreme Nature Elemental
Giant Crocodile, Giant Shark, Triceratops
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, 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, 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, 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, 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, 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, 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, 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, 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, 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, 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
Dust Mephit, Ice Mephit, Magma Mephit
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, 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, 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, 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, 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, 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, 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, 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, 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, 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, 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, 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, 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, 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, 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, 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, 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, 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, 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, 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, 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, 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, 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, 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, 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, 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, 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, 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
Cave Bear, Saber-toothed Tiger
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
Badger, Bat, Giant Fire Beetle, Lizard, Spider
Giant Rat, Poisonous Snake, Stirge
Giant Badger, Giant Bat, Giant Centipede, Giant Lizard, Giant Poisonous Snake
Black Bear, Dust Mephit, Magma Mephit, Magmin
Brown Bear, Giant Spider, Giant Toad
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
Blood Hawk, Giant Crab, Poisonous Snake, Stirge
Giant Lizard, Giant Poisonous Snake
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
Cat, Hyena, Jackal, Lizard, Scorpion, Vulture
Camel, Poisonous Snake, Stirge
Giant Lizard, Giant Poisonous Snake
Giant Hyena, Giant Spider, Giant Vulture
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
Baboon, Badger, Cat, Deer, Hyena, Lizard, Owl, Rat, Weasel
Blood Hawk, Diseased Giant Rat, Flying Snake, Giant Rat, Giant Weasel, Mastiff, Poisonous Snake, Stirge
Blink Dog, Boar, Elk, Giant Badger, Giant Bat, Giant Centipede, Giant Lizard, Giant Owl, Giant Poisonous Snake, Giant Wolf Spider, Panther, Sprite, Wolf
Ape, Black Bear, Giant Wasp, Lesser Nature Elemental, Satyr
Brown Bear, Dire Wolf, Dryad, Giant Hyena, Giant Spider, Minor Nature Elemental, Tiger
Cave Bear, Giant Boar, Giant Constrictor Snake, Giant Elk, Saber-toothed Tiger
Elephant, Supreme Nature 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
Baboon, Badger, Deer, Eagle, Hawk, Hyena, Jackal, Lizard, Owl, Rat, Raven, Vulture, Weasel
Blood Hawk, Diseased Giant Rat, Giant Rat, Giant Weasel, Mule, Pony
Axe Beak, Boar, Draft Horse, Elk, Giant Badger, Giant Lizard, Giant Owl, Panther, Riding Horse, Wolf
Brown Bear, Dire Wolf, Giant Eagle, Giant Hyena, Giant Vulture, Lion, Tiger
Giant Boar, Giant Elk, Rhinoceros, Saber-toothed Tiger
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
Baboon, Badger, Eagle, Goat, Hawk, Hyena, Lizard, Owl, Rat, Raven, Vulture, Weasel
Blood Hawk, Giant Rat, Giant Weasel, Mastiff, Mule, Stirge
Boar, Elk, Giant Badger, Giant Lizard, Giant Owl, Giant Wolf Spider, Panther, Wolf
Black Bear, Dust Mephit, Giant Goat, Giant Wasp
Brown Bear, Dire Wolf, Giant Eagle, Giant Hyena, Giant Spider, Giant Vulture, Lion, Tiger
Giant Boar, Giant Elk, Saber-toothed Tiger
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, 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
Black Bear, Dust Mephit, Giant Goat, Satyr
Brown Bear, Giant Eagle, Giant Spider
Azer, Gargoyle, Saber-toothed Tiger
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, 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, 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
Bat, Eagle, Hawk, Owl, Raven, Vulture
Blood Hawk, Flying Snake, Stirge
Giant Bat, Giant Owl, Sprite, Steam Mephit
Dust Mephit, Giant Wasp, Ice Mephit, Magma Mephit
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
Diseased Giant Rat, Flying Snake, Giant Rat, Poisonous Snake, Stirge
Giant Frog, Giant Poisonous Snake, Giant Wolf Spider
Crocodile, Lesser Nature Elemental
Giant Spider, Giant Toad, Minor Nature 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
Hunter Shark, Plesiosaurus, Sea Hag
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
Diseased Giant Rat, Giant Rat, Mastiff
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, 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, 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
Baboon, Badger, Bat, Cat, Crab, Deer, Eagle, Giant Fire Beetle, Goat, Hawk, Hyena, Jackal, Lizard, Octopus, Owl, Quipper, Rat, Raven, Scorpion, Spider, Vulture, Weasel
Blood Hawk, Camel, Diseased Giant Rat, Flying Snake, Giant Crab, Giant Rat, Giant Weasel, Mastiff, Mule, Poisonous Snake, Pony, Stirge
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
Ape, Black Bear, Crocodile, Giant Goat, Giant Sea Horse, Giant Wasp, Reef Shark, Warhorse
Brown Bear, Dire Wolf, Giant Eagle, Giant Hyena, Giant Octopus, Giant Spider, Giant Toad, Giant Vulture, Lion, Tiger
Cave Bear, Giant Boar, Giant Constrictor Snake, Giant Elk, Hunter Shark, Plesiosaurus, Polar Bear, Rhinoceros, Saber-toothed Tiger
Giant Crocodile, Giant Shark, Triceratops
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, 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, 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, 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
Dust Mephit, Ice Mephit, Lesser Nature Elemental, Magma Mephit, Magmin
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, 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, 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, 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, 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, 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, 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, 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, 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, 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, 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, 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, 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, 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, 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, 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, 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, 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, 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, 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, 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
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)
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.
Options.
From Real Mythology
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)
Beak.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.
Options.
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.
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)
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.
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.
Options.
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)
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.
Bite.
Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1) piercing damage.
Options.
From Real Mythology
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)
Keen Smell.
The badger has advantage on Wisdom (Perception) checks that rely on smell.
Bite.
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Options.
From Real Mythology
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)
Echolocation.
The bat can't use its Blindsight while Deafened.
Keen Hearing.
The bat has advantage on Wisdom (Perception) checks that rely on hearing.
Bite.
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.
Options.
From Real Mythology
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
Senses
CR 0.5 (100)
Keen Smell.
The bear has advantage on Wisdom (Perception) checks that rely on smell.
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.
Options.
From Real Mythology
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)
Keen Hearing And Smell.
The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.
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.
Options.
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.
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
Senses
CR 0.125 (25)
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.
Beak.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Options.
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.
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)
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)
Tusk.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.
Options.
From Real Mythology
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
Senses
CR 1 (200)
Keen Smell.
The bear has advantage on Wisdom (Perception) checks that rely on smell.
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.
Options.
From Real Mythology
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)
Bite.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
Options.
From Real Mythology
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)
Keen Smell.
The cat has advantage on Wisdom (Perception) checks that rely on smell.
Claws.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Options.
From Real Mythology
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
Senses
CR 2 (450)
Keen Smell.
The bear has advantage on Wisdom (Perception) checks that rely on smell.
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.
Options.
From Real Mythology
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)
Amphibious.
The crab can breathe air and water.
Claw.
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Options.
From Real Mythology
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)
Hold Breath.
The crocodile can hold its breath for 15 minutes.
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.
Options.
From Real Mythology
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)
Bite.
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.
Options.
From Real Mythology
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)
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.
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.
Options.
From Real Mythology
Syrinscape: Lycanthrope Stalker
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)
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.
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.
Options.
From Real Mythology
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)
Hooves.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.
Options.
From Real Mythology
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)
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
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.
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.
Options.
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:
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.
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.
Options.
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
Senses
CR 0.0625 (10)
Keen Sight.
The eagle has advantage on Wisdom (Perception) checks that rely on sight.
Talons.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
Options.
From Real Mythology
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)
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.
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.
Options.
From Real Mythology
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)
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.
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.
Options.
From Real Mythology
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)
Flyby.
The snake doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Bite.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 piercing damage plus 7 (3d4) poison damage.
Options.
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.
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)
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.
Options.
From Real Mythology
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.
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)
False Appearance.
While the gargoyle remains motionless, it is indistinguishable from an inanimate statue.
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.
Options.
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)
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.
Options.
From Real Mythology
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)
Keen Smell.
The badger has advantage on Wisdom (Perception) checks that rely on smell.
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.
Options.
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)
Echolocation.
The bat can't use its Blindsight while Deafened.
Keen Hearing.
The bat has advantage on Wisdom (Perception) checks that rely on hearing.
Bite.
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage.
Options.
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)
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)
Tusk.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Options.
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)
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.
Options.
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
Senses Blindsight 10 ft.
CR 2 (450)
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.
Options.
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)
Amphibious.
The crab can breathe air and water.
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.
Options.
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)
Hold Breath.
The crocodile can hold its breath for 30 minutes.
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.
Options.
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
Senses
Languages understands Auran, Common, Giant, but can't speak
CR 1 (200)
Keen Sight.
The eagle has advantage on Wisdom (Perception) checks that rely on sight.
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.
Options.
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).
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
Senses
Languages understands Common, Elvish, Giant, Sylvan, but can't speak
CR 2 (450)
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.
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.
Options.
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.
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)
Illumination.
The beetle sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
Bite.
Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) slashing damage.
Options.
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.
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)
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.
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.
Options.
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)
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.
Ram.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.
Options.
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
Senses
CR 1 (200)
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.
Bite.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.
Options.
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)
Bite.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Options.
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.
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)
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.
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.
Options.
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)
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.
Talons.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) slashing damage.
Options.
Giant owls often befriend fey and other sylvan creatures and are guardians of their woodland realms.
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
Senses Blindsight 10 ft.
CR 0.25 (50)
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.
Options.
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)
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.
Bite.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Options.
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)
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.
Options.
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)
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.
Ram.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.
Options.
Like their smaller kin, giant sea horses are shy, colorful fish with elongated bodies and curled tails. Aquatic elves train them as mounts.
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
Senses Blindsight 60 ft.
CR 5 (1800)
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.
Bite.
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage.
Options.
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.
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)
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.
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).
Options.
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.
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)
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.
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.
Options.
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
Senses
Languages understands Common, but can't speak
CR 1 (200)
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.
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.
Options.
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.
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)
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.
Options.
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)
Keen Hearing And Smell.
The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Bite.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Options.
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)
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.
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.
Options.
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.
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)
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.
Ram.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.
Options.
From Real Mythology
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)
Multiattack.
The elemental makes two skewer attacks.
Skewer.
Melee Weapon Attack: +5 to hit, one target. Hit: 10 (2d6 + 3) piercing damage.
Options.
From ProNobis Mythology
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
Senses
CR 0.0625 (10)
Keen Sight.
The hawk has advantage on Wisdom (Perception) checks that rely on sight.
Talons.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Options.
From Real Mythology
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
Senses Blindsight 30 ft.
CR 2 (450)
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.
Bite.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
Options.
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.
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
Senses
CR 0.0625 (10)
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.
Bite.
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage.
Options.
From Real Mythology
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
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.
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.
Options.
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
Senses
CR 0.0625 (10)
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.
Bite.
Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1) piercing damage.
Options.
From Real Mythology
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
Senses Blindsight 120 ft.
CR 3 (700)
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.
Bite.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 21 (5d6 + 4) piercing damage.
Options.
From Real Mythology
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)
Multiattack.
The elemental makes two skewer attacks.
Skewer.
Melee Weapon Attack: +3 to hit, one target. Hit: 5 (1d6 + 1) piercing damage.
Options.
From ProNobis Mythology
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)
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.
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.
Options.
From Real Mythology
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)
Bite.
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Options.
From Real Mythology
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
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.
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.
Options.
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)
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.
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.
Options.
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)
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.
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.
Options.
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.
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
Senses
CR 0.125 (25)
Keen Hearing And Smell.
The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.
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.
Options.
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.
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)
Multiattack.
The elemental makes two skewer attacks.
Skewer.
Melee Weapon Attack: +4 to hit, one target. Hit: 7 (1d8 + 2) piercing damage.
Options.
From ProNobis Mythology
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)
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.
Hooves.
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
Options.
From Real Mythology
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)
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.
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.
Options.
From Real Mythology
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)
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.
Talons.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Options.
From Real Mythology
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)
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.
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.
Options.
From Real Mythology
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)
Hold Breath.
The plesiosaurus can hold its breath for 1 hour.
Bite.
Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) piercing damage.
Options.
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)
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.
Options.
From Real Mythology
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
Senses
CR 2 (450)
Keen Smell.
The bear has advantage on Wisdom (Perception) checks that rely on smell.
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.
Options.
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)
Hooves.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage.
Options.
From Real Mythology
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)
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.
Bite.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Options.
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.
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)
Keen Smell.
The rat has advantage on Wisdom (Perception) checks that rely on smell.
Bite.
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Options.
From Real Mythology
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
Senses
CR 0.0625 (10)
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.
Beak.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Options.
From Real Mythology
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
Senses Blindsight 30 ft.
CR 0.5 (100)
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.
Bite.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Options.
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.
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)
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.
Gore.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
Options.
From Real Mythology
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)
Hooves.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.
Options.
From Real Mythology
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)
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.
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.
Options.
From Real Mythology
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)
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.
Magic Resistance.
The satyr has advantage on saving throws against spells and other magical effects.
Ram.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) bludgeoning damage.
Options.
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)
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.
Options.
From Real Mythology
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)
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.
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.
Options.
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)
Water Breathing.
The sea horse can breathe only underwater.
Options.
From Real Mythology
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)
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.
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.
Options.
From Real Mythology
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)
General: Leather Armor Count: 1
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.
Options.
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
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.
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.
Options.
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)
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.
Options.
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)
Multiattack.
The elemental makes three skewer attacks.
Skewer.
Melee Weapon Attack: +6 to hit, one target. Hit: 10 (1d8 + 4) piercing damage.
Options.
From ProNobis Mythology
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)
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.
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.
Options.
From Real Mythology
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)
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.
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.
Options.
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
Senses
CR 8 (3900)
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.
Options.
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
Senses
CR 0.0625 (10)
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.
Beak.
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.
Options.
From Real Mythology
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)
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.
Hooves.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Options.
From Real Mythology
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)
Keen Hearing And Smell.
The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Bite.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Options.
From Real Mythology
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)
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.
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.
Options.
Syrinscape: Lycanthrope Stalker
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.
Barbarian Archetype Table of Contents
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.
As a Barbarian you gain the following class features.
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
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.
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:
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.
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.
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.
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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.
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.
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.
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 Archetype Table of Contents
College of the Falling Star***
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.
As a Bard you gain the following class features.
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
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
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.
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.
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.
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.
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.
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.
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.)
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.
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.
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.
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.
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.
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3: Sunsinger's Expanded Spells
Being a Sunsinger unlocks certain spells when you reach appropriate levels. These spells are bard spells to you.
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 Archetype Table of Contents
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.
As a Cleric you gain the following class features.
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
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.
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.
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.
Cleric Level - Spell
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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.
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".
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.
Cleric Level - Spell
Spell: 3rd - Lesser Restoration
Spell: 7th - Guardian of Faith
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 Archetype Table of Contents
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.
As a Druid you gain the following class features.
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
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.
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.
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
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.
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:
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.
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.
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.
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.
The results are as the Hallow spell except for the following:
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.
Druid Level - Spell
Spell: 7th - Freedom of Movement
Spell: 9th - Commune with Nature
Druid Level - Spell
Spell: 7th - Freedom of Movement
Spell: 9th - Conjure Elemental
Druid Level - Spell
Spell: 5th - Create Food and Water
Spell: 5th - Protection from Energy
Spell: 7th - Hallucinatory Terrain
Druid Level - Spell
Spell: 7th - Conjure Woodland Beings
Spell: 7th - Freedom of Movement
Spell: 9th - Commune with Nature
Druid Level - Spell
Spell: 3rd - Pass without Trace
Spell: 7th - Freedom of Movement
Druid Level - Spell
Druid Level - Spell
Spell: 7th - Freedom of Movement
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.
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.
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. |
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.
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 Archetype Table of Contents
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.
