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Chapter 1 Creating a Character

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1. Choose a Race 2. Choose a Class 3. Determine Ability Scores 4. Describe your Character 5. Choose Equipment Beyond 1st Level 4 Character levels can be divided on the four tiers of play. The tiers don’t have any rules associated with them; they are a general description of how the play experience changes as characters gain levels. Character Advancement Starting at Higher Levels General Rules5

Chapter 2 - Races

Bedine Calishite Gur Halruaan Imaskari Mulan Nar Rashemi Shaaran Shadovar Thayan Ulutiun

Chapter 3 - Classes

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14

Barbarian14 Class Features Rage Unarmored Defense Danger Sense Primal Path Ability Score Improvement Extra Attack Fast Movement Feral Instinct Brutal Critical Relentless Rage Persistent Rage Indomitable Might Primal Champion Primal Paths 16 Path of the Berserker Path of the Totem Warrior Path of the Guardian Path of the Storm Herald Bard18 Class Features Bardic Inspiration Bardic Music Jack of All Trades Song of Rest Bard College Expertise Ability Score Improvement Font of Inspiration Countercharm Tides of Luck Superior Inspiration Bard Colleges 20 College of Lore College of Valor College of Glamour College of Whispers Fighter23 Class Features Fighting Style Second Wind Action Surge Martial Archetype Ability Score Improvement Extra Attack Indomitable Martial Archetypes 24 Battle Master Champion Sharpshooter Knight Inventor27 Class Features Inventor Specalist Item Analysis Wondrous Invention Emergency Thinkering

Ability Score Improvement Crafting Mastery Persistent Thinkering Inventor Specialists 29 Alchemist Armiger Gunsmith Physician Monk33 Class Features Tradition Faith Unarmored Movement Faith Misteries Ability Score Improvement Slow Fall Extra Attack Mystical Strikes Evasion Stillness of Mind Purity of Body Tongue of the Sun and Moon Diamond Soul Timeless Body Empty Body Perfect Self Faith Misteries 35 Mistery of Ascension Mistery of Death Mistery of Peace Mistery of Self Mystic37 Class Features Mystical Source Spellcasting Ability Score Improvement Everlasting Power Cleric Druid Sorcerer Wizard Paladin43 Judgment Lay on Hands Sacred Relics Fighting Style Punishment Divine Healt Sacred Oath Ability Score Improvement Extra Attack Aura of Protection Aura of Courage Divine Intervention Inquisition’s Ban Sacred Oaths 45 Oath of the Ancients Oath of Devotion Oath of Redemption Oath of Vengeance Ranger47 Class Features Favored Enemy Terrain Mastery Fighting Style Wild Empathy  Ranger Archetype Primeval Awareness Ability Score Improvement Extra Attack Venom Mastery Hide in Plain Sight Vanish Foe Slayer Ranger Archetypes 49 Hunter Primeval Guardian Stalker Slayer Rogue51 Class Features Expertise Sneak Attack Poisoner Cunning Action Roguish Archetype Ability Score Improvement Uncanny Dodge Evasion Reliable Talent

Blindsnese Slippery Mind Elusive Stroke of Luck Roguish Archetypes Assassin Spy Swashbuckler Scout

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Chapter 4 Personality & Background 55

Character Details Name Sex Height and Weight Alignment Languages Personal Characteristics Backgrounds56 Acolyte Charlatan City Watch Cloistered Scholar Courtier Criminal Enterteiner Folk Hero Guild Artisan Heretic Hermit Inquisitor Knight of the Order Noble Outlander Sage Soldier Urchin

Chapter 5 - Equipment

61

Wealth Coinage Selling Treasure Armor and Shields 61 Light Armor Medium Armor Heavy Armor Shields Extras Weapons63 Weapon Proficency Weapon Properties Improvised Weapons Weapons Special Manifacture 64 Masterworks Adamantine Darkwood Mithral Adventuring Gear 66 Poisons69 Tools Trade Goods Treasures Damaging Objects 71 Relics77 Rarity Wearing and Wielding Relics Identify and Attune to a Relic Armor and Shields Weapons Rods and Wands Potions and Dustes Rings Wondrous Items

Chapter 6 Customization Options

94

Multiclassing94 Prerequisites Experience Points Hit Points and Hit Dice Proficiency Bonus Class Features Feats95