As a Fighter you gain the following class features.
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
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.
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.
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.
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.
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
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.
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 |
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:
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.
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.
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 Archetype Table of Contents
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:
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.
As a Megalutero you gain the following class features.
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
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.
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.
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.
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.
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.
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.
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
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.
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.
20: Elemental Master
Once you reach Megalutero 20th level you may choose a second element.
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.
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.
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.
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.
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
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.
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.
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.
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.
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.
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.
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
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.
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 Archetype Table of Contents
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.
As a Monk you gain the following class features.
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
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.
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:
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.
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:
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.
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.
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.
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.
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:
You may spend 1 ki point to take the following reaction:
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:
You may spend 2 ki points to take the following reaction:
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:
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
OR
Obsidian Defense: Your 'Mountain Stance' feature becomes stronger.
OR
Cast-iron Mind: Your 'Steel Your Grit' feature becomes stronger.
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:
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 Archetype Table of Contents
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.
As a Paladin you gain the following class features.
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
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.
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.
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.
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
Spell: 3rd - Protection from Evil and Good
Spell: 5th - Lesser Restoration
Spell: 13th - Freedom of Movement
Spell: 13th - Guardian of Faith
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.
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 Archetype Table of Contents
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.
As a Ranger you gain the following class features.
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
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.
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:
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.
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.
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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:
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:
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.
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.
7: Defensive Tactics
At 7th level, you gain one of the following features of your choice.
11: Multiattack
At 11th level, you gain one of the following features of your choice.
15: Superior Hunter's Defense
At 15th level, you gain one of the following features of your choice.
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:
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.
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.
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.
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.
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.
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.
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 Archetype Table of Contents
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.
As a Rogue you gain the following class features.
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
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.
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.
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.
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 Archetype Table of Contents
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.
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.
Thank you Wolfe for the phenomenal job you did on this.
As a Rune Blade you gain the following class features.
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
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.
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.
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.
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.
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 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.
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.
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
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.
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.
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 Archetype Table of Contents
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.
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.
As a Runecrafter you gain the following class features.
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
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.
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.
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.
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.
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.
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.
Using magic allows a common farmer to grow crops far bigger than previously imaginable.
3: Farmer Runes
Weaving magic into trees prepares the wood, then imbuing it on crafting makes a bow without equal.
3: Fletcher Runes
Powerful runecrafters make their runes so that they will only work for a select few. Hackers specialize in overcoming such restrictions.
3: Hacker Runes
Hunting is not easy, would it not be easier to use a bit of magic?
3: Hunter Runes
Being healed is great, but it is even better if you can prepare it in advance.
3: Medic Runes
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
The oceans bring many riches, but also many dangers. A bit of magic may just tip the odds in your favor
3: Sailor Runes
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
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
Building something to stand the test of time takes hard work, and strong magic.
3: Stone Mason Runes
Let's be honest, even runecrafters have a certain level of vanity.
3: Stylistic Runes
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 |
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
Sorcerer Archetype Table of Contents
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.
As a Sorcerer you gain the following class features.
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
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.
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.
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.
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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.
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.
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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.
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 are people born with the power to control shadows to their will.
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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:
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.
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 Archetype Table of Contents
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Many of the archetypes are from different sources are are individually marked.
As a Warlock you gain the following class features.
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
Armor: Light armor
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion.
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.
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.
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.
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
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.
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
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.
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 Archetype Table of Contents
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.
As a Wizard you gain the following class features.
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
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
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.
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.
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.
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).
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 |
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.
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.
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.
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).
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.
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:
1st Level:
2nd Level:
3rd Level:
4th Level:
5th Level:
6th Level:
7th Level:
8th Level:
9th Level:
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:
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 can only use this feature once per minute.
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.
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.
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.
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.
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) |
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 |
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 |
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 |
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. |
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.
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.
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.
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.
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.
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.
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.
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.
Tool (Artisan's Tool)
Cost: 50 GP
Weight: 8
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.
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.
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.
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.
Unidentified Name: Feather
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.
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.
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.
Weapon (Simple Melee Weapon)
Cost: 1 GP
Properties: Versatile (1d8)
Weight: 4
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.)
Unidentified Name: Atok
A sturdy quarterstaff with an odd pen like nub on one end and a strange hollow cavity.
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.
Adventuring Gear (Container)
Cost: 2 GP
Holding Capacity: 1 cubic foot/30 pounds of gear
Weight: 5
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.
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.
Adventuring Gear (Standard)
Cost: 1 SP
Weight: 0.25
A small burlap bag filled with two cups of fine sand.
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.
Tool (Musical Instrument)
Cost: 30 GP
Weight: 6
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.
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.
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.
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!
Adventuring Gear (Container)
Cost: 2 GP
Holding Capacity: 40 gallons liquid, 4 cubic feet solid
Weight: 70
Adventuring Gear (Container)
Cost: 4 SP
Holding Capacity: 2 cubic feet/40 pounds of gear
Weight: 2
Weapon (Martial Melee Weapon)
Cost: 10 GP
Properties: Versatile (1d10)
Weight: 4
Unidentified Name: Battleaxe
A sharp battleaxe.
Adventuring Gear (Standard)
Cost: 1 SP
Weight: 1
This bedroll is only big enough for a tiny creature.
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.
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.
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.
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.
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.
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.
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:
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.
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:
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.
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:
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.
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:
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.
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:
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.
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:
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.
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.
Weapon (Martial Ranged Weapon)
Cost: 10 GP
Properties: Ammunition (range 25/100), loading
Weight: 1
Unidentified Name: Blowgun
A blowgun.
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).
Adventuring Gear (Standard)
Cost: 1 SP
Weight: 1
A small book containing travel notes.
Adventuring Gear (Book)
Cost: 3 GP
Rarity: Very Rare
Weight: 5
This book talks about various magical topics.
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.
Adventuring Gear (Book)
Cost: 5 GP
Rarity: Very Rare
Weight: 5
This is a medical book that has specialized in one field.
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?
Adventuring Gear (Book)
Cost: 5 GP
Rarity: Very Rare
Weight: 5
This is a book about an esoteric philosophy.
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?
Adventuring Gear (Container)
Cost: 2 GP
Holding Capacity: 1 1/2 points liquid
Weight: 2
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.
Tool (Artisan's Tool)
Cost: 20 GP
Weight: 9
5 Burlap Sacks, a Fine Mesh sieve, a Collapsible Metal Stand with a Large Metal Pot, a Pouch of your families starter yeast.
Adventuring Gear (Standard)
Cost: 5 SP
Rarity: Common
Weight: 0.2
A broach you received from your family member.
Unidentified Name: Broach
Adventuring Gear (Container)
Cost: 5 CP
Holding Capacity: 3 gallons liquid, 1/2 cubic foot solid
Weight: 2
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.
Tool (Artisan's Tool)
Cost: 10 GP
Rarity: Uncommon
Weight: 5
4 quills with different sized nibs, 5 bottles of inks of different colors, 3 types of different colored wax, and one wax seal.
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.
Mounts and Other Animals (Mount)
Carrying Capacity: 480 lb.
Cost: 50 GP
Speed: 50 ft.
Weight: 0
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.
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.
Tool (Artisan's Tool)
Cost: 8 GP
Weight: 6
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.
Tool (Artisan's Tool)
Cost: 15 GP
Weight: 6
A quill, a protractor (used to precisely measure and draw angles and circles), and a precise ruler.
Adventuring Gear (Standard)
Cost: 3 SP
Rarity: Common
Weight: 0.5
A small wooding carving of a random animal.
Unidentified Name: Carved Wooden Animal
Adventuring Gear (Standard)
Cost: 1 GP
Weight: 1
Syrinscape:Open scrollcase - Wizard Spells E
Syrinscape:Close scrollcase - Wizard Spells E
This wooden case can hold up to twenty crossbow bolts.
Adventuring Gear (Standard)
Cost: 1 GP
Weight: 1
Syrinscape:Open scrollcase - Wizard Spells E
Syrinscape:Close scrollcase - Wizard Spells E
This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment.
Adventuring Gear (Standard)
Cost: 1 SP
Weight: 1
A small metal basket used for lighting materials on fire.
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.
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.
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.
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.
Tool (Gaming Set)
Cost: 5 GP
Weight: 1
To protect your own king while capturing the other, much like everyday life around here.
Adventuring Gear (Container)
Cost: 5 GP
Holding Capacity: 12 cubic feet/300 pounds of gear
Weight: 25
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.
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?
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.
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.
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.
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.
Adventuring Gear (Cosmetic)
Cost: 2 GP
Weight: 3
Syrinscape:Robe Swoosh - Wizard Spells E
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.
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.
Adventuring Gear (Cosmetic)
Cost: 5 GP
Weight: 3
Syrinscape:Robe Swoosh - Wizard Spells E
This elegant robe implies the great status of the wearer.
Adventuring Gear (Cosmetic)
Cost: 5 GP
Weight: 3
Definitely a uniform, hopefully for a city nearby.
Adventuring Gear (Cosmetic)
Cost: 3 GP
Weight: 3
This set of clothing has small burns all across it where frequent sparks have landed.
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.
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.
Adventuring Gear (Cosmetic)
Cost: 3 GP
Weight: 2
Robes used by clergy when officiating religious ceremonies.
Adventuring Gear (Cosmetic)
Cost: 3 GP
Rarity: Rare
Weight: 3
These colorful flamboyant clothes are often worn by performers.
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.
Adventuring Gear (Cosmetic)
Cost: 5 SP
Weight: 3
This is a type of robe often worn by monks.
Weapon (Simple Melee Weapon)
Cost: 1 SP
Properties: Light
Weight: 2
Unidentified Name: Club
A sturdy club.
Adventuring Gear (Standard)
Cost: 1 CP
Rarity: Common
Weight: 0.1
Syrinscape: Coin-purse - Wizard Spells E
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.
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.
Unidentified Name: A shiny woven gold collar
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.
Unidentified Name: A shiny woven gold collar
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
Unidentified Name: A shiny woven gold collar
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.
Unidentified Name: A shiny woven gold collar
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.
Unidentified Name: A shiny woven gold collar
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.
Unidentified Name: A shiny woven gold collar
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.
Unidentified Name: A shiny woven gold collar
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).
Tool (Artisan's Tool)
Cost: 1 GP
Weight: 8
An iron pot, a couple small pouches of spices, a small pouch of salt, a ladle, and a wooden spoon.
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.
Weapon (Ammunition)
Cost: 1 GP
Weight: 1.5
Unidentified Name: Crossbow Bolts (20)
Weapon (Martial Ranged Weapon)
Cost: 75 GP
Properties: Ammunition (range 30/120), light, loading
Weight: 3
Unidentified Name: Crossbow, Hand
A hand crossbow.
Weapon (Martial Ranged Weapon)
Cost: 50 GP
Properties: Ammunition (range 100/400), heavy, loading, two-handed
Weight: 18
Unidentified Name: Crossbow, Heavy
A heavy crossbow.
Weapon (Simple Ranged Weapon)
Cost: 25 GP
Properties: Ammunition (range 80/320), loading, two-handed
Weight: 5
Unidentified Name: Crossbow, Light
A light crossbow.
Adventuring Gear (Standard)
Cost: 2 GP
Weight: 5
Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied.
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.
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
Weapon (Simple Melee Weapon)
Cost: 2 GP
Properties: Finesse, light, thrown (range 20/60)
Rarity: Common
Weight: 1
Unidentified Name: Dagger
A finely crafted dagger.
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?
Tool (Gaming Set)
Cost: 1 SP
Weight: 0.2
Care for a game of chance? Let us throw some dice and see who comes out on top!
Tool (Artisan's Tool)
Cost: 25 GP
Weight: 3
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.
Tool (Artisan's Tool)
Cost: 20 GP
Rarity: Very Rare
Weight: 10
A stethoscope, some splints, a bone saw, and a magnifying glass.
Mounts and Other Animals (Mount)
Carrying Capacity: 420 lb.
Cost: 8 GP
Speed: 40 ft.
Weight: 0
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.
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.
Unidentified Name: Dragonslayer's Spear
This heavy duty spear seems to be charged with a mystical energy.
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.
Tool (Musical Instrument)
Cost: 6 GP
Weight: 3
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.
Tool (Musical Instrument)
Cost: 25 GP
Weight: 10
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.
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.
Mounts and Other Animals (Mount)
Carrying Capacity: 1,320 lb.
Cost: 200 GP
Speed: 40 lb.
Weight: 0
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
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.
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.
Weapon (Martial Melee Weapon)
Cost: 100 GP
Properties: Heavy, two-handed
Rarity: Very Rare
Weight: 6
Unidentified Name: Greataxe
A glowing greataxe.
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.
Adventuring Gear (Standard)
Cost: priceless, but only to you
Rarity: Common
Weight: 1
Most families have heirlooms of one kind or another.
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.
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.
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.
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.
Weapon (Martial Melee Weapon)
Cost: 10 GP
Properties: -
Weight: 2
Unidentified Name: Flail
A blunt flail.
Adventuring Gear (Standard)
Cost: 3 SP
Rarity: Common
Weight: 1
This flask contains a small amount of either hard cider a weaker ale.
Tool (Musical Instrument)
Cost: 2 GP
Weight: 1
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.
Tool (Artisan's Tool)
Cost: 15 GP
Weight: 5
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.
Weapon (Martial Melee Weapon)
Cost: 20 GP
Properties: Heavy, reach, two-handed
Weight: 6
Unidentified Name: Glaive
A sharp glaive.
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.
Tool (Artisan's Tool)
Cost: 30 GP
Weight: 5
A thin metal pipe, a long metal pole with some small grabbers on it, and an extremely sharp cutting implement.
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.
Weapon (Martial Melee Weapon)
Cost: 30 GP
Properties: Heavy, two-handed
Weight: 7
Unidentified Name: Greataxe
A sharp greataxe.
Weapon (Simple Melee Weapon)
Cost: 2 SP
Properties: Two-handed
Weight: 10
Unidentified Name: Greatclub
A sturdy greatclub.
Weapon (Martial Melee Weapon)
Cost: 50 GP
Properties: Heavy, two-handed
Weight: 6
Unidentified Name: Greatsword
A sharp greatsword.
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.
Weapon (Martial Melee Weapon)
Cost: 20 GP
Properties: Heavy, reach, two-handed
Weight: 6
Unidentified Name: Halberd
A sharp halberd.
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.
Weapon (Simple Melee Weapon)
Cost: 5 GP
Properties: Light, thrown (range 20/60)
Weight: 2
Unidentified Name: Handaxe
A sharp stout handaxe.
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.
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.
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.
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.
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.
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.
Tool (Musical Instrument)
Cost: 50 GP
Rarity: Very Rare
Weight: 0.5
A finely crafted metal rectangle with a number of holes through it. Blowing through different holes produces different pitches.
Tool (Musical Instrument)
Cost: 50 GP
Rarity: Rare
Weight: 3
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.
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.
Tool (Tool)
Cost: 5 GP
Weight: 3
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 .
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.
Adventuring Gear (Book)
Cost: 1 GP
Rarity: Rare
Weight: 2
This tome contains a history of some rare and obscure settlement or culture.
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.
Tool (Musical Instrument)
Cost: 3 GP
Weight: 2
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.
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.
Mounts and Other Animals (Mount)
Carrying Capacity: 540 lb.
Cost: 50 GP
Speed: 40 ft.
Weight: 0
Mounts and Other Animals (Mount)
Carrying Capacity: 480 lb.
Cost: 75 GP
Speed: 60 ft.
Weight: 0
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.
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.
Weapon (Simple Melee Weapon)
Cost: 5 SP
Properties: Thrown (range 30/120)
Weight: 2
Unidentified Name: Javelin
A strong javelin.
Tool (Artisan's Tool)
Cost: 25 GP
Weight: 2
A fine brush, a tiny file, a tiny hammer, a magnifying glass that hangs in front of your eye from a headband, tiny pliers.
Adventuring Gear (Standard)
Cost: 1 GP
Rarity: Rare
Weight: 2
These juggling pins may be used for Performances.
Tool (Gaming Set)
Cost: 2 GP
Weight: 10
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)
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.
Tool (Gaming Set)
Cost: 2 GP
Weight: 1
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.
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.
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)
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
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.
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.
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.
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.
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.
Tool (Artisan's Tool)
Cost: 5 GP
Weight: 5
An awl, chisel, sharp blade, ruler, and a set of pliers.
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.
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.
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.
Weapon (Simple Melee Weapon)
Cost: 2 GP
Properties: Light, thrown (range 20/60)
Weight: 2
Unidentified Name: Light Hammer
A light hammer.
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.
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.
Weapon (Martial Melee Weapon)
Cost: 15 GP
Properties: Versatile (1d10)
Rarity: Common
Weight: 3
Unidentified Name: Longsword
A sharp longsword.
Tool (Musical Instrument)
Cost: 35 GP
Weight: 2
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.
Tool (Musical Instrument)
Cost: 30 GP
Weight: 2
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.
Weapon (Simple Melee Weapon)
Cost: 5 GP
Properties: -
Rarity: Common
Weight: 4
Unidentified Name: Mace
A strong mace, got anything to smash?
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.
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.
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.
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.
Tool (Artisan's Tool)
Cost: 10 GP
Weight: 8
A 5lb metal hammer, a trowel, and a recipe to make good mortar.
Mounts and Other Animals (Mount)
Carrying Capacity: 195 lb.
Cost: 25 GP
Speed: 40 ft.
Weight: 0
Tool (Gaming Set)
Cost: 5 SP
Weight: 0.5
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.
Weapon (Martial Melee Weapon)
Cost: 10 GP
Properties: Heavy, two-handed
Weight: 10
Unidentified Name: Maul
A blunt maul.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Weapon (Simple Ranged Weapon)
Cost: 10 GP
Properties: Ammunition (range 40/120), loading
Rarity: Very Rare
Weight: 0.2
This tiny crossbow can be used to fire regular acupuncture needles at the enemies weak points.
The Mikon Crossbow can only fire special tiny ammunition.
It normally fires nails which have a 50% chance of breaking on impact.
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.
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.
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
Weapon (Martial Melee Weapon)
Cost: 15 GP
Properties: -
Weight: 4
Unidentified Name: Morningstar
A pointy morningstar.
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
Tool (Tool)
Cost: 25 GP
Weight: 2
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.
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.
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.
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.
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.
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.
Tool (Artisan's Tool)
Cost: 10 GP
Weight: 5
3 paint brushes, a set of paints in a variety of colors.
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.
Tool (Musical Instrument)
Cost: 12 GP
Weight: 2
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.
Weapon (Martial Melee Weapon)
Cost: 5 GP
Properties: Heavy, reach, two-handed
Weight: 18
Unidentified Name: Pike
A pointy pike.
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
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)
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.
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.
Tool (Tool)
Cost: 50 GP
Weight: 2
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.
Mounts and Other Animals (Mount)
Carrying Capacity: 225 lb.
Cost: 30 GP
Speed: 40 ft.
Weight: 0
Adventuring Gear (Standard)
Cost: 1 CP
Rarity: Rare
Weight: 0.1
This tiny portrait is of your family. Hand drawn it keeps them close.
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.
Potion of | Rarity | HP Regained |
---|---|---|
Healing | Common | 2d4 + 2 |
Unidentified Name: Dull Potion
The potion's red liquid glimmers when agitated.
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.
Unidentified Name: Vibrantly Glowing Potion
The potion has vibrant colors swirling around inside of the bottle.
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.
Potion of | Rarity | HP Regained |
---|---|---|
Greater healing | Uncommon | 4d4 + 4 |
Unidentified Name: Dim Potion
The potion's red liquid glimmers when agitated.
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.
Potion of | Rarity | HP Regained |
---|---|---|
Legendary | Legendary | 12d4 + 30. |
Unidentified Name: Shiny Potion
The potion's red liquid glimmers when agitated.
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.
Potion of | Rarity | HP Regained |
---|---|---|
Superior healing | Rare | 8d4 + 8 |
Unidentified Name: Potion
The potion's red liquid glimmers when agitated.
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.
Potion of | Rarity | HP Regained |
---|---|---|
Supreme healing | Very Rare | 10d4 + 20. |
Unidentified Name: Shiny Potion
The potion's red liquid glimmers when agitated.
Tool (Artisan's Tool)
Cost: 10 GP
Weight: 3
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).
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.
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.
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.
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.
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.
Weapon (Simple Melee Weapon)
Cost: 2 SP
Properties: Versatile (1d8)
Weight: 4
Unidentified Name: Quarterstaff
A sturdy quarterstaff.
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.
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.
Weapon (Martial Melee Weapon)
Cost: 25 GP
Properties: Finesse
Weight: 2
Unidentified Name: Rapier
A pointy rapier.
Adventuring Gear (Standard)
Cost: 5 SP
Weight: 2
Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.
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.
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.
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.
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.
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
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.
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.
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.
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.
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?
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.
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.
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.
Adventuring Gear (Container)
Cost: 1 CP
Holding Capacity: 1 cubic foot/30 pounds of gear
Weight: 0.5
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.
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.
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".
Weapon (Martial Melee Weapon)
Cost: 25 GP
Properties: Finesse, light
Weight: 3
Unidentified Name: Scimitar
A sharp scimitar.
Adventuring Gear (Standard)
Cost: 1 SP
Weight: 0.2
Syrinscape: Unravel scroll - Wizard Spells E
Syrinscape: Ravel Scroll - Wizard Spells E
Need something to write on? This should do the trick.
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.
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.
Tool (Musical Instrument)
Cost: 2 GP
Weight: 1
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.
Armor (Shield)
Cost: 10 GP
Rarity: Common
Weight: 6
Unidentified Name: Shield
A well crafted shield.
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.
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.
Adventuring Gear (Standard)
Cost: -
Rarity: Common
Weight: 1
Unidentified Name: A Shrunken Head
Weapon (Simple Melee Weapon)
Cost: 1 GP
Properties: Light
Weight: 2
Unidentified Name: Sickle
A sharp sickle.
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.
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.
Tool (Artisan's Tool)
Cost: 20 GP
Rarity: Uncommon
Weight: 8
Two Metal Files (fine and rough), Three Metal Hammers (1 lb, 2 lb, 3lb), a Small Vial of Oil.
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.
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.
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.
Weapon (Simple Melee Weapon)
Cost: 1 GP
Properties: Thrown (range 20/60), versatile (1d8)
Weight: 3
Unidentified Name: Spear
A spear.
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.
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.
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.
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.
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.
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.
Adventuring Gear (Standard)
Cost: 1,000 GP
Weight: 1
Objects viewed through a spyglass are magnified to twice their size
Weapon (Arcane Focus)
Cost: 5 GP
Properties: Versatile (1d8)
Weight: 4
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.
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.
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.
Adventuring Gear (Standard)
Cost: 3 GP
Rarity: Common
Weight: 1
A small cloth tent that when pitched can fit 2 men.
Tool (Tool)
Cost: 25 GP
Weight: 1
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.
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.
Tool (Artisan's Tool)
Cost: 50 GP
Weight: 10
A Magnifying Glass with Headband, Tiny Pliers, 3 Tiny Screwdrivers, a Small Pile of Gears, a Few Springs.
Weapon (Ammunition)
Cost: 5 SP
Weight: 0.01
Finely crafted by an expert fletcher.
Unidentified Name: Tiny Arrow
Finely crafted by an expert fletcher.
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.
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.
Unidentified Name: Tiny Shortbow
A perfect light bow for the ranger on the go, who is less than 2 feet tall.
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.
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.
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.
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.
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?
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.
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.
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.
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.
Tool (Musical Instrument)
Cost: 30 GP
Weight: 1
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.
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.
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.
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.
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.
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.
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.
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.
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.
Weapon (Martial Melee Weapon)
Cost: 15 GP
Properties: Versatile (1d10)
Weight: 2
Unidentified Name: Warhammer
When a skull needs bashed, try the mighty warhammer.
Mounts and Other Animals (Mount)
Carrying Capacity: 540 lb.
Cost: 400 GP
Speed: 60 ft.
Weight: 0
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.
Tool (Artisan's Tool)
Cost: 1 GP
Weight: 5
Tapestry Needle, Bent Tapestry Needle, Weaving Fork, Needle, Thread, Thimble and Two Tapestry Bobbins.
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.
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.
Weapon (Martial Melee Weapon)
Cost: 2 GP
Properties: Finesse, reach
Weight: 3
Unidentified Name: Whip
A whip and a lash.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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)
Tool (Artisan's Tool)
Cost: 1 GP
Weight: 5
Leather apron, carving chisel, wooden hammer, metal hammer, and a small saw.
Adventuring Gear (Standard)
Cost: 1 GP
Rarity: Common
Weight: 20
Unidentified Name: Wooden Ladder (24 feet long)
Weapon (Druidic Focus)
Cost: 5 GP
Properties: Versatile (1d8)
Weight: 4
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.
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.
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.
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 TOC
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),
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),
1 Backpack, 1 Crowbar, 1 Hammer, 10 Piton, 10 Torch, 1 Tinderbox, 10 Rations (1 Day), 1 Waterskin (full), 1 Rope, Hempen (50 Feet),
1 Backpack, 1 Bedroll, 2 Clothes, Costume, 5 Candle, 5 Rations (1 Day), 1 Waterskin (full), 1 Disguise Kit,
1 Backpack, 1 Bedroll, 1 Mess Kit, 1 Tinderbox, 10 Torch, 10 Rations (1 Day), 1 Waterskin (full), 1 Rope, Hempen (50 Feet),
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),
1 Backpack, 1 Book of Lore, 1 Ink Pen, 1 Ink (1-ounce Bottle), 10 Parchment (One Sheet), 1 Bag (Sand), 1 Knife (Small),
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.
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:
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:
Its Strength score
Its Dexterity score
Its Constitution score
Its CR/Level
Its Resistances and Immunities (If any)
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.
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.
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.
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:
Prerequisite: Wisdom 13 or higher
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 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:
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.
(This is mostly a spoof feat because the author really likes bread)
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:
Spending so much time in villages, towns, and cities observing and exploring everyday life has given you the following benefits:
Prerequisite: Strength 15 or higher
You can use your melee attacks to disable your enemies, or break them.
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.
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.
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 have learned techniques to give you uncanny accuracy against a target you set your sights on. You gain the following benefits:
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.
Prerequisite: Intelligence or Wisdom 13 or higher
You are an expert at helping a body heal itself.
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:
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.
Your positive attitude is relentless to the point of naivety. Nothing can challenge your resolve.
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."
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.
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:
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.
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.
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:
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.
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.
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.
Prerequisite: Strength 13 or higher
You've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:
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:
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 |
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.
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.
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.
Prerequisite: Constitution 13 or higher, and Dexterity 13 or higher
Prerequisite: Strength or Dexterity 15 or higher
Your skills in combat have allowed you to use weapons not made for creatures your size.
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:
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:
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.
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.
Prerequisite: Proficiency with a Finesse weapon
You have honed your skills with weapons of finesse and are able to leave painful slices:
You have learned to master fighting with balanced and lightweight weapons, making your attacks faster and more deadly. You gain the following benefits:
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.
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.
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:
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.
You have trained to get quickly out of sight, becoming especially deadly when you do. You gain the following benefits:
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:
Prerequisite: Intelligence 13 or higher
You are capable of exploiting situations on the field of battle, gaining the following benefits:
You imitate the pack tactics of creatures such as kobolds and wolves, and utilize it for your companions. You gain the following benefits:
Prerequisite: Dexterity 13 or higher
You have a knack of filching others' belongings without being noticed. You gain the following benefits:
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.
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.
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:
Prerequisite: Dexterity 13 or higher
Your reflexes are faster than even the flying arrow. You gain the following benefits:
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.
You gain the following benefits when you throw a weapon with the returning property:
You gain the following benefits when you fire a weapon that has the ricochet property:
You are skilled at spinning, twirling, and throwing ropes and whips to capture and restrain creatures. You gain the following benefits:
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:
Prerequisite: Dexterity 13 or higher
You can deliver a lethal strike while keeping yourself undiscovered. You gain the following benefits:
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.
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. |
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).
You are a true adventurer, experienced in raiding dungeons, temples and tombs.
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:
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.
Prerequisite: Intelligence, or Charisma 13 or higher
You speak with the tongue of men and beasts.
Benefit:
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
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
Districts: Braken's Well, 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.
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.
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 OceanThis 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 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.
Subrace Table of Contents
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.
Aloii are not restricted to any particular alignment.
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.
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.
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 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
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.
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 |
Subrace Table of Contents
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.
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.
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.
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.
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.
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.
Speed
Your base walking speed is 40 feet.
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.
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
Subrace Table of Contents
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.
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.
Speed
Your base walking speed is 30 feet.
Subrace Table of Contents
Bronzebeard Clan (Ironforge Dwarf)***
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.
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.
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.
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 dwarves are dark skinned dwarf folk with fluffy white cloud-like beards that live high on the peaks of mountains.
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.
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.
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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.
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.
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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.
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.
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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.
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.
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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.
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 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 ****.
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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 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.
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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 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.
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!
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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.
Subrace Table of Contents
Blood Elf (Sand Elf, Low Elf)***
Your elf character has a variety of natural abilities, the result of thousands of years of elven refinement.
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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.
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.
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.
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.
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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 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.
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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.
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.
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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.
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.
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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 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)
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.
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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.
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.
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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 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.
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.
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 |
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.
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.
Subrace Table of Contents
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Subrace Table of Contents
Your gnome character has certain characteristics in common with all other gnomes.
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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.
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.
Speed
Your base walking speed is 25 feet.
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.
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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.
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.
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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.
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...
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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.
As a rock gnome, you have a natural inventiveness and hardiness beyond that of other gnomes.
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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:
Subrace Table of Contents
Your half-elf character has some qualities in common with elves and some that are unique to half-elves.
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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.
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.
Skill Versatility
You gain proficiency in two skills of your choice.
Speed
Your base walking speed is 30 feet.
Subrace Table of Contents
Your half-orc character has certain traits deriving from your orc ancestry.
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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.
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.
Speed
Your base walking speed is 30 feet.
Subrace Table of Contents
Your halfling character has a number of traits in common with all other halflings.
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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.
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.
Speed
Your base walking speed is 25 feet.
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.
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.
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.
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:
Martial Melee Weapons:
Simple Ranged Weapons:
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.
Subrace Table of Contents
"Appearances rarely share the whole truth."
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.
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.
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
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.
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.
Speed
Your base walking speed is 30 feet.
Subrace Table of Contents
It's hard to make generalizations about humans, but your human character has these traits.
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Ability Score Increase
Your ability scores each increase by 1.
Age
Humans reach adulthood in their late teens and live less than a century.
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.
Speed
Your base walking speed is 30 feet.
Subrace Table of Contents
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.
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.
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.
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
Stout dwarf-like creatures of great age and wisdom.
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.
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.
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.
Subrace Table of Contents
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Subrace Table of Contents
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.
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.
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.
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.
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.
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.
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:
Martial Melee Weapons:
Simple Ranged Weapons:
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.
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
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.
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
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.
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?
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
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.