Chapter 7 Using Abitliy Scores

101

Ability Scores and Modifiers Checks101 Making a Check Working Together Advantage and Disadvantage Proficiency Bonus

Degrees of Success Saving Throws Skills Checks Strength103 Athletics Strength Checks Attack Rolls and Damage Carrying Capacity Dexterity104 Acrobatics Sleight of Hand Dexterity Checks Attack Rolls and Damage  Armor Class  Initiative Constitution106 Concentration Constitution Checks Cleric Spellcasting Hit Points Intelligence106 Knowledge Investigation Craft Spellcasting Ability Intelligence Checks Speak Language  Wisdom108 Insight Medicine Perception Survival Spellcasting Ability Wisdom Checks Charisma109 Deception Intimidation Persuasion Charisma Checks Spellcasting Ability

Chapter 8 - Adventuring 112

Time Movement Speed Activity While Traveling Environment Hazards Vision and Light Food and Water Resting

Chapter 9 - Combat

117

The Order of Combat  117 Surprise Initiative Your Turn Movement and Position117 Breaking Up Your Move Difficult Terrain Being Prone Moving Around other Creatures Flanking Creature Size Playing on a Grid Actions119 Reactions120 Attacks120 Attack Rolls Cover Ranged Attacks Melee Attacks Special Attacks Damage122 Damage Rolls Resistance and Vulnerability Injury and Death 123 Hit Points Temporary Hit Points Dropping to 0 Hit Points Mounted Combat 123 Underwater Combat 124 Spellcasting124 Casting a Spell Saving Throws Attack Rolls Combining Magical Effects The Schools of Magic

Appendix A - Conditions 127

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Chapter 1 - Creating a Character Y

our first step in playin an adventure in the dungeons& dragons game is to imagine and create a character of your own. Your character is a combination of game statistics, roleplaying hooks, and your imagination. You choose a race and a class. You also invent the personality, appearance, and backstory of your character. Once completed, your character serves as your representative in the game, your avatar in the dungeons& dragons world. Before you dive into step 1 below, think about the kind of adventurer you want to play. You might be a courageous fighter, a skulking rogue, a fervent cleric, or a flamboyant wizard. Or you might be more interested in an unconventional character, such as a brawny rogue who likes hand-to-hand combat, or a sharpshooter who picks of enemies from afar. Do you want your character to be the toughest adventurer at the table? Consider a class like barbarian or Paladin. If you don’t know where else to begin, take a look at the illustrations in this book to see what catches your interest. Once you have a character in mind, follow these steps in order, making decisions that reflect the character you want. Your conception of your character might evolve with each choice you make. What’s important is that you come to the table with a character you’re excited to play. Throughout this chapter, we use the term character sheet to mean whatever you use to track your character, whether it’s a formal character sheet (like the one at the end of this book), some form of digital record, or a piece of notebook paper. An official d&d character sheet is a fine place to start until you know what information you need and how you use it during the game.

1. Choose a Race Every character belongs to a the human race, the sole intelligent humanoid species in the d&d world, however there are a number of ethnicities that differs the various human races . Chapter 2 provides more information about these races. The race you choose contributes to your character’s identity in an important way, by establishing a general appearance and the natural talents gained from culture and ancestry. Your character’s race grants particular racial traits, such as special senses, proficiency with certain weapons or toois, proficiency in one or more skills, or the ability to use minor spells. These traits sometimes dovetail with the capabilities of certain classes (see step 2). Sometimes playing against type can be fun, too. Your race also increases one or more of your ability scores, which you determine in step 3. Note these increases and remember to apply them later. Record the traits granted by your race on your character sheet. Be sure to note your starting languages and your base speed as well.

2. Choose a Class Every adventurer is a member of a class. Class broadly describes a character’s vocation, what special talents he or she possesses, and the tactics he or she is most likely to employ when exploring a dungeon, fighting monsters, or engaging in a tense negotiation. Your character receives a number of benefits from your choice of class. Many of these benefits are class features-

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capabilities that set your character apart from members of other classes. You also gain a number of proficiencies: armor, weapons, skills, saving throws, and some times tools. Your proficiencies define many of the things your character can do particularly well, from using certain weapons to telling a convincing lie. On your character sheet, record all the features that your class gives you at 1st level.