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 | |
---|---|
1 | The being that sent me trusted me with a terrible secret about my mission. I must not fail! |
2 | I 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. |
3 | I have grown close to a church of my patron and we trade information often. |
4 | I thought I was fighting for a church that I now realize is a cult. |
5 | I have fallen in love here and i cannot leave knowing they could be in danger. |
6 | I need to find an artifact and working with an unsavory group might be my only way to do so. |
Suva - Flaw | |
---|---|
1 | I have tasted of the more vulgar pleasures of the material plane and now i can't seem to resist them. |
2 | My 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. |
3 | I don't care about the odds of victory. If I see evil i will destroy it no matter what the cost. |
4 | I 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 |
5 | I am here to save these mortals and i am not afraid to remind them that i am above them |
6 | I am always willing to sacrifice the individual for the greater good |
Suva - Ideal | |
---|---|
1 | The Greater Good I fight because it is right and I save mortals because they need me (Good) |
2 | Inquisitiveness I just want to explore the material plane and the wonders it holds (Neutral) |
3 | Service I am here for a purpose and I shall not rest until it is completed (Lawful) |
4 | Frivolity I was sent to accomplish something and I will accomplish it when I want to (Chaotic) |
5 | Education I must study this realm and everything about it so we can be better prepared next time (Any) |
6 | Preparation Although my mission is completed I feel as though my presence is still needed (Any) |
Suva - Personality | |
---|---|
1 | I am stalwart and true. I never lie and dislike those who do. |
2 | I love mortal leisurely activities like bathing, sports and art. |
3 | I tend to over dramatize things and usually tell stories a bit more exciting than they actually are. |
4 | I am intrigued by mortals and am always looking for opportunities to learn about them. |
5 | I sing dance and generally tend to be happy. This is an experience and I should enjoy every moment of it. |
6 | I think mortals can be a little dumb at times. They seem to fight for no reason and that really bothers me. |
7 | I enjoy battle. It gives me a chance to show off my skills. |
8 | My celestial background gets a hold of me sometimes and I notice myself trying to govern the lives of others |
Subrace Table of Contents
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.
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.
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.
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.
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.
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.
Size
Theolan are about the same size and build as an average humans (not too short or too tall). Your size is Medium.
Speed
Your base walking speed is 30 feet.
Subrace Table of Contents
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.
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.
Speed
Your base walking speed is 30 feet.
Rules & Lore Table of Contents
Syrinscape - Sound Compilation***
Table of Contents
Appendix C: Planes of Existence*
Races - Overview Table of Contents
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.
Every race increases one or more of a character's ability scores.
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.
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.
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.
Your speed determines how far you can move when traveling ("Adventuring") and fighting ("Combat").
By virtue of your race, your character can speak, read, and write certain languages.
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.
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 Table of Contents
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.
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 |
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.
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.
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.
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 | - |
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.
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 |
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.
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.
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 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.
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.
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.
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.
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.
Some backgrounds allow characters to learn additional languages beyond those given by race. See Languages.
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.
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.
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.
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 |
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 Table of Contents
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.
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 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.
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 | |||||
---|---|---|---|---|---|
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. |
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 Table of Contents
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.
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.
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.
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.
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.
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.
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) |
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 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.
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.
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 |
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.
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.
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 Table of Contents
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.
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.
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.
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 Table of Contents
Variant: Skills with Different Abilities*
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.
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.
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.
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.
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.
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:
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.
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.
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 Table of Contents
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 Table of Contents
Strength measures bodily power, athletic training, and the extent to which you can exert raw physical force.
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:
Other Strength Checks. The GM might also call for a Strength check when you try to accomplish tasks like the following:
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.
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 Table of Contents
Dexterity measures agility, reflexes, and balance.
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:
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.
Depending on the armor you wear, you might add some or all of your Dexterity modifier to your Armor Class.
At the beginning of every combat, you roll initiative by making a Dexterity check. Initiative determines the order of creatures’ turns in combat.
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 Table of Contents
Constitution measures health, stamina, and vital force.
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:
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 Table of Contents
Intelligence measures mental acuity, accuracy of recall, and the ability to reason.
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:
Wizards use Intelligence as their spellcasting ability, which helps determine the saving throw DCs of spells they cast.
Wisdom Table of Contents
Wisdom reflects how attuned you are to the world around you and represents perceptiveness and intuition.
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:
Clerics, druids, and rangers use Wisdom as their spellcasting ability, which helps determine the saving throw DCs of spells they cast.
Charisma Table of Contents
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.
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:
Bards, paladins, sorcerers, and warlocks use Charisma as their spellcasting ability, which helps determine the saving throw DCs of spells they cast.
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.
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.
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.
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.
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 Table of Contents
Climbing, Swimming, and Crawling*
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.
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.
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 Table of Contents
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 Table of Contents
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.
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 Table of Contents
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.
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.)
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.
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:
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.
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 Table of Contents
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.
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 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 Table of Contents
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.
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.
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.
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 Table of Contents
Moving around Other Creatures*
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.
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.
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.
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.
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 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.
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 |
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.
Here are a few examples of the sorts of things you can do in tandem with your movement and action:
Actions in Combat Table of Contents
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.
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.
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.
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.
If you take the Disengage action, your movement doesn't provoke opportunity attacks for the rest of the turn.
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.
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.
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.
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.
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.
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 Table of Contents
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.
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 Table of Contents
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 Table of Contents
Damage Resistance and Vulnerability*
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 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.
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.
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.
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.
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.
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 Table of Contents
When you drop to 0 hit points, you either die outright or fall Unconscious, as explained in the following sections.
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.
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.
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.
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.
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.
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.
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.
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 Table of Contents
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.
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.
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.
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.
Spellcasting Table of Contents
Casting a Spell at Higher Level
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.
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.
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.
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.
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.
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.
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.
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.
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 Table of Contents
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 Table of Contents
Most spells require a singe action to cast, but some spells require a bonus action, a reaction, or much more time to cast.
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.
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.
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.
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 Table of Contents
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.
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.
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.
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 Table of Contents
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.
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.
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:
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.
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 Table of Contents
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 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 Table of Contents
Detecting and Disabling a Trap*
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.
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.
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 Table of Contents
Trap Save DCs and Attack Bonuses*
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 Danger | Save DC | Attack Bonus |
---|---|---|
Setback | 10-11 | +3 to +5 |
Dangerous | 12-15 | +6 to +8 |
Deadly | 16-20 | +9 to +12 |
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 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 Table of Contents
The magical and mechanical traps presented here vary in deadliness and are presented in alphabetical order.
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.
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.
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.
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.
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.
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.
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.
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.
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 Table of Contents
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.
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 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.
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 Table of Contents
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.
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 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.
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. |
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. |
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. |
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 Table of Contents
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.
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 |
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) |
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 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.
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 Table of Contents
Given their insidious and deadly nature, poisons are illegal in most societies but are a favorite tool among assassins, drow, and other evil creatures.
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.
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 Table of Contents
Each type of poison has its own debilitating effects.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Proficiency Bonus by Challenge Rating
Vulnerabilities, Resistances, and Immunities
Armor, Weapon, and Tool Proficiencies
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.
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.
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.
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.
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.
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.
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).
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.
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 ****.
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).
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 |
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.
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 Table of Contents
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.
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.
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.
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.
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.
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.
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 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.
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.
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.
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 (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.
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.
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.
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 Table of Contents
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 Table of Contents
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 ****.
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.
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.
If an attack has an effect that occurs on a miss, that information is presented after the "Miss:" notation.
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.
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.
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 Table of Contents
Recharge after a Short or Long Rest*
Some special abilities have restrictions on the number of times they can be used.
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.
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.
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.
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.
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 Table of Contents
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.
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 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 Table of Contents
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.
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.
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.
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 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.
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.
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).
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 |
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 |
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 |
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 |
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 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.
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).
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.
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.
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 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.
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.
Table of Contents
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.
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.
Who cares about puzzles or locks. When a door is in the way, you can just kick it in!
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 direct way usually means death. Probably best if you find a back door.
Table of Contents
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.
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 Mythology.net is a great source of arctic creatures which inspired several new additions.
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.
Table of Contents
The Runecrafter - NPC Only Levels
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 |
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) |
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 |
Table of Contents
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.
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.
(coming soon)
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 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
The House of Mailkon has stood for 300 years and has waged 9 wars with the Hratoka in that time period.
Primary Lore Master: Wolfe
Table of Contents
Languages/Skills Proficiencies
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 Cobbler's Tools
Rules for Using Cook's Utensils
Rules for Using Doctor's Tools
Rules for Using Glassblower's Tools
Rules for Using Jeweler's Tools
Rules for Using Klimon Arm Wrestling Set
Rules for Using Leatherworker'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 Thieves' Tools
Rules for Using Tinker's Tools
Rules for Using Weaver's Tools
Rules for Using Woodcarver's Tools
Skill Level (Forging/Crafting)
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) |
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 |
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 |
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 |
# 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.
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 |
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 |
You take 1d6 bludgeoning damage for every 10 feet you fall up to a maximum of 20d6 from 200 feet or higher up.
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.
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.
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?
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.
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).
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 |
Flying magic items and spells are very powerful and very rare. As such they are up to the GM to limit dropping them.
Forging Items Table of Contents
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 Table of Contents
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.
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.
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.
If anything is done to increase the maximum, such as multiple bards, the results table ought to be adjusted.
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 |
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.
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
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).
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 |
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 |
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. |
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 |
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 |
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 |
When attempting to create an item a -8 penalty is imposed
When attempting to create an item a -4 penalty is imposed.
When attempting to create an item no modifier is added to the attempt.
When attempting to create an item a +4 modifier is added to the attempt.
When attempting to create an item a +8 modifier is added to the attempt.
When attempting to create an item, a +12 is added to the attempt.
When attempting to create an item a +16 is added to the attempt.
When attempting to create an item a +20 is added to the attempt.
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).
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 |
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 |
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.
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)
Size of Head | Doses of Powder Needed |
---|---|
Tiny or smaller | 1/4 |
Small | 1/2 |
Medium | 1 |
Large | 2 |
Huge | 5 |
Gargantuan | 10 |
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 |
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)
Task | DC |
---|---|
Identify a Potion | 15 |
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 |
Task | DC |
---|---|
Identify the quality of an alcohol | 10 |
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.
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.
Task | DC |
---|---|
Write a Document | 5 |
Restore a faded document | 15 |
Hide a message in a document | 20 |
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.
Your skills allow you to carve simple wooden figures out of wood. Those with great skill can even create hidden compartments with secret latches.
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 |
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.
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.
Task | DC |
---|---|
Basic Map | 10 |
Detailed Map | 15 |
Encoded Map | 20 |
Both contestants make intelligence (or chess set) checks. The high number outmaneuvers the low number.
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).
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 |
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 |
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.
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.
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 |
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 |
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 |
Task | DC |
---|
Task | DC |
---|---|
Bad Forgery | 5 |
Passable Forgery | 10 |
Decent Forgery | 15 |
Masterful Forgery | 20 |
Legendary Forgery | 25 |
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 |
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.
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
Berserker Juice
Task | DC | Cost |
---|---|---|
Create Antidote | Same as that of poison | Same as that of poison |
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.
Task | DC |
---|
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.
Drinking Contest
There are three main types of drinking contest.
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 |
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.
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.
Task | DC | Cost |
---|---|---|
Repair Appropriate Armor | 15 | 1/2 value |
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.
The perceptive eyes flash over the cards and quickly grab the matches. Both individuals perform Perception (or matching cards) checks. The high number wins.
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.
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.
Task | DC |
---|---|
Paint a scene | 10 |
Paint a grand scene | 20 |
Paint a legendary scene | 30 |
Starting
Checks
Payout
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) |
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.
Task | DC |
---|---|
Make a common pot | 10 |
Make a fine pot | 20 |
Make a legendary pot | 30 |
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.
Task | DC | Cost |
---|---|---|
Repair Relevant Weapon/Armor | 15 | 1/2 value |
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.
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 |
Requires benefits from a class/race to use in a beneficial manner.
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.
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:
Task | DC | Cost |
---|---|---|
Repair a bow | 15 | 1/2 value |
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.
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.
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 |
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.
Alcohol makes everything seem reasonable. You have a -5 to Insight checks.
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.
In addition to the previous you gain the Intoxicated effect. (Disadvantage to all attacks and checks)
In addition to the previous you gain the Unconscious effect.
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.
Too much alcohol will kill you outright. There are no more rolls at this point, you are simply dead.
You head is ringing and it is hard to think straight. You have disadvantage on intelligence, wisdom and charisma checks.
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.
https://explorers-guild.github.io/
https://explorers-guild.github.io/gettingStarted.html
https://explorers-guild.github.io/currentQuests.html
https://explorers-guild.github.io/characters.html
https://explorers-guild.github.io/playerGuide.html
https://explorers-guild.github.io/approvedSources.html
Table of Contents
[Linguistically Generated Name - Method] - Organization Generator
[5 Letter Combo] - Teleportation Circle
There are plants here that seem to have had the life sucked out of them.
The ground here is completely devoid of life. No bugs, insects, or anything else is left alive here.
Small Flask of Legendary Vodka
Small Flask of Celestial Vodka
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
Size: Random - City - Size
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]
Climate Zone: Climate Zone
Terrain: Random - Terrain
Altitude: Random - Altitude
Population: Random - Location Population
Demographics: Random - Demographics
Alignment: Random - Alignment
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
Midnight-1AM: Long Rest - Night
1AM-2AM: Long Rest - Night
2AM-3AM: Long Rest - Night
3AM-4AM: Long Rest - Night
4AM-5AM: Long Rest - Night
5AM-6AM: Long Rest - Dawn/Dusk
6AM-7AM: Long Rest - Dawn/Dusk
7AM-8AM: Long Rest - Dawn/Dusk
8AM-9AM: Long Rest - Day
9AM-10AM: Long Rest - Day
10AM-11AM: Long Rest - Day
11AM-Noon: Long Rest - Day
Noon-1PM: Long Rest - Day
1PM-2PM: Long Rest - Day
2PM-3PM: Long Rest - Day
3PM-4PM: Long Rest - Day
4PM-5PM: Long Rest - Day
5PM-6PM: Long Rest - Dawn/Dusk
6PM-7PM: Long Rest - Dawn/Dusk
7PM-8PM: Long Rest - Night
8PM-9PM: Long Rest - Night
9PM-10PM: Long Rest - Night
10PM-11PM: Long Rest - Night
11PM-Midnight: Long Rest - Night
For the bard struggling to get his Vicious Mockery down, try sending him this:
Incarnate - Foundation - Random - Insult
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Midnight-1AM: Adventuring - Night
1AM-2AM: Adventuring - Night
2AM-3AM: Adventuring - Night
3AM-4AM: Adventuring - Night
4AM-5AM: Adventuring - Night
5AM-6AM: Adventuring - Dawn/Dusk
6AM-7AM: Adventuring - Dawn/Dusk
7AM-8AM: Adventuring - Dawn/Dusk
8AM-9AM: Adventuring - Day
9AM-10AM: Adventuring - Day
10AM-11AM: Adventuring - Day
11AM-Noon: Adventuring - Day
Noon-1PM: Adventuring - Day
1PM-2PM: Adventuring - Day
2PM-3PM: Adventuring - Day
3PM-4PM: Adventuring - Day
4PM-5PM: Adventuring - Day
5PM-6PM: Adventuring - Dawn/Dusk
6PM-7PM: Adventuring - Dawn/Dusk
7PM-8PM: Adventuring - Night
8PM-9PM: Adventuring - Night
9PM-10PM: Adventuring - Night
10PM-11PM: Adventuring - Night
11PM-Midnight: Adventuring - Night
Random - Dungeon - Cave - Chamber - Description
Trap: The trap in this room is triggered by a Random - Trap - Trigger causing Random - Trap - Effects which has the following characteristics:
Possible Encounter:
Random Encounter
Random - Dungeon - Useful Items
Random - Dungeon - Useful Items
Random - Dungeon - Useful Items
Random - Dungeon - Useful Items
Noises: Random - Dungeon - Noises
Air: The air is Random - Dungeon - Air with a Random - Dungeon - Odor smell.
Chamber State: Random - Dungeon - Chamber State
Choose [1d2] :
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] ([1st Syllable] [Middle Syllable] [Final Syllable])
Members: Random - Organization - Members
Joining: Random - Organization - Initiation
Power: Random - Organization - Influence - Power
Scope: Random - Organization - Influence - Scope
Centralization: Random - Organization - Centralization
Age: Random - Organization - Age
Secrecy: Random - Organization - Secrecy
Wealth level: Random - Organization - Wealth Level
Means of Finance: Random - Organization - Means of Finance
Random - Organization - Alignment
[5 Letter Combo]
.
.
After dialing [5 Letter Combo] you find yourself
Table of Contents
Abandoned Lunatic Asylum - Such a Sad Empty Place
Abandoned Lunatic Asylum - Is Someone There?
Abandoned Lunatic Asylum - This Place is Haunted
Abandoned Lunatic Asylum - The Old Piano Just Started Playing
Abandoned Lunatic Asylum - She's Getting Angry
Abandoned Lunatic Asylum - She was locked in
Abandoned Lunatic Asylum - We'd Better Get Out of Here
Abandoned Lunatic Asylum - Help!!
Abandoned Lunatic Asylum - Run!!
Abandoned Lunatic Asylum - What Just Happened In There?
Abandoned Lunatic Asylum - Scornful Laugh
Battle of Wolven Pass - Bards heralding War
Battle of Wolven Pass - March to War
Battle of Wolven Pass - The Horde Marches
Battle of Wolven Pass - Men In Battle
Battle of Wolven Pass - Men and Beats in Battle
Battle of Wolven Pass - Battlemages Join the Fray
Battle of Wolven Pass - Orc Roar
Battle of Wolven Pass - War Horn
Battle of Wolven Pass - Scorching Ray
Battle of Wolven Pass - Fireball
Battle of Wolven Pass - Firebolt Female
Battle of Wolven Pass - Firebolt Male
Battle of Wolven Pass - Lightning
Big City (M) - Busy Marketplace
Big City (M) - Derelict Townhouse
Big City (M) - Sawmill Machinery
Black M Battle - Overlooking the Flood
Black M Battle - Black M Battle
Black M Battle - Female (Ti) Screams
Black M Battle - Female (Ta) Screams
Bustling Port Town - Main Street
Bustling Port Town - Shipyards
Bustling Port Town - Scrap Seller
Something Mechanical in the Distance - Clockwork Entities
Clockwork Servant Battle - Clockwork Entities
Clockwork Librarian - Clockwork Entities
Clockwork Mage Battle - Clockwork Entities
Piano Hit - Clockwork Entities
Clashing Attack - Clockwork Entities
Creepy Shopkeeper - Strange Store
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 - What?/I don't know./I'm confused.
Creepy Shopkeeper - A pleasure doing business with you.
Creepy Shopkeeper - Come back soon
Debauched Gala - Arriving for the party.
Debauched Gala - An elegant Dance
Debauched Gala - A Discrete Conversation
Debauched Gala - Sin and Commerce
Debauched Gala - Crockery Cataclysm
Debauched Gala - Table tragedy
Desert Camp - Shelter From the Winds
Desert Camp - Day Camp (Music)
Desert Camp - The Chieftains Tent
Deserted Desert House - On the Creaky Porch
Deserted Desert House - A Swarm Passes
Deserted Desert House - The Crows Are Watching
Deserted Desert House - In the Front Door
Deserted Desert House - There's A Presence in Here
Deserted Desert House - What Was That Noise?
Deserted Desert House - Let's Get Out of Here
Deserted Desert House - What Just Happened
Deserted Desert House - A door swings
Disjunction Chamber - Haunted Crypt
Disjunction Chamber - Infusion Chamber
Disjunction Chamber - Disjunction Chamber
Dragon Battle - What's That in the Distance?
Dragon Battle - Sleeping Dragon
Dragon Battle - Dragon Ate the Music
Dragon Battle - Less Dragon more Music
Dragon Battle - Tumbling Rocks
Dungeon Depths - This is Uncomfortable
Dungeon Depths - Music (no delay)
Dungeon Depths - No Music Here
Dungeon Depths - Alone in the Depths
Dungeon Depths - Diabolical Machine
Dungeon Depths - Fire Blast Trap
Dungeon Depths - Smashing a Wooden Door
Dungeon Depths - Creaking Door
Elemental - Earth - Forest Ambiance
Elemental - Earth - Mountain Campfire Ambiance
Elemental - Earth - Something is Out there
Elemental - Earth - Forest Battle
Elemental - Earth - Ruined City
Elemental - Earth - City Battle
Elemental - Earth - Friendly Spell
Elemental - Fire - Happy Campsite
Elemental - Fire - What is That
Elemental - Fire - Elemental Rage
Elemental - Fire - Volcanic Lair
Elements - Horror - Tension Level I
Elements - Horror - Tension Level II
Elements - Horror - Tension Level III
Elements - Horror - Tension level IV
Elements - Horror - Apparition
Elven Vale Day - Monsters on the Borders
Elven Vale Day - Pleasant Fall of Rain
Elven Vale Night - Peaceful Evening
Elven Vale Night - Cleansing Rain
Elven Vale Night - Disturbing Rumbles
Elven Vale Night - Around the Camp Fire
Flooded Cavern - This Place is so Beautiful
Flooded Cavern - Maybe we Should get out of Here
Flooded Cavern - Rowing Across the Deep Darkness
Flooded Cavern - Music in Massive Spaces
Flooded Cavern - Toss a rock in
Flying Fiend Battle - Something Evil is Nearby
Flying Fiend Battle - What is that Hideous Thing?
Friendly Tavern - Drinking Time
Friendly Tavern - A Quiet Corner Near the Fire
Friendly Tavern - Almost Everyone has Gone Home
Friendly Tavern - Crowded and Thrumming
Friendly Tavern - Female (K) Laughs
Friendly Tavern - Male (S) Laughs
Gnomeland Security - Happy Gnome Town
Gnomeland Security - A Dog's Warning
Gnomeland Security - Chimera Raid
Gnomeland Security - Gnomes in Battle
Gnomeland Security - Got the Chimera Tied Down
Gnomeland Security - Explosion
Gnomeland Security - Chain Cuts
Gnomeland Security - Flamethrower
Gnomeland Security - Rocket Fire
Gurgles And Gas - Seedy Tavern
Gurgles And Gas - A Busy Night
Gurgles And Gas - Drinking Games
High Seas - A Good Day for Sailing
High Seas - Speedin' Through The Waves
High Seas - There's Lightning Out There
High Seas - Caught in the Storm
High Seas - Sheltering Down Below
High Seas Battle - Cannons at a Distance
High Seas Battle - Cannons and Muskets
High Seas Battle - Cannons and Bows
High Seas Battle - Every Pirate for Himself
High Seas Battle - On Fire and Sinking
Icy Wasteland - Sheltering From the Wind
Icy Wasteland - Blasted by the Wind
Icy Wasteland - Alone on the Open Snow
Icy Wasteland - The Party is Cold
Icy Wasteland - Tracked by Something Big
Icy Wasteland - A Trek Across the Waste
In the Lair of the Siren - Is This the Right Place?
In the Lair of the Siren - I think There's Something Watching Us
In the Lair of the Siren - Enchanting Song
In the Lair of the Siren - We Are Hunted
Jungle (Tropical) - Daytime (no music)
Jungle (Tropical) - Jungle Nighttime
Jungle (Tropical) - Down by the River
Jungle (Tropical) - Down by the River (no music)
Jungle (Tropical) - Jungle Rain
Jungle (Tropical) - Dinosaur Roars
Jungle (Tropical) - Ape (distant)
Library of Arcana - The Arcana
Library of Arcana - Incredible Machine
Library of Arcana - Restricted Section
Lycanthrope Stalker - Dark Alleyways
Lycanthrope Stalker - Dark Alleyways (with music)
Lycanthrope Stalker - Dark Rain
Lycanthrope Stalker - We are not Alone
Lycanthrope Stalker - It's Got Our Scent
Lycanthrope Stalker - Lycanthrope Battle
Mad Scientists Laboratory - What is This Place?
Mad Scientists Laboratory - Someone's At Work in Here
Mad Scientists Laboratory - That Poor Little Creature!
Mad Scientists Laboratory - It's Wired In!
Mad Scientists Laboratory - Head Spins
Mad Scientists Laboratory - The Horror!
Mad Scientists Laboratory - This Place is Haunted!
Mad Scientists Laboratory - That was Really Weird!
Mad Scientists Laboratory - Hungry!
Mad Scientists Laboratory - Deep Laugh
Magical Stone Circle - On the Mountainside
Magical Stone Circle - The Si Circle
Magical Stone Circle - This Place is Spooky
Magical Stone Circle - Terrifying Presence
Magical Stone Circle - Energy Buildup
Magical Stone Circle - Statue Activation
Magical Stone Circle - Statue Destruction
Magical Stone Circle - Disjunction Pulse
Magical Stone Circle - Distant Roars
Mountain Pass - In the Mountains
Mountain Pass - Lots of Wildlife About
Mountain Pass - Mountain Waterfall (close)
Mountain Pass - Mountain Waterfall (distant)
Mountain Pass - Crossing an Old Wooden Bridge
Mountain Pass - Bridge Crossing Over Water
Mountain Pass - Bridge Collapsing
Mountaintop Portal - The Pinnacle
Mountaintop Portal - Portal is Open
Mountaintop Portal - Ghostly Wail
Mountaintop Portal - Thunder Roll
Music - Circus - The Show Begins
Music - Circus - Spooky Clowns
Music - Circus - Automatic Show
Night Battle - More Intense Battle
Night Battle - Disturbing Rumble
Bustling Respite - Oriental Tavern
Wandering Musician - Oriental Tavern
Nighttime Respite - Oriental Tavern
Nighttime Kay - Oriental Tavern
Priest of R - All hail the living god
Priest of R - How may I 'help' you
Red Dragon City Raid - Peaceful Morning
Red Dragon City Raid - Dragon Fire
Red Dragon City Raid - Aftermath
Red Dragon City Raid - Crumbling Building
Red Dragon City Raid - Cathedral Warning
Red Dragon City Raid - Weapon Impact
Red Dragon City Raid - Red Dragon Growl
Red Dragon City Raid - Red Dragon Roaring
Red Dragon Underground - In the Caves
Red Dragon Underground - Foreshadowing the Dragon
Red Dragon Underground - Dragon Attack
Red Dragon Underground - Tumbling Rocks
Red Dragon Underground - Claw Scratch
Red Dragon Underground - Weapon Impact
Red Dragon Underground - Red Dragon Growling
Red Dragon Underground - Red Dragon Roar
River Journey - Sailing By Day
River Journey - Anchored by Night
River Journey - Anchored by Day
Seedy Tavern - Drunken Bard is Drunk
Seedy Tavern - Three Drunk Friends
Seedy Tavern - Busy Drinking Night
Shadow Giants - Outside the Lair
Shadow Giants - At the Entrance
Shadow Giants - Deep in the Lair
Shadow Giants - Shadow Vortex Trigger
Shadow Giants - Shadow Giant Battle
Shadow Giants - The Shadows Clear
Shimmering Veils - Shimmering Veils Ambiance
Shimmering Veils - Haunted Ambiance
Shimmering Veils - Magic Suppressed
Spooky - Stalked by the lich child
Spooky - They're coming for us
Stone Giant Battle - At the Door of the Cavern
Stone Giant Battle - Deep Inside the Lair
Stone Giant Battle - More Music
Stone Giant Battle - Weapon Impact
Stony Beach - Raining, Realy?!
Stony Beach - Storm of the Coast
It's On for Young and Old - Tavern Brawl
The Band Want's in on the Action - Tavern Brawl
Shrine of Purity - Temple of the Jade Dragon
Courtyard of Valor - Temple of the Jade Dragon
Hall of Wisdom - Temple of the Jade Dragon
Pool of Contemplation - Temple of the Jade Dragon
Pool of Contemplation (No Music) - Temple of the Jade Dragon
Hall of Wisdom (No Music) - Temple of the Jade Dragon
Chamber of Meditation - Temple of the Jade Dragon
Jade Bells - Temple of the Jade Dragon
Nightingale si - Temple of the Jade Dragon
Jungle Nighttime - Tiger Battle
Tiger Battle (Daytime) - Tiger Battle
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
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
Above the Water - Underwater - Dungeon
Getting Into the Water - Underwater - Dungeon
Under the Water - Underwater - Dungeon
Getting Out of the Water - Underwater - Dungeon
Big Creature Battle - Underwater - Dungeon
Frog People Battle - Underwater - Dungeon
Underwater Trap - Underwater - Dungeon
Big Roar (underwater) - Underwater - Dungeon
Frog People Roar - Underwater - Dungeon
Entrance Way - W Wraith Battle
Battle (drums) - W Wraith Battle
Battle (music) - W Wraith Battle
W Wraith breath - W Wraith Battle
Ectoplasmic Shift - W Wraith Battle
Energy Drain - W Wraith Battle
Finger of Death - W Wraith Battle
Unholy Blight - W Wraith Battle
On the Mountainside - White Dragon Battle
Dragon Incoming! - White Dragon Battle
White Dragon Battle - White Dragon Battle
Big Roar - White Dragon Battle
Weapon Impact - White Dragon Battle
Breath of Death - White Dragon Battle
Combat Cloth Sounds - 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
Arcane Marks - Wizard Spells E
Burning Palms - Wizard Spells E
Cause fright - Wizard Spells E
Chilling Hand - Wizard Spells E
Colorful spray - Wizard Spells E
Comprehension - Wizard Spells E
Dancing Light - Wizard Spells E
Detect Magic - Wizard Spells E
Detect Poisons - Wizard Spells E
Endure Elements - Wizard Spells E
Force Missile - Wizard Spells E
Light Bright - Wizard Spells E
Magical Armor - Wizard Spells E
Magical Hand - Wizard Spells E
Magical Aura - Wizard Spells E
Mount Summon - Wizard Spells E
Obscuring fog - Wizard Spells E
Opening/closing - Wizard Spells E
Reading magic - Wizard Spells E
Shield Person - Wizard Spells E
Dagger unsheathe - Wizard Spells E
Dagger sheath - Wizard Spells E
Dagger pierce - 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
Open scrollcase - Wizard Spells E
Close scrollcase - Wizard Spells E
Table of Contents
Crossbow nock - Wizard Spells E
Crossbow fire - Wizard Spells E
Crossbow miss - Wizard Spells E
Dagger unsheathe - Wizard Spells E
Dagger sheath - Wizard Spells E
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.
Your Strength (Athletics) check covers difficult situations you encounter while climbing, jumping, or swimming. Examples include the following activities:
Rules for Using Klimon Arm Wrestling Set
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.
Rules for Using Calligrapher's Supplies
Rules for Using Carpenter's Tools
Rules for Using Cobbler's Tools
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.
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 Glassblower's Tools
Rules for Using a Musical Instrument
Rules for Using Jeweler's Tools
Rules for Using Leatherworker's Tools
Rules for Using Potter's Tools
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.
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.
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
Rules for Using Weaver's Tools
Rules for Using Woodcarver's Tools
Rules for Using Alchemist's Supplies
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.
Rules for Using Brewer's Supplies
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 .
Your Intelligence (History) check measures your ability to recall lore about historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations.
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.
Your Intelligence (Nature) check measures your ability to recall lore about terrain, plants and animals, the weather, and natural cycles.
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
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.
Rules for Using Tinker's Tools
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.
Rules for Using Cartographer's Tools
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.
Rules for Using Matching Cards
A Wisdom (Medicine) check lets you try to stabilize a dying companion or diagnose an illness.
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.
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
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.
Rules for Using a Musical Instrument
Rules for Using Cook's Utensils
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.
Rules for Using a Musical Instrument
Rules for Using a Musical Instrument
Rules for Using a Musical Instrument
Rules for Using a Musical Instrument
Rules for Using a Musical Instrument
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.
Rules for Using a Musical Instrument
Rules for Using a Musical Instrument
Rules for Using Painter's Supplies
Rules for Using a Musical Instrument
Your Charisma (Performance) check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment.
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.