Level Typically, a character starts at 1st level and advances in level by adventuring and gaining experience rewards. A 1stlevel character is inexperienced in the adventuring world, although he or she might have been a soldier or a pirate and done dangerous things before. Starting off at 1st level marks your character’s entry into the adventuring life. If you’re already familiar with the game, or if you are joining an existing d&d campaign, your DM might decide to have you begin at a higher level, on the assumption that your character has already survived a few harrowing adventures. Record your level on your character sheet. If you’re starting at a higher level, record the additional elements your c1ass gives you for your levels past 1st.

Proficency Bonus The table that appears in your c1ass description shows your proficiency bonus, which is +2 for a 1st-Ievel character. Your proficiency bonus applies to many of the numbers you’ll be recording on your character sheet: •

Attack Rolls using weapons you’re proficient with



Ability Checks using skills you’re proficient in



Ability Checks using tools you’re proficient with



Saving throws you’re proficient in

Your c1ass determines your weapon proficiencies, your saving throw proficiencies, and some of your skill and tool proficiencies. (Skills are described in chapter 7, tools in chapter 5.) Your background gives you additional skill and to all proficiencies, and some races give you more proficiencies. Be sure to note all of these proficiencies, as well as your proficiency bonus, on your character sheet. Your proficiency bonus can’t be added to a single die roll or other number more than once. Occasionally, your proficiency bonus might be modified (doubled or halved, for example) before you apply it. If a circumstance suggests that your proficiency bonus applies more than once to the same roll or that it should be multiplied more than once, you nevertheless add it only once, multiply it only once, and halve it only once.

3. Determine Ability Scores Much of what your character does in the game depends on his or her six abilities: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Each ability has a score, which is a number you record on your character sheet. The seven abilities and their use in the game are described in chapter 7. The Ability Score Summary table provides a quick reference for what qualities are measured by each ability, what races increases which abilities, and what classes consider each ability particularly important.

You can generate your character’s six ability scores randomly. In this case roll four 6-sided dice and record the total of the highest three dice on a piece of scratch paper. Do this five more times, so that you have six numbers. If you want to save time or don’t like the ide a of randomly determining ability scores, you can use the following scores instead: 15, 14, 13, 12, 11, 10, 8. Otherwise you have 27 points to spend on your ability scores. The cost of each score is shown on the Ability Score Point Cost table. For example, a score of 14 costs 7 points. Using this method, 18 is the highest ability score you can end up with, before applying racial increases. You can’t have a score lower than 7.

Ability Score Point Cost Score

Cost

Score

Cost

7 8 9 10 11 12

+1 0 -1 -2 -3 -4

13 14 15 16 17 18

-5 -7 -9 -12 -15 -19

Now take your seven numbers and write each number beside one of your character’s six abilities to assign scores to Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma. Afterward, make any changes to your ability scores as a result of your race choice. After assigning your ability scores, determine your ability modifiers using the Ability Scores and Modifiers table. To determine an ability modifier without consulting the table, subtract 10 from the ability score and then divide the result by 2 (round down). Write the modifier next to each of your scores.

chapter 4, and might be willing to work with you to craft a background that’s a more precise fit for your character concept. A background gives your character a background feature and proficiency in two skills, and it might also give you additionallanguages or proficiency with certain kinds of tools. Record this information, along with the personality information you develop, on your character sheet.

Your Character Abilities Take your character’s ability scores and race into account as you flesh out his or her appearance and personality. For example, high Strength usually corresponds with a burly or athletic body, while a character with low Strength might be scrawny or plump. A character with high Dexterity is probably lithe and slim, while a character with low Dexterity might be either gangly and awkward or heavy and thick-fingered. A character with high Constitution usually looks healthy, with bright eyes and abundant energy. A character with low Constitution might be sickly or frail. A character with high Intelligence might be highly inquisitive and studious, while a character with low Intelligence might speak simply or easily forget details. A character with high Wisdom has good judgment, empathy, and a general awareness of what’s going on. Acharacter with low Wisdom might be absent-minded, foolhardy, or oblivious. A character with high Charisma exudes confidence, which is usually mixed with a graceful or intimidating presence. A character with a low Charisma might come across as abrasive, inarticulate, or tímid.