Rules for Using Playing Card Set
Rules for Using a Musical Instrument
Rules for Using a Musical Instrument
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.
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*
Cantrip, Level 1, Level 2, Level 3, Level 4, Level 5, Level 6, Level 7, Level 8, Level 9
Amplify***, Dancing Lights*, Light*, Mage Hand*, Mending*, Message*, Minor Illusion*, Prestidigitation*, True Strike*, Vicious Mockery*
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*
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*
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*
Compulsion*, Confusion*, Dimension Door*, Freedom of Movement*, Greater Invisibility*, Hallucinatory Terrain*, Locate Creature*, Polymorph*
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*
Dance of Water***, Eyebite*, Find the Path*, Guards and Wards*, Irresistible Dance*, Mass Suggestion*, Programmed Illusion*, True Seeing*
Arcane Sword*, Dance of Air***, Etherealness*, Forcecage*, Magnificent Mansion*, Mirage Arcane*, Project Image*, Regenerate*, Resurrection*, Symbol*, Teleport*
Dominate Monster*, Feeblemind*, Glibness*, Mind Blank*, Power Word Stun*
Foresight*, Power Word Kill*, True Polymorph*
Cantrip, Level 1, Level 2, Level 3, Level 4, Level 5, Level 6, Level 7, Level 8, Level 9
Amplify***, Guidance*, Light*, Mending*, Resistance*, Sacred Flame*, Spare the Dying*, Thaumaturgy*
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***
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*
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*
Banishment*, Control Water*, Death Ward*, Divination*, Fiery Shield***, Freedom of Movement*, Locate Creature*, Stone Shape*
Commune*, Contagion*, Dispel Evil and Good*, Flame Strike*, Geas*, Greater Restoration*, Hallow*, Insect Plague*, Legend Lore*, Mass Cure Wounds*, Planar Binding*, Raise Dead*, Scrying*
Blade Barrier*, Create Undead*, Dance of Water***, Find the Path*, Forbiddance*, Harm*, Heal*, Heroes' Feast*, Planar Ally*, True Seeing*, Word of Recall*
Conjure Celestial*, Dance of Air***, Dance of Earth***, Divine Word*, Etherealness*, Fire Storm*, Plane Shift*, Regenerate*, Resurrection*, Symbol*
Antimagic Field*, Control Weather*, Earthquake*, Holy Aura*
Astral Projection*, Gate*, Mass Heal*, True Resurrection*
Cantrip, Level 1, Level 2, Level 3, Level 4, Level 5, Level 6, Level 7, Level 8, Level 9
Druidcraft*, Guidance*, Mending*, Poison Spray*, Produce Flame*, Resistance*, Shillelagh*
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***
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***
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*
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*
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*
Conjure Fey*, Dance of Water***, Find the Path*, Heal*, Heroes' Feast*, Move Earth*, Sunbeam*, Transport via Plants*, Wall of Thorns*, Wind Walk*
Dance of Air***, Dance of Earth***, Fire Storm*, Mirage Arcane*, Plane Shift*, Regenerate*, Reverse Gravity*
Animal Shapes*, Antipathy/Sympathy*, Control Weather*, Earthquake*, Feeblemind*, Sunburst*
Foresight*, Shapechange*, Storm of Vengeance*, True Resurrection*
Cantrip, Level 1, Level 2, Level 3, Level 4, Level 5, Level 6, Level 7, Level 8, Level 9
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*
Aid*, Branding Smite*, Find Steed*, Lesser Restoration*, Locate Object*, Magic Weapon*, Protection from Poison*, Zone of Truth*
Compelled Confession***, Create Food and Water*, Daylight*, Dispel Magic*, Magic Circle*, Remove Curse*, Revivify*
Banishment*, Death Ward*, Fiery Shield***, Locate Creature*
Dispel Evil and Good*, Geas*, Raise Dead*
Cantrip, Level 1, Level 2, Level 3, Level 4, Level 5, Level 6, Level 7, Level 8, Level 9
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***
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***
Conjure Animals*, Daylight*, Nondetection*, Plant Growth*, Protection from Energy*, Speak with Plants*, Water Breathing*, Water Walk*, Wind Wall*
Conjure Woodland Beings*, Freedom of Movement*, Locate Creature*, Stoneskin*
Commune with Nature*, Enlightenment***, Tree Stride*
Cantrip, Level 1, Level 2, Level 3, Level 4, Level 5, Level 6, Level 7, Level 8, Level 9
Creeping Poison***, Ice Bomb***
Cantrip, Level 1, Level 2, Level 3, Level 4, Level 5, Level 6, Level 7, Level 8, Level 9
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***
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***
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***
Arrow Repellent***, Baited Lure***, Renewed Life***, Soaring Commando***
Bypass Magical Marker***, Domestic Beast*, Magical Highway***, Magical Marker***, Mild Paralysis*, Newts Tail***
Beast Magnet***, Infighting***
Celestial Blessing***, Phantom Loot*, Tame Monster***
Cantrip, Level 1, Level 2, Level 3, Level 4, Level 5, Level 6, Level 7, Level 8, Level 9
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*
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*
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*
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*
Banishment*, Blight*, Confusion*, Dimension Door*, Dominate Beast*, Greater Invisibility*, Ice Storm*, Polymorph*, Stoneskin*, Vector Mirror***, Wall of Fire*
Animate Objects*, Cloudkill*, Cone of Cold*, Creation*, Dominate Person*, Hold Monster*, Insect Plague*, Seeming*, Telekinesis*, Teleportation Circle*, Wall of Stone*
Chain Lightning*, Circle of Death*, Disintegrate*, Eyebite*, Globe of Invulnerability*, Mass Suggestion*, Move Earth*, Sunbeam*, True Seeing*
Delayed Blast Fireball*, Etherealness*, Finger of Death*, Fire Storm*, Plane Shift*, Prismatic Spray*, Reverse Gravity*, Teleport*
Dominate Monster*, Earthquake*, Incendiary Cloud*, Power Word Stun*, Sunburst*
Gate*, Meteor Swarm*, Power Word Kill*, Time Stop*, Wish*
Cantrip, Level 1, Level 2, Level 3, Level 4, Level 5, Level 6, Level 7, Level 8, Level 9
Chill Touch**, Eldritch Blast*, Minor Illusion*, Phasing Shot***, Poison Spray*, Prestidigitation*, True Strike*
Charm Person*, Comprehend Languages*, Expeditious Retreat*, Hellish Rebuke*, Illusory Script*, Protection from Evil and Good*, Unseen Servant*
Darkness*, Enthrall*, Hold Person*, Invisibility*, Mirror Image*, Misty Step*, Ray of Enfeeblement*, Shatter*, Spider Climb*, Suggestion*
Counterspell*, Dispel Magic*, Fear*, Fly*, Gaseous Form*, Hypnotic Pattern*, Magic Circle*, Major Image*, Remove Curse*, Tongues*, Vampiric Touch*
Banishment*, Blight*, Dimension Door*, Hallucinatory Terrain*
Contact Other Plane*, Dream*, Hold Monster*, Scrying*
Circle of Death*, Conjure Fey*, Create Undead*, Dance of Fire***, Eyebite*, Flesh to Stone*, Mass Suggestion*, True Seeing*
Etherealness*, Finger of Death*, Forcecage*, Plane Shift*
Demiplane*, Dominate Monster*, Feeblemind*, Glibness*, Power Word Stun*
Astral Projection*, Foresight*, Imprisonment*, Power Word Kill*, True Polymorph*
Cantrip, Level 1, Level 2, Level 3, Level 4, Level 5, Level 6, Level 7, Level 8, Level 9
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*
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*
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*
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*
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*
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*
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*
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*
Antimagic Field*, Antipathy/Sympathy*, Clone*, Control Weather*, Demiplane*, Dominate Monster*, Feeblemind*, Guided Teleport***, Incendiary Cloud*, Maze*, Mind Blank*, Power Word Stun*, Sunburst*
Astral Projection*, Foresight*, Gate*, Imprisonment*, Meteor Swarm*, Power Word Kill*, Prismatic Wall*, Shapechange*, Time Stop*, True Polymorph*, Weird*, Wish*
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 |
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 |
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 |
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:
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).
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).
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.
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 |
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.
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.
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.
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.
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.
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
CR 3
CR 2
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.
5th-level Transmutation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute
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 |
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. |
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.
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.
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.
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.
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.
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.
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.
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.
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).
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 |
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.
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:
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.
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.
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 |
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 |
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.
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.
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.
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.
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 |
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.
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:
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 |
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.
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.
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 |
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.
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.
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).
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.
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.
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).
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.
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.
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.
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.
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.
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:
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.
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.
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.
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.
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.
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.
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.
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
CR 3
CR 2
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
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
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.
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
CR 5
CR 4
CR 3
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
CR 8
CR9
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.
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.
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.
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.
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.
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.
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.
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 |
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 |
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.
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.
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.
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.
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 |
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.
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.
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.
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
Active Abilities
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
Active Abilities
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
Active Abilities
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
Active Abilities
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 |
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.
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.
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.
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.
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.
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.
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.
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.
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.
Cantrip Transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
Whispering to the spirits of nature, you create one of the following effects within range:
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.
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.
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.
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).
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.
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 |
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.
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).
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:
This spell is often combined with either:
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 |
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.
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.
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.
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 |
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.
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.
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.
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.
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.
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.
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.
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.
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.
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).
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.
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
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.
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.
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.
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.
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).
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 |
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.
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.
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.
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.
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.
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.
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 |
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.
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.
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.
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.
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.
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 |
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.
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.
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.
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.
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.
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.
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:
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.
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.
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.
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.
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.
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.
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.
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 |
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.
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.
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.
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
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.
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.
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.
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.
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'
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.
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.
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.
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.
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.
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 |
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.
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.
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.
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 |
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.
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.
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.
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.
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.
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 |
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 |
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.
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.
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.
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).
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.
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.
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 |
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).
1st-level Transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a grasshopper's hind leg)
Duration: 1 minute
You touch a creature. The creature's jump distance is tripled until the spell ends.
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.
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 |
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).
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."
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.
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.
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.
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.
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 |
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 |
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.
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.
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.
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.
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.
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.
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:
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.
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.
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.
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.
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.
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 |
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 |
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.
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.
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.
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.
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.
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.
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.
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.
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.
Cantrip Transmutation
Casting Time: 1 minute
Range: Touch
Components: V, S, M (two lodestones)
Duration: Instantaneous
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
Cantrip Transmutation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a short piece of copper wire)
Duration: 1 round
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.
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 |
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.
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 |
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.
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.
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.
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.
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.
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.
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.
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).
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.
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.
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.
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 |
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.
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 |
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.
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.
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.
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 |
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.
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).
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.
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.
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.
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.
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).
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 |
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.
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.
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.
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.
Cantrip Transmutation
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Up to 1 hour
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.
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.
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.
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.
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:
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.
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).
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.
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.
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.
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.
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.
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.
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.
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.
Cantrip Evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. 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).
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.
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 |
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 |
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.
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.
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.
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.
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.
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.
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.
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.
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 |
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).
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).
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.
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.
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 |
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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).
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.
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.
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.
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.
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.
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.
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 |
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 |
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.
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.
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.
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.
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.
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.
1st-level Abjuration (ritual)
Casting Time: 1 minute
Range: Touch
Components: S
Duration: 1 minute
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 |
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
Lesser 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 |
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.
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.
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.
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 | - | - |
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.
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.
Cantrip Transmutation
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: Up to 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.
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 |
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.
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.
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.
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.
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 |
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 |
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 |
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.
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
Level 4
Greater Alchemist's Fire (Flask)
Level 5
Superior Alchemist's Fire (Flask)
Level 6
Supreme Alchemist's Fire (Flask)
Level 7
Legendary Alchemist's Fire (Flask)
Level 8
Infernal Alchemist's Fire (Flask)
Level 9
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.
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).
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.
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.
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.
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.
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.
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 |
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.
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.
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
Cantrip Enchantment
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous
Table: Incarnate - Foundation - Random - Insult
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).
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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:
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.
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.
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.
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.
Backgrounds Table of Contents
Assassin - Association with the Guild
Fiefless Lord - Reasons Land was Lost
Government Liaison - Hidden Ace
King in Disguise - Reasons for exile
King in Disguise - What are you seeking?
King in Disguise - Why Disguised
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
Roll | |
---|---|
1 | Tight Rope |
2 | Tumbling |
3 | Trapeze |
4 | High Dive |
5 | Unicycle |
6 | Knife Throwing |
Specialty: [Acrobat - Specialty]
Personality: [Acrobat - Personality]
Ideal: [Acrobat - Ideal]
Bond: [Acrobat - Bond]
Flaw: [Acrobat - Flaw]
Skill Level: [Skill Level]
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. |
Roll | |
---|---|
1-2 | |
3-4 | |
5-6 | |
7-8 |
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. |
Roll | |
---|---|
1-19 | Start: [Adventurer - Start] Party Role: [Adventurer - Party Role] 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] |
Personality: [Anchorite - Personality]
Bond: [Anchorite - Bond]
Ideal: [Anchorite - Ideal]
Flaw: [Anchorite - Flaw]
Personality: [Antiquarian - Personality]
Ideal: [Antiquarian - Ideal]
Bond: [Antiquarian - Bond]
Flaw: [Antiquarian - Flaw]
Personality : [Apothecary - Personality]
Ideal: [Apothecary - Ideal]
Bond: [Apothecary - Bond]
Flaw: [Apothecary - Flaw]
Skill Level: [Skill Level]
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 |
Personality: [Artist - Personality]
Ideal: [Artist - Ideal]
Bond: [Artist - Bond]
Flaw: [Artist - Flaw]
Skill Level: [Skill Level]
Roll | |
---|---|
1-2 | On leave for a personal hit. |
3-8 | On a sanctioned assignment. |
9 | Running from your organization. |
10 | Infiltrating the organization. |
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. |
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]
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 |
Employment: [Barmaid - Employment]
Personality: [Barmaid - Personality]
Ideal: [Barmaid - Ideal]
Bond: [Barmaid - Bond]
Flaw: [Barmaid - Flaw]
Personality: [Battlesmith - Personality]
Ideal: [Battlesmith - Ideal]
Bond: [Battlesmith - Bond]
Flaw: [Battlesmith - Flaw]
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 |
Friends: [Beggar - Friends]
Personality: [Beggar - Personality]
Ideal: [Beggar - Ideal]
Bond: [Beggar - Bond]
Flaw: [Beggar - Flaw]
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 |
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]
Personality: [Captain - Personality]
Ideal: [Captain - Ideal]
Bond: [Captain - Bond]
Flaw: [Captain - Flaw]
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. |
Brigade de Cuisine: [Chef - Brigade de Cuisine]
Personality: [Chef - Personality]
Ideal: [Chef - Ideal]
Bond: [Chef - Bond]
Flaw: [Chef - Flaw]
Roll | |
---|---|
1 | Wall Watchman |
2 | Gate Guard |
3 | Palace Guard |
4 | Street Patrol |
5 | Guard Officer |
6 | Dungeon Warden |
Specialty: [City Guard - Specialty]
Personality: [City Guard - Personality]
Ideal: [City Guard - Ideal]
Bond: [City Guard - Bond]
Flaw: [City Guard - Flaw]
Roll | |
---|---|
1 | exorcisms |
2 | marriages |
3 | funerals |
4 | healing |
5 | underhanded compliments |
6 | misinformation |
Personality: [Cleric - Personality]
Ideal: [Cleric - Ideal]
Bond: [Cleric - Bond]
Flaw: [Cleric - Flaw]
Personality: [Cobbler - Personality]
Ideal: [Cobbler - Ideal]
Bond: [Cobbler - Bond]
Flaw: [Cobbler - Flaw]
Roll | |
---|---|
1 | clockmaker |
2 | silversmith |
3 | toymaker |
4 | wagon maker |
5 | barrel maker |
6 | candle maker |
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 |
Specialty: [Craftsman - Specialty]
Personality: [Craftsman - Personality]
Ideal: [Craftsman - Ideal]
Bond: [Craftsman - Bond]
Flaw: [Craftsman - Flaw]
Skill Level: [Skill Level]
Roll | |
---|---|
1 | Bounty Hunter |
2 | Trickster |
3 | Burglar |
4 | Cut-purse |
5 | Enforcer |
6 | Thug |
7 | Racketeers |
8 | Scout |
9 | Fence |
10 | Smuggler |
Specialization: [Criminal - Specialization]
Personality: [Criminal - Personality]
Ideal: [Criminal - Ideal]
Bond: [Criminal - Bond]
Flaw: [Criminal - Flaw]
Personality: [Curator - Personality]
Ideal: [Curator - Ideal]
Bond: [Curator - Bond]
Flaw: [Curator - Flaw]
Personality: [Demon Hunter - Personality] Ideal: [Demon Hunter - Ideal] Bond: [Demon Hunter - Bond] Flaw: [Demon Hunter - Flaw]
Personality: [Detective - Personality]
Ideal: [Detective - Ideal]
Bond: [Detective - Bond]
Flaw: [Detective - Flaw]
Roll | |
---|---|
1 | Diagnostics |
2 | Apothecary |
3 | Surgery |
4 | Bone Setting |
5 | Therapy |
6 | Research |
Specialties: [Doctor - Specialties]
Personality: [Doctor - Personality]
Bond: [Doctor - Bond]
Ideal: [Doctor - Ideal]
Flaw: [Doctor - Flaw]
Roll | |
---|---|
1 | mother's locket |
2 | father's ring |
3 | mother's broach |
4 | letter written by great grandfather |
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. |
Specialization: [Farmer - Specialization]
Personality: [Farmer - Personality]
Ideal: [Farmer - Ideal]
Bond: [Farmer - Bond]
Flaw: [Farmer - Flaw]
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. |
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]
Personality: [Firstmate - Personality]
Ideal: [Firstmate - Ideal]
Bond: [Firstmate - Bond]
Flaw: [Firstmate - Flaw]
Roll | |
---|---|
1 | |
2 |
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]
Personality: [Gambler - Personality]
Ideal: [Gambler - Ideal]
Bond: [Gambler - Bond]
Flaw: [Gambler - Flaw]
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.
Personality: [Government Liaison - Personality]
Ideal: [Government Liaison - Ideal]
Bond: [Government Liaison - Bond]
Flaw: [Government Liaison - Flaw]
I have excelled when working with [Random - Transport - Animal]
Specialty: [Groom - Specialty]
Personality: [Groom - Personality]
Ideal: [Groom - Ideal]
Bond: [Groom - Bond]
Flaw: [Groom - Flaw]
Personality: [Headhunter - Personality]
Ideal: [Headhunter - Ideal]
Bond: [Headhunter - Bond]
Flaw: [Headhunter - Flaw]
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. |
Past: [Hooded Figure - Past]
Personality: [Hooded Figure - Personality]
Ideal: [Hooded Figure - Ideal]
Bond: [Hooded Figure - Bond]
Flaw: [Hooded Figure - Flaw]
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 |
Specialty: [Horse Trainer - Specialty]
Personality: [Horse Trainer - Personality]
Ideal: [Horse Trainer - Ideal]
Bond: [Horse Trainer - Bond]
Flaw: [Horse Trainer - Flaw]
Roll | |
---|---|
1-7 | land disputes |
8-9 | murder |
10-16 | commerce |
17 | guild negotiations |
18-19 | family issues |
20 | appeals |
Specialty: [Judge - Specialty]
Personality: [Judge - Personality]
Ideal: [Judge - Ideal]
Bond: [Judge - Bond]
Flaw: [Judge - Flaw]
Personality: [King - Personality]
Ideal: [King - Ideal]
Bond: [King - Bond]
Flaw: [King - Flaw]
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. |
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] |
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. |
Roll | |
---|---|
1 | |
2 |
Personality: [Librarian - Personality]
Ideal: [Librarian - Ideal]
Bond: [Librarian - Bond]
Flaw: [Librarian - Flaw]
Personality: [Mayor - Personality]
Ideal: [Mayor - Ideal]
Bond: [Mayor - Bond]
Flaw: [Mayor - Flaw]
Roll | |
---|---|
1 | anatomy |
2 | disease |
3 | apothecary |
4 | surgery |
Personality: [Mercenary - Personality]
Ideal: [Mercenary - Ideal]
Bond: [Mercenary - Bond]
Flaw: [Mercenary - Flaw]
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]
Roll | |
---|---|
1 | Clothes |
2 | Weapons |
3 | Armor |
4 | Potions |
5 | Tools |
6 | Wands |
10 | Rods |
9 | Rings |
8 | Adventuring Gear |
7 | Wondrous Items |
Personality: [Messenger - Personality]
Ideal: [Messenger - Ideal]
Bond: [Messenger - Bond]
Flaw: [Messenger - Flaw]
Personality: [Military Instructor - Personality]
Ideal: [Military Instructor - Ideal]
Bond: [Military Instructor - Bond]
Flaw: [Military Instructor - Flaw]
Personality: [Miller - Personality]
Ideal: [Miller - Ideal]
Bond: [Miller - Bond]
Flaw: [Miller - Flaw]
Personality: [Monastic - Personality]
Ideal: [Monastic - Ideal]
Bond: [Monastic - Bond]
Flaw: [Monastic - Flaw]
Personality: [Noble Guard - Personality]
Ideal: [Noble Guard - Ideal]
Bond: [Noble Guard - Bond]
Flaw: [Noble Guard - Flaw]
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. |
Personality: [Priest - Personality]
Ideal: [Priest - Ideal]
Bond: [Priest - Bond]
Flaw: [Priest - Flaw]
Personality: [Prince - Personality]
Ideal: [Prince - Ideal]
Bond: [Prince - Bond]
Flaw: [Prince - Flaw]
Roll | |
---|---|
1 | Magic |
2 | History |
3 | Chemistry |
4 | Physics |
5 | Languages |
6 | Mathematics |
7 | Philosophy |
8 | Sociology |
Specialty: [Professor - Specialty]
Personality: [Professor - Personality]
Ideal: [Professor - Ideal]
Bond: [Professor - Bond]
Flaw: [Professor - Flaw]
Roll | |
---|---|
1 | molar's of victim |
2 | signet ring of victim |
3 | wedding ring of victim |
4 | hand of victim |
Personality: [Prospector - Personality]
Ideal: [Prospector - Ideal]
Bond: [Prospector - Bond]
Flaw: [Prospector - Flaw]
Personality: [Quartermaster - Personality]
Ideal: [Quartermaster - Ideal]
Bond: [Quartermaster - Bond]
Flaw: [Quartermaster - Flaw]
Personality: [Rabbi - Personality]
Ideal: [Rabbi - Ideal]
Bond: [Rabbi - Bond]
Flaw: [Rabbi - Flaw]
Roll | |
---|---|
1 | |
2 | |
3 | |
4 | |
5 | |
6 | |
7 | |
8 | |
9 | |
10 | |
11 | |
12 | |
13 | |
14 | |
15 | |
16 | |
17 | |
18 | |
19 | |
20 | |
21 | |
22 | |
23 | |
24 | |
25 | |
26 | |
27 | |
28 | |
29 | |
30 | |
31 | |
32 | |
33 | |
34 | |
35 | |
36 | |
37 | |
38 | |
39 | |
40 | |
41 | |
42 | |
43 | |
44 | |
45 | |
46 | |
47 | |
48 | |
49 | |
50 | |
59 | |
58 | |
57 | |
56 | |
55 | |
54 | |
53 | |
52 | |
51 | |
60 |
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. |
Roll | |
---|---|
1 | father |
2 | mother |
3 | brother |
4 | sister |
5 | aunt |
6 | uncle |
7 | cousin (male) |
8 | cousin (female) |
9 | grandma |
10 | grandpa |
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. |
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) |
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. |
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? |
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 |
Personality: [SeaDog - Personality]
Ideal: [SeaDog - Ideal]
Bond: [SeaDog - Bond]
Flaw: [SeaDog - Flaw]
Roll | |
---|---|
1 | cloaks |
2 | capes |
3 | coats |
4 | pants |
5 | robes |
6 | blankets |
7 | tapestries |
8 | rugs |
Specialty: [Seamstress - Specialty]
Personality: [Seamstress - Personality]
Ideal: [Seamstress - Ideal]
Bond: [Seamstress - Bond]
Flaw: [Seamstress - Flaw]
Roll | |
---|---|
1-20 | |
21-40 | |
41-55 | |
56-69 | |
70-83 | |
84-94 | |
95-99 | |
100 |
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. |
My mission is to retrieve [Spy - Mission]
Personality: [Spy - Personality]
Ideal: [Spy - Ideal]
Bond: [Spy - Bond]
Flaw: [Spy - Flaw]
Roll | |
---|---|
1 | training animals |
2 | nursing sick animals |
3 | calming scared animals |
4 | polishing tack and harnesses |
5 | fighting horse thieves |
6 | mucking stalls |
Specialty: [Stable Boy - Specialty]
Personality: [Stable Boy - Personality]
Ideal: [Stable Boy - Ideal]
Bond: [Stable Boy - Bond]
Flaw: [Stable Boy - Flaw]
Personality: [Student of Magic - Personality]
Ideal: [Student of Magic - Ideal]
Bond: [Student of Magic - Bond]
Flaw: [Student of Magic - Flaw]
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. |
Specialty: [Tavern Owner - Specialty]
Personality: [Tavern Owner - Personality]
Ideal: [Tavern Owner - Ideal]
Bond: [Tavern Owner - Bond]
Flaw: [Tavern Owner - Flaw]
Personality: [Teacher - Personality]
Ideal: [Teacher - Ideal]
Bond: [Teacher - Bond]
Flaw: [Teacher - Flaw]
Personality: [Tribesman - Personality]
Ideal: [Tribesman - Ideal]
Bond: [Tribesman - Bond]
Flaw: [Tribesman - Flaw]
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. |
Origin: [Urban Vigilante - Origin]
Personality: [Urban Vigilante - Personality]
Ideal: [Urban Vigilante - Ideal]
Bond: [Urban Vigilante - Bond]
Flaw: [Urban Vigilante - Flaw]
Personality: [Waterfall Monk - Personality]
Ideal: [Waterfall Monk - Ideal]
Bond: [Waterfall Monk - Bond]
Flaw: [Waterfall Monk - Flaw]
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 |
Linguistic Name Generator Table of Contents
Linguistically Generated Name - Method
Roll | |
---|---|
1 | [Vowel] |
2-5 | |
6-8 | [Approximates] [vowel] |
9-10 | [Affricates] [vowel] |
11-12 | [Affricates] [vowel] |
13 | |
14 | |
15 | |
16 | [Approximates] [vowel] |
[Letter] [Letter] [Letter] [Letter] [Letter]
Roll | |
---|---|
1 | F |
2 | V |
3 | S |
4 | Z |
5 | Th |
6 | Sh |
7 | H |
Roll | |
---|---|
1 | f |
2 | v |
3 | s |
4 | z |
5 | th |
6 | sh |
7 | h |
Roll | |
---|---|
1 | S |
2 | Z |
3 | N |
4 | T |
5 | D |
Roll | |
---|---|
1 | s |
2 | z |
3 | n |
4 | t |
5 | d |
r
R
Roll | |
---|---|
1 | F |
2 | V |
3 | Th |
Roll | |
---|---|
1 | f |
2 | v |
3 | th |
Roll | |
---|---|
1-2 | [vowel] |
3-5 | |
6-8 | |
9-10 | [affricates] [vowel] |
11-12 | [affricates] [vowel] [stops] |
13 | [stops] [vowel] [nasalized stop2] |
14 | |
15 | [lateral approximate] [vowel] [stops] |
16 | [approximates] [vowel] |
Roll | |
---|---|
1 | b |
2 | p |
3 | f |
4 | v |
5 | m |
Roll | |
---|---|
1 | B |
2 | P |
3 | F |
4 | V |
5 | M |
Roll | |
---|---|
1 | [Labial] |
2 | [Dental] |
3 | [Nasal] |
L
l
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 |
Roll | |
---|---|
1-50 | |
51-74 | |
75-94 | |
95-99 | [1st Syllable] [Middle Syllable] [Middle Syllable] [Final Syllable] |
100 | [1st Syllable] [Middle Syllable] [Middle Syllable] [Middle Syllable] [Final Syllable] |
Roll | |
---|---|
1-2 | [vowel] |
3-5 | |
6-8 | [approximates] [vowel] |
9-10 | [affricates] [vowel] |
11-12 | [affricates] [vowel] |
13 | |
14 | |
15 | |
16 | [approximates] [vowel] |
Roll | |
---|---|
1 | n |
2 | m |
Roll | |
---|---|
1 | N |
2 | M |
Roll | |
---|---|
1 | Mp |
2 | Nt |
Roll | |
---|---|
1 | ng |
2 | mp |
3 | nt |
Roll | |
---|---|
1 | Ng |
2 | Mp |
3 | Nt |
Roll | |
---|---|
0 | |
0 | |
0 | |
0 | |
1 |
[Random - Generated Name] [Random - Son/Daughter] [Random - Generated Name]
Roll | |
---|---|
1 | son of |
2 | daughter of |
Roll | |
---|---|
1 | p |
2 | b |
3 | t |
4 | d |
5 | k |
6 | g |
Roll | |
---|---|
1 | P |
2 | B |
3 | T |
4 | D |
5 | K |
6 | G |
Roll | |
---|---|
1 | k |
2 | g |
Roll | |
---|---|
1 | K |
2 | G |
Roll | |
---|---|
1 | Y |
2-21 | A |
21-39 | E |
40-59 | I |
60-79 | O |
80-100 | U |
Roll | |
---|---|
1 | y |
2-21 | a |
21-39 | e |
40-59 | i |
60-79 | o |
80-100 | u |
Name Generator Table of Contents
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 |
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 |
Roll | |
---|---|
1 | [AloiiMaleNames] (male) |
2 | [AloiiFemaleNames] (female) |
Roll | |
---|---|
1-2 | [1d1000]2 |
3-4 | [1d1000]4 |
5-6 | [1d1000]6 |
7-8 | [1d1000]8 |
9-10 | [1d1000]0 |
Roll | |
---|---|
1-2 | [1d1000]1 |
3-4 | [1d1000]3 |
5-6 | [1d1000]5 |
7-8 | [1d1000]7 |
9-10 | [1d1000]9 |
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 |
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 |
Roll | |
---|---|
1 | [AntilinoidKnicknames] son of [AntilinoidKnicknames] |
2 | [AntilinoidKnicknames] daughter of [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 |
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 |
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 |
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 |
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 |
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 |
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 |
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] |
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 |
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 |
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 |
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] |
Roll | |
---|---|
1 | Balderk |
2 | Dankil |
3 | Gorunn |
4 | Holderhek |
5 | Loderr |
6 | Lutgehr |
7 | Rumnaheim |
8 | Strakeln |
9 | Torunn |
10 | Ungart |
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 |
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 |
Roll | |
---|---|
1 | [ElvenNames] son of [ElvenNames] |
2 | [ElvenNames] daughter of [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 |
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 |
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 |
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 |
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 |
Roll | |
---|---|
1 | [JapaneseMaleNames] son of [JapaneseMaleNames] |
2 | [JapaneseFemaleNames] daughter of [JapaneseMaleNames] |
Roll | |
---|---|
1 | [HawaiianMaleNames] son of [HawaiianMaleNames] |
2 | [HawaiianFemaleNames] daughter of [HawaiianMaleNames] |
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 |
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 |
Roll | |
---|---|
1 | [Homunculus Male Names] son of [Homunculus Male Names] |
2 | [Homunculus Female Names] daughter of [Homunculus Male 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 |
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 |
Roll | |
---|---|
1 | [IsraeliteMaleNames] son of [IsraeliteMaleNames] |
2 | [IsraeliteFemaleNames] daughter of [IsraeliteMaleNames] |
Roll | |
---|---|
1 | [ItalianMaleNames] son of [ItalianMaleNames] |
2 | [ItalianFemaleNames] daughter of [ItalianMaleNames] |
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 |
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 |
Roll | |
---|---|
1 | [Anglo-SaxonMaleNames] son of [Anglo-SaxonMaleNames] |
2 | [Anglo-SaxonFemaleNames] daughter of [Anglo-SaxonMaleNames] |
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 |
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 |
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 |
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 |
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 |
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 |
Roll | |
---|---|
1 | [CelticMaleNames] son of [CelticMaleNames] |
2 | [CelticFemaleNames] daughter of [CelticMaleNames] |
Roll | |
---|---|
1 | [GermanMaleNames] son of [GermanMaleNames] |
2 | [GermanFemaleNames] daughter of [GermanMaleNames] |
Roll | |
---|---|
1 | |
2 | |
3 | |
4 | |
5 | |
6 | |
7 | |
8 | |
9 | |
10 | |
11 | |
12 | |
13 | |
14 | |
15 | |
16 | |
17 | |
18 | |
19 | |
20 | |
21 | |
22 | |
23 | |
24 |
Roll | |
---|---|
1 | [FrenchMaleNames] son of [FrenchMaleNames] |
2 | [FrenchFemaleNames] daughter of [FrenchMaleNames] |
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 |
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 |
Roll | |
---|---|
1 | [SwissMaleNames] son of [SwissMaleNames] |
2 | [SwissFemaleNames] daughter of [SwissMaleNames] |
Roll | |
---|---|
1 | [BabylonianMaleNames] son of [BabylonianMaleNames] |
2 | [BabylonianFemaleNames] daughter of [BabylonianMaleNames] |
Race Table of Contents
Bronzebeard - The Will of the Steel
Mikon - Fur - Descriptor - Color
Random - Demon - Arms - Female
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 - Number
Random - Demon - Name - Suffix
Random - Demon - Scales - Color
Random - Demon - Scales - Descriptor
Random - Demon - Skin - Descriptor
Random - Demon - Skin - Female
Random - Demon - Wings - Descriptor
Random - Demon - Wings - Female
Random - Demon - Wings - Female - Location
Random - Demon - Wings - Male - Location