5. Choose Equipment

Ability Scores and Modifiers Score

Cost

Score

Cost

1

-5

16-17

+3

2-3

-4

18-19

+4

4-5

-3

20-21

+5

6-7

-2

22-23

+6

8-9

-1

24-25

+7

10-11

+0

26-27

+8

12-13

+1

28-29

+9

14-15

+2

30

+10

Anyhow, an Ability Score for a Playing Character could never exceed 20, unless a feature expressly makes an exception to this rule.

4. Describe your Character Once you know the basic game aspects of your character, it’s time to flesh him or her out as a person. Your character needs a name. Spend a few minutes thinking about what he or she looks like and how he or she behaves in general terms. Using the information in chapter 4, you can flesh out your character’s physical appearance and personality traits. Choose your character’s alignment (the moral compass that guides his or her decisions) and ideals. Chapter 4 also helps you identify the things your character holds most dear, called bonds, and the flaws that could one day undermine him or her. Your character’s background describes where he or she carne from, his or her original occupation, and the character’s place in the D&D world. Your DM might offer additional backgrounds beyond the ones included in

Your class and background determine your character’s starting equipment, including weapons, armor, and other adventuring gear. Record this equipment on your character sheet. All such items are detailed in chapter 5. Instead of taking the gear given to you by your class and background, you can purchase your starting equipment. You have a number of gold pieces (gp) to spend based on your class, as shown in Class Descriptions. Extensive lists of equipment, with prices, also appear in that chapter. Your Strength score limits the amount of gear you can carry. Try not to purchase equipment with a total encumbrance exceeding your capabilities.

Armor Class Your Armor Class (AC) represents how well your character avoids being wounded in battle. Things that contribute to your AC include the armor you wear, the shield you carry, and your Dexterity modifier. Not all characters wear armor or carry shields, however. Without armor or a shield, your character’s AC equals 10 + his or her Dexterity modifier. If your character wears armor, carries a shield, or both, calculate your AC using the rules in chapter 5. Your character needs to be proficient with armor and shields to wear and use them effectively, and your armor and shield proficiencies are determined by your class. There are drawbacks to wearing armor or carrying a shield if you lack the required proficiency, as explained in chapter 5. Some class features give you a different way to calculate your AC. If you have multiple features that give you different ways to calculate your AC, you choose which one to use.

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Weapons For each weapon your character wields, calculate the modifier you use when you attack with the weapon and the damage you deal when you hit. When you make an attack with a weapon, you roll a d20 and add your proficiency bonus (but only if you are proficient with the weapon) and the appropriate ability modifier. For attacks with melee weapons, use your Strength modifier for attack and damage rolls. A weapon that has the finesse property, such as a rapier, can use your Dexterity modifier instead. For attacks with ranged weapons, use your Dexterity modifier for attack and damage rolls. A weapon that has the thrown property, such as a handaxe, can use your Strength modifier instead.

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

1%

Level

Proficiency Bonus

0

3

1

+2

Beyond 1st Level

300

6

2

+2

900

18

3

+2

Character levels can be divided on the four tiers of play. The tiers don’t have any rules associated with them; they are a general description of how the play experience changes as characters gain levels.

2700

38

4

+2

6500

75

5

+3



In the first tier (levels 1-4), characters are effectively apprentice adventurers. They are learning the features that define them as members of particular classes, including the major choices that flavor their c1ass features as they advance. The threats they face are relatively minor, usually posing a manger lo local farms leads or villages. In the second tier (levels 5-10), characters come into their own. At this tier, many weapon-using classes gain the ability to make multiple attacks in one round. These characters have become important, facing dangers that threaten cities and kingdoms. In the third tier (levels 11-16), characters have reached a level of power that sees them high above the ordinary populace and makes them special even among adventurers. At 11th level, characters gain features that allow them lo make more attacks or do more impressive things with those attacks. These mighty adventurers often confront threats to whole regions and continents. At the fourth tier (levels 17-20), characters achieve the pinnacle of their class features, becoming heroic (or villainous) archetypes in their own right. The fate of the world or even the fundamental order of the multiverse might hang in the balance during their adventures

Character Advancement 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).

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Then 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.

14000

90

6

+3

23000

105

7

+3

33500

120

8

+3

45500

135

9

+4

59000

160

10

+4

75000

200

11

+4

95000

200

12

+4

115000

250

13

+5

140000

250

14

+5

165000

300

15

+5

195000

300

16

+5

225000

400

17

+6

265000

400

18

+6

305000

500

19

+6

20

+6

355000

Earning and Dividing XP You gain experience points through activities representing each of the three pillars of adventuring: exploration, social interaction, and combat. Each type of game play awards XP differently. The XP award is not the same for all members of the party. Earned XP are shared only with characters present on the same scene. Xp awards and bonus XPs are calculated on % of the Average Party Level. Exploration. XPs deriving from Exploration are shared equally between all members of the party in the same scene. Combat. For Combat, XPs are equally shared between all members of the party caught into the battle, Social Interaction. XPs due to interaction with NPC are rewarded as follows: the most interacting character (or characters if with equal merit) gains the full award for the interaction, any meaningful helping character gains an half of the reward, while the other don’t recieve XPs at all.

Exploration You gain XP for discovering and exploring abandoned, hidden or somewhat unaccessible sites, or discovering items and Relics and gaining the knowledge of their properties. The GM can reward 1 to10% based on the importance of the discovery or the completness of the exploration.

Social Interaction You gain experience points for interacting and or turning NPCs into allies, aligning them with your cause or denying them as assets to your enemies. The GM can reward 1 to 10% based on the importance and revelance of the interaction through the story or for its possible outcomes.

Combat You gain XP for defeating monsters in combat, whether by slaying them or leaving them in a state in which they pose no threat. The XP you gain for defeating a monster is determined by adding each single monster’s xp rewards and then dividing it between the characters.

Survival & Default In any case characters are meant to gain at least 10% from each session (about 4 hours of play), even if they don’t earn any or enough of the previous XPs awards, to put in account minor interactions and dicoveries that are not singulary rewarded and the bare survival of the character.

Inspiration Your GM can choose to give you inspiration XP awards 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. XPs awarded by ispirations are Bonus XPs and dont’ count through the sum of conventional XPs awards for waht concerns the Survival and Default XP. Incitement. GM can reward 1 to 5% to the charaters that made and portrayed some bold, illustrious eroic (or villanous) actions both inside or outside of combat. Interpretation. GM can reward 1 to 5 % to the characters that followed accurately the background, appeal, or more generally the flavor of their charater. Investigation. GM can reward 1 to 5% to the charaters that have guessed or understood important clues for the purposes of the campaign.

Starting at Higher Levels Creating a higher-level character uses the same character creation steps outlined in the Player’s Handbook. Such a character has more hit points, class features, and spells, and probably starts with better equipment. Starting equipment for characters above 1st level is entirely at your discretion, since you give out treasure at your own pace. Follow those guidelines for the wealth of characters at higher levels. • Levels 1-2. Normal Equipment. • Levels 3-4. 250 gp plus 1d10 x 25 gp, normal equipment, one common relic. • Levels 5-7. 500 gp plus 1d10 x 50 gp, normal equipment, one uncommon relic.

General Rules Staking. In most cases, modifiers to a given check or roll or effects stack (combine for a cumulative effect) if they come from different sources and have different types (or no type at all), but do not stack if they have the same type or come from the same source (such as the same spell cast twice in succession). If the modifiers or effects to a particular roll do not stack, only the best bonus and worst penalty applies. Rounding. In general, if you wind up with a fraction or any not inger number, round down, even if the fraction is one-half or larger. An exception to this rule are damage rolls that have a minimum of 1. Multiplying. Sometimes a rule makes you multiply a number or a die roll. As long as you’re applying a single multiplier, multiply the number normally. When two or more multipliers apply to any abstract value (such as a modifier or a die roll), however, combine them into a single multiple, with each extra multiple adding 1 less than its value to the first multiple. Thus, a double (×2) and a double (×2) applied to the same number results in a triple (×3, because 2 + 1 = 3). When applying multipliers to real-world values (such as weight or distance), normal rules of math apply instead. A creature whose size doubles (thus multiplying its weight by 8) and then is turned to stone (which would multiply its weight by a factor of roughly 3) now weighs about 24 times normal, not 10 times normal. Similarly, a blinded creature attempting to negotiate difficult terrain would count each square as 4 squares (doubling the cost twice, for a total multiplier of ×4), rather than as 3 squares (adding 100% twice). Average Party Level & Normalized Party Level. The average and normalized party level are two tools for the GM to manage the difficulty of the adventure and it’s challenges. The Average Party Level (AVP) it’s the mean of the level through the party members, in order to find it do the following: • Add up the total levels of all the characters. • Divide the total by the number of characters. • Round down as mentioned above. The Normalized Party Level (NVP) is instead the measure of the strenght of the party compared to the standard composition of 4 playing characters, to find it do the following: • Add up the total levels of all the characters. • Divide the total by 4 (the normalized party size). • Round down as mentioned above. Adjudicating Draws. When a draw occurs, between two active and opposed rolls (a contest), continue repeting the roll until the draw is broken. Instead, if a draw occurs between one active roll and a passive score, the passive score wins.

• Levels 8-10. 1000 gp plus 1d10 x 100 gp, normal equipment, one uncommon and one common relic. • Levels 11-13. 5,000 gp plus 1d10 x 250 gp, one rare and one common relic, normal equipment. • Levels 14-16. 10,000 gp plus 1d10 x 500 gp, one rare and one uncommon relic, normal equipment. • Levels 17-18. 15,000 gp plus 1d10 x 1000 gp, one very rare and one rare relics, normal equipment. • Levels 19-20. 20,000 gp plus 1d10 x 2500 gp, two very rare relics, normal equipment.

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6

6

7

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Chapter 2 - Races T

hese were the stories of a restless people who long ago took to the seas and rivers in longboats, first to pillage and terrorize, then to settle. Yet there was an energy, a love of adventure, that sang from every page. Long into the night Uriel read, lighting candle after precious candle.

Turmish or Impiltur to the east—and even more distinctive in far-off Kara-Tur. Human physical characteristics, though, vary according to the ancient migrations of the earliest humans, so that the humans of the Silver Marches have every possible variation of coloration and features.

She’d never given much thought to humans, but these stories fascinated her. In these yellowed pages were tales of bold heroes, strange and fierce animals, mighty primitive gods, and a magic that was part and fabric of that distant land.Perhaps it is because of their shorte lives that they strive to achieve as much as they can in the years they are given. Whatever drives them, humans are the innovators, the achievers, and the pioneers of the worlds.

In the Forgotten Realms, nine human ethnic groups are widely recognized, though over a dozen others are found in more localized areas of Faerun. These groups, and the typical names of their members, can be used as inspiration no matter which world your human is in.

A Broad Spectrum There is no typical human. An individual can stand from 5 feet to a little over 6 feet tall and weigh from 125 to 250 pounds. Human skin shades range from nearly black to very pale, and hair colors from black to blond (curly, kinky, or straight); males might sport facial hair that is sparse or thick. Humans reach adulthood in their late teens and rarely live even a single century.

Variety in All Things Humans are the most adaptable and ambitious people among the common races. They have widely varying tastes, morals, and customs in the many different lands where they have settled. When they settle, though, they stay: they build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual human might have a relatively short life span, but a human nation or culture preserves traditions with origins far beyond the reach of any single human’s memory. They live fully in the present—making them well suited to the adventuring life—but also plan for the future, striving to leave a lasting legacy. Individually and as a group, humans are adaptable opportunists, and they stay alert to changing political and social dynamics.

Lasting Institutions Humans dream of immortality, but they achieve it by ensuring that they will be remembered when they are gone. Although some humans can be xenophobic, in general their societies are inclusive.

Exemplars of Ambition

The Bedine were a proud warlike race that inhabited the southern Anauroch regions but were concentrated in the region known as the Sword. They had brown-hued skin, brown eyes, and black or brown hair and were of average height and weight for a humanoid creature of Faerun. Those rare instances of blue eyes or blonde hair were a product of “outlander blood”. Bedine mostly kept to their desert lands and interacted little with outsiders, except for trading. Bedine have become city dwellers, leaving behind their nomadic ways, and reducing the number of tribes that stiff espouse their traditional way of life.

History Back in the past a group of humanoids immigrated from Zakhara using a portal. They intermingled with some surviving Netherese and over time their culture became what was called the Bedine. They maintained knowledge of their spoken language, Midani, or Uloushinn, but had all but forgotten their native written language. Over the centuries since, traders introduced them to the Thorass alphabet.

Culture Honor was prime among the Bedine’s beliefs. Their harsh existence, full of death and hardship, molded their culture to believe the gods would measure them based on their behavior in the Fugue Plane. The Bedine were divided into over 100 tribes with the largest having more than 300 members. Each tribe was ruled by a sheikh. However the sheikh’s ultimate power was limited by tradition and important decisions made by the tribe’s council of elders. Some clothing played a symbolic role in Bedine culture. Many Bedine wore kufiya scarves on their head. An igal held the kufiya on the head and indicated a person’s statue and pride, a type of sleeveless coat was called an aba.

Humans who seek adventure are the most daring and ambitious members of a daring and ambitious race. They seek to earn glory in the eyes of their fellows by amassing power, wealth, and fame. Humans champion causes rather than territories or groups.

Bedine Traits

Human Names and Ethnicities

Ability Score Increase. Your Dexterity score increases by 2 and one between Itelligence or Wisdom by 1.

Having so much more variety than other cultures, humans as a whole have no typical names. Some human parents give their children names from other languages, but most parents give names that are linked to their region’s culture or to the naming traditions of their ancestors.

Size. Bedine range around 6 feet tall and have slender builds. Your size is Medium.

The material culture and physical characteristics of humans can change wildly from region to region. In the Forgotten Realms, for example, the clothing, architecture, cuisine, music, and literature are different in the northwestern lands of the Silver Marches than in distant

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Bedine

Speed. Your base walking speed is 35 feet. Keen Senses. You have proficiency in the Wisdom (Perception) skill. Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow. Mask of the Wild. You have advantage when you use Dexterity (Stealth) skill within natual environment.

Calishite Calishite was the name given to the majority of humans who came from Calimshan. Calishites usually had dusky brown skin, brown hair and brown eyes. They were also on average a little shorter and of slighter build than most humans of other ethnicities

History Calishites were descendants of the slaves of the genies who ruled great empires south of the Marching Mountains. These ancestors were not native to the continent of Faerûn. After the djinni Calim’s power dwindled, the Calishites were able to free themselves of the genies’ yoke and founded the nation of Coramshan in 606 DR. Since this time the Calishite race has expanded and migrated to the various regions listed above.

Culture The pervaiding Calishite view was that they were the rightful rulers of all the land south and west of the Sea of Fallen Stars. They had a tendency to look on the northern cultures as being short-lived barbarian cultures barely worthy of notice. This, however, did not prevent them from trading with these nations.

Calishite Traits

Gur

Ability Score Increase. Any one ability score of your choice increases by 2.

The Gur, also known as Selûne’s Children or the people of the highway, were a nomadic human people. Like their Rashemi kin, Gur were typically a stout, strong, and sturdy people, with thick black hair, dark eyes, and dusky skin

Size. Medium Speed. 25ft. It’s not reduced by heavy armor. Resilience. Advantage on saves vs illusions, charm, and paralyzation. Enlarge. You grow larger 1 minute, this growth increases your size by one category—from Medium to Large. 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. You also have 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. You can use this feature once each short rest. Armor Training. Proficiency with light and medium armor.

History The Gur were believed by scholars to be mainly of Rashemi descent, owing to their strong similarity with the natives of Rashemen. They were also likely to have acquired ancestry among other ethnicities on their travels. Fragments of lore originating from the period around the first-century Dale Reckoning could be found that described the Gur as a group of nomads. What was known of the early Gur suggested that they were refugees fleeing the long-ago war between Raumathar and Narfell.In the Hordelands, when Yamun Khahan came to power, the Gur joined with his Grand Army of the Tuigan against the Zamogedi, hoping to improve their standing

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among the tribes of the Endless Wastes. Because the Oigur were afraid of the anger of the Yamun Khahan, they allied themselves with the Gur in supporting the Tuigan.

about having their magical secrets stolen. They rarely desired to travel far from their homes. The Crinti were openly disliked by most Halruaans.

Culture

The average Halruaan was wealthy, and they cared very much about appearances, dressing in flashy, colorful, flamboyant garb and employed magic in their everyday lives, such as for transportation. Similarly, they were keen on exotic pets. Education and literacy were extremely important to a Halruaan.

The Gur were divided into two distinct cultures, those who traveled throughout the Western Heartlands and those living in the Endless Wastes. A few settled in some of the poorer sections of cities such as Baldur’s Gate, Elturel, and Iriaebor. The Gur of the Western Heartlands were arranged by large extended families. A nomadic people, they traveled from settlement to settlement in assorted caravans, picking up random jobs and selling or trading any unwanted goods. Some found work as soothsayers and diviners. Those few who settled in cities struggled to survive in their poorer quarters. Gur culture placed a high value on honor, but they suffered long-standing prejudices from other folk.

Gur Traits Ability Score Increase. Your Constitution score increases by 2 and one between your Wisdom or Charisma score increases by 1. Size. Gur stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.

Ability Score Increase. All your ability scores each increase by 1. Size. Halruaans reach on average 5 feet tall and weight about 60 pounds. Your size is Medium, however. Speed. Your base walking speed is 30 feet. Trance. Can meditate for 4 hours a day instead of sleeping for 8 hours. Magic Initiate. Choose a class: cleric, druid, sorcerer or wizard. You learn four cantrips of your choice from that class’s spell list. Your spellcasting ability for these spells depends on the class you chose: Charisma for sorcerer; Constitution for cleric; Wisdom for druid; or Intelligence for wizard.

Speed. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.

Imaskari

Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.

The Imaskari were the citizens of Imaskar, the ancient empire later swallowed by the Raurin Desert and the Plains of Purple Dust. They were vilified by the Mulan, who were the descendants of the slaves the Imaskari artificers abducted from other worlds using the mighty portals they crafted. Imaskaris are tall, fair-skinned folk with blue or steely gray eyes. Most have raven-black hair, but those who inhabit the extreme northwest have blond, red, or light brown hair.

Combat Training. You have proficiency with the battleaxe, handaxe, light hammer, and warhammer. Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Halruaan The Halruaans were an ethnic group of humans who made up the vast majority of the population of Halruaa and Nimbral. They also composed a tiny percentage of the population of Lapaliiya and the Shaar.Halruaans are of moderate height and build, with skin huesranging from tawny to fair. Their hair is usually brown or black, and their eye color varies widely, though brown is most common.

History The Halruaans were the result of an intermingling of refugees from Netheril, led by the archmage Raumark, and the Lapal people, who were also the predecessors of the Tashalans. The Lapal were simple farmers and fishers when the Netherese refugees arrived. The Lapal taught the Netherese how to work the land, and the refugees taught the Lapal the magic arts. The two groups had merged within only three generations. The Halruaan people split into two major groups near the end of the second century DR. The group worshiping Leira emigrated from Halruaa and settled Nimbral.

Culture Most Halruaans were lovers of magic, especially arcane magic. In fact, Halruaans had the strongest magic tradition of any of the human races of Faerûn. Even the poorest commoner could cast simple spells, and it was considered a mark of honor and prestige to excel in the arcane arts. Halruaans tended to be a happy lot, and enjoyed treating each other with all kinds of pleasantries. In contrast, they were often very suspicious of foreigners with anxieties

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Halruaan Traits

History The great empire of Imaskar was destroyed when the gods of their slaves, the Mulan, rose up and shattered the empire. Some of the Imaskari retreated to Deep Imaskar in the Underdark beneath the Hordelands. Explorers from Deep Imaskar set out to see if the Mulhorandi persisted, only to find another group of descendants, under the wizard Ususi Manaallin, had relocated the old Palace of the Purple Emperor to the barren Mulhorandi lands and founded the city of Skyclave. Deep Imaskar was subsequently attacked by ancient living weapons of Imaskari design and only the timely intervention of Empress Ususi and the vengeance-taker Iahn Qoyllor saved the beleaguered city. When the threat had been dealt with, many of the younger Imaskari of Deep Imaskar left with Ususi to support the growth of High Imaskar.

Culture Deep Imaskari are guarded and detached, keeping an unconscious watchful eye in all their interactions. Even before their fleeing into the deep bowels of the earth, they were fascinated by magics. During their long isolation they have focused themselves on magical experimentation, never shunning risky outcome or dangerous spell preparations. Regarding their fondness and curiosity of everything magical, the surest way to gain a Deep Imaskari’s friendship is by gifting it with magic, either an ancient spell scroll or mysterious artifact of the same nature.

Imaskari Traits Ability Score Increase. Your Intelligence