Theolan - Skin - Human - Attribute
Theolan - Skin - Human - Color
Theolan - Skin - Scale - Attribute
Theolan - Skin - Scale - Color
Theolan - Skin - Scale - Texture
Enlightened Beast - Description
Enlightened Beast - Race Traits
Random - Theolan Racial Spells
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) |
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] . |
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" |
Roll | |
---|---|
1 | dull iron |
2 | burnished bronze |
3 | glittering gold |
4 | sparkling silver |
5 | tarnished copper |
6 | dull bronze |
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 |
Roll | |
---|---|
1 | 300 |
2 | 325 |
3 | 350 |
4 | 375 |
5 | 400 |
6 | 425 |
7 | 450 |
8 | 475 |
9 | 500 |
10 | 525 |
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) |
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] . |
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" |
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 |
Roll | |
---|---|
1 | |
2 |
Roll | |
---|---|
1 | 100 |
2 | 120 |
3 | 140 |
4 | 160 |
5 | 180 |
6 | 200 |
7 | 220 |
8 | 240 |
9 | 260 |
10 | 280 |
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). |
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. |
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) |
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] . |
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" |
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 |
Roll | |
---|---|
1 | 200 |
2 | 210 |
3 | 220 |
4 | 230 |
5 | 240 |
6 | 250 |
7 | 260 |
8 | 270 |
9 | 280 |
10 | 290 |
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) |
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] . |
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" |
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 |
Roll | |
---|---|
1-2 | |
3-4 | |
5 | |
6 | |
7-8 | |
9-10 | |
11-12 | |
13-14 | |
15-16 | |
17-18 | |
19-20 |
Roll | |
---|---|
1 | 100 |
2 | 110 |
3 | 120 |
4 | 130 |
5 | 140 |
6 | 150 |
7 | 160 |
8 | 170 |
9 | 180 |
10 | 190 |
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) |
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] . |
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" |
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 |
Roll | |
---|---|
1 | |
2 | |
3 | |
4 | |
5 | |
6 | |
7 | |
8 |
Roll | |
---|---|
1 | 100 |
2 | 105 |
3 | 110 |
4 | 115 |
5 | 120 |
6 | 125 |
7 | 130 |
8 | 135 |
9 | 140 |
10 | 145 |
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) |
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] . |
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" |
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 |
Roll | |
---|---|
1 | |
2 | |
3 | |
4 |
Roll | |
---|---|
1 | 35 |
2 | 36 |
3 | 37 |
4 | 38 |
5 | 39 |
6 | 40 |
7 | 41 |
8 | 42 |
9 | 43 |
10 | 44 |
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) |
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] . |
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-Human
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) |
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] . |
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-Human
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) |
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] . |
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" |
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 |
Roll | |
---|---|
1 | |
2 | |
3 | |
4 |
Roll | |
---|---|
1 | 35 |
2 | 36 |
3 | 37 |
4 | 38 |
5 | 39 |
6 | 40 |
7 | 41 |
8 | 42 |
9 | 43 |
10 | 44 |
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 |
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) |
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] . |
Roll | |
---|---|
1 | scarlet |
2 | indigo |
3 | violet |
4 | crimson |
5 | ruby |
6 | cherry |
7 | maroon |
8 | magenta |
9 | azure |
10 | lavender |
Roll | |
---|---|
1 | jet black |
2 | ink black |
3 | charcoal |
4 | obsidian colored |
5 | shadowy black |
6 | sooty black |
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 |
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) |
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] . |
Roll | |
---|---|
1 | complimenting |
2 | contrasting |
3 | drawing out |
4 | exaggerating |
5 | drawing attention away from |
6 | drawing attention to |
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 |
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" |
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 |
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 |
Roll | |
---|---|
1 | 100 |
2 | 120 |
3 | 140 |
4 | 160 |
5 | 180 |
6 | 200 |
7 | 220 |
8 | 240 |
9 | 260 |
10 | 280 |
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) |
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] . |
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 |
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) |
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] . |
Roll | |
---|---|
1 | 4' |
2 | 4'2" |
3 | 4'4" |
4 | 4'6" |
5 | 4'8" |
6 | 4'10" |
7 | 4'9" |
8 | 5' |
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 |
Roll | |
---|---|
1 | |
2 | |
3 | |
4 |
Roll | |
---|---|
1 | 200 |
2 | 210 |
3 | 220 |
4 | 230 |
5 | 240 |
6 | 250 |
7 | 260 |
8 | 270 |
9 | 280 |
10 | 290 |
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) |
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] . |
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 |
Roll | |
---|---|
1 | red |
2 | blue |
3 | orange |
4 | green |
5 | yellow |
6 | glowing |
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 |
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 |
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] . |
Roll | |
---|---|
1 | a battleaxe |
2 | a crystal orb |
3 | a greatsword |
4 | a crossbow |
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 |
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 |
Roll | |
---|---|
1 | are large and rise into points |
2 | are small and round |
3 | are impossible to see |
Roll | |
---|---|
1 | 8' 4" |
2 | 8' 6" |
3 | 8' 8" |
4 | 8' 10" |
5 | 9' |
6 | 9' 2" |
7 | 9' 4" |
8 | 9' 6" |
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 |
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 |
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" |
Roll | |
---|---|
1 | 3' |
2 | 3' 2" |
3 | 3' 4" |
4 | 3' 6" |
5 | 3' 8" |
6 | 3' 10" |
7 | 4' |
8 | 4' 2" |
Roll | |
---|---|
1 | 7' |
2 | 7' 2" |
3 | 7' 4" |
4 | 7' 6" |
5 | 7' 8" |
6 | 7' 10" |
7 | 8' |
8 | 8' 2" |
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 |
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 |
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 |
Roll | |
---|---|
1 | long snout |
2 | short muzzle |
Roll | |
---|---|
1 | |
2 |
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 |
Roll | |
---|---|
1 | reddish orange |
2 | gleaming red |
3 | fire orange |
4 | glowing red |
5 | black |
6 | gray |
Roll | |
---|---|
1 | plate like |
2 | interlocking |
3 | armored |
Roll | |
---|---|
1 | red |
2 | brown |
3 | black |
4 | gray |
5 | bronze |
6 | dusty red |
Roll | |
---|---|
1 | smooth |
2 | bumpy |
3 | leathery |
4 | dry |
5 | hard |
6 | soft |
7 | bruised |
8 | speckled |
Roll | |
---|---|
1 | [Random - Demon - Skin - Descriptor] [Random - Demon - Skin - Color] skin |
2 | [Random - Demon - Scales - Descriptor] [Random - Demon - Scales - Color] scales covering her body |
Roll | |
---|---|
1 | [Random - Demon - Skin - Descriptor] [Random - Demon - Skin - Color] skin |
2 | [Random - Demon - Scales - Descriptor] [Random - Demon - Scales - Color] scales covering his body |
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 |
Roll | |
---|---|
1-2 | billow |
3-4 | sweep |
5-6 | extend |
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] |
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 |
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] |
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 |
a full ageless adult ([10d100] years old)
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] . |
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" |
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 |
Personality: [Suva - Personality]
Bond: [Suva - Bond]
Ideal: [Suva - Ideal]
Flaw: [Suva - Flaw]
[4d8+100]
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) |
Roll | |
---|---|
1-3 | I glow with a [Theolan - Eye - Color - Good] light. |
4 | I glow with a [Theolan - Eye - Color - Evil] light. |
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] . |
Roll | |
---|---|
1 | black |
2 | fire red |
Roll | |
---|---|
1 | sky blue |
2 | golden |
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] . |
Roll | |
---|---|
1 | |
2 |
Roll | |
---|---|
1-2 | black |
3-4 | fire red |
5-6 | blue |
7-8 | purple |
9-10 | green |
Roll | |
---|---|
1-2 | silver |
3-4 | gold |
5-6 | white |
Roll | |
---|---|
1 | black |
2 | white |
3 | cream |
4 | silver |
5 | gray |
6 | pearl |
[Theolan - Horns - Number] polished [Theolan - Horn - Color] horns glittering in the light
Roll | |
---|---|
1 | one |
2 | two |
3 | three |
4 | four |
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 - Attribute] [Theolan - Skin - Human - Color] skin
Roll | |
---|---|
1 | smooth |
2 | freckled |
3 | pale |
4 | sooty |
Roll | |
---|---|
1 | white |
2 | brown |
3 | black |
4 | tan |
[Theolan - Skin - Scale - Attribute] [Theolan - Skin - Scale - Color] [Theolan - Skin - Scale - Texture]
Roll | |
---|---|
1-2 | translucent |
3-6 | shiny |
Roll | |
---|---|
1-8 | red |
9-11 | purple |
12-15 | blue |
16 | green |
17 | gold |
18 | amber |
19 | black |
20 | gray |
Roll | |
---|---|
1-2 | smooth scales |
3-4 | rough scales |
5-6 | tough scales |
Roll | |
---|---|
1-2 | |
3-4 |
Roll | |
---|---|
1 | burning flesh |
2 | brimstone |
Roll | |
---|---|
1 | fresh bread |
2 | flowers |
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 |
Roll | |
---|---|
1 | red stained |
2-4 | razor-sharp |
5-8 | sharp |
9-13 | blackened |
14-16 | hooked |
17-19 | gleaming |
20 | blunt |
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) |
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] . |
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 |
Roll | |
---|---|
1 | |
2 | |
3 | |
4 | |
5 | |
6 | |
7 | |
8 | |
9 | |
10 | |
11 | |
12 | |
13 | |
14 |
Roll | |
---|---|
1 | |
2 | |
3 | |
4 | |
5 | |
6 | |
7 | |
8 | |
9 | |
10 | |
11 | |
12 | |
13 | |
14 | |
15 | |
16 | |
17 |
Roll | |
---|---|
1 | |
2 | |
3 | |
4 | |
5 | |
6 | |
7 | |
8 | |
9 | |
10 | |
11 | |
12 | |
13 | |
14 | |
15 | |
16 | |
17 | |
18 | |
19 | |
20 |
[Theolan Cantrips] [Theolan First Level Spells] [Theolan Second Level Spells]
Speech Table of Contents
Incarnate - Foundation - Random - Insult
Insult - Shakespearean - Adjective
Insult - Shakespearean - Descriptor
Insult - Your _ - conjunction verb
Insult - Your _ - sentient noun phrase
Roll | |
---|---|
1 | |
2-10 |
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 |
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 |
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 |
Roll | |
---|---|
1 | of envy |
2 | of nature |
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 | |
58 | |
59 | |
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 |
d4
Roll | |
---|---|
1 | and is dating |
2 | and does laundry for |
3 | and is a secretary for |
4 | and stalks a |
d4
Roll | |
---|---|
1 | a sweaty sock |
2 | a fat [Random - Animal] |
3 | a rotten [Random - Tree] tree |
4 | a pile of [Random - Dungeon - Stone] |
d4
Roll | |
---|---|
1 | a fat [Random - Animal] |
2 | a stupid [Random - Animal] |
3 | an ugly [Random - Animal] |
4 | an old [Random - Animal] |
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 |
d4
Roll | |
---|---|
1 | looks like |
2 | smells like |
3 | acts like |
4 | thinks like |
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 Table of Contents
Conjure Woodland Beings - CR 1
Conjure Woodland Beings - CR 1/2
Conjure Woodland Beings - CR 1/4
Conjure Woodland Beings - CR 2
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. |
Roll | |
---|---|
1 | North |
2 | North-East |
3 | East |
4 | South-East |
5 | South |
6 | South-West |
7 | West |
8 | North-West |
Roll | |
---|---|
1 | |
2 | |
3 | |
4 | |
5 | |
6 | |
7 | |
8 | |
9 | |
10 | |
11 |
Roll | |
---|---|
1 | |
2 | |
3 | |
4 | |
5 | |
6 | |
7 | |
8 | |
9 | |
10 |
Roll | |
---|---|
1 | |
2 | |
3 | |
4 | |
5 | |
6 | |
7 | |
8 | |
9 | |
10 | |
11 | |
12 | |
13 | |
14 | |
15 | |
16 | |
17 | |
18 | |
19 | |
20 |
Roll | |
---|---|
1 | |
2 | |
3 | |
4 | |
5 | |
6 | |
7 | |
8 | |
9 | |
10 |
Roll | |
---|---|
1 | |
2 | |
3 | |
4 |
Roll | |
---|---|
1 | |
2 |
Roll | |
---|---|
1 | |
2 |
SRD Tables Table of Contents
Roll | |
---|---|
1 | |
2 | |
3 | |
4 | |
5 | |
6 | |
7 | |
8 |
Roll | |
---|---|
1 | |
2 | |
3 | |
4 | |
5 | |
6 | |
7 | |
8 |
Roll | |
---|---|
1 | |
2 | |
3 | |
4 | |
5 | |
6 | |
7 | |
8 |
Roll | |
---|---|
1-40 | |
41-75 | |
76-90 | |
91-100 |
Roll | |||
---|---|---|---|
1-6 | Blessing |
||
7-12 | Curing |
||
13-16 | Favor |
||
17-18 | Smiting |
||
19 | Summons |
||
20 | Wind walking |
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 | ||
45-51 | ||
52-59 | Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you |
|
60-68 | ||
69-75 | ||
76-83 | ||
84-90 | ||
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 |
Roll | |
---|---|
1-5 | |
6-10 | |
11-15 | You are Stunned until the start of your next turn, believing something awesome just happened. |
16-20 | |
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 | |
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 | |
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 | |
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 | |
80-84 | |
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. |
Roll | |
---|---|
1-25 | |
26-50 | |
51-100 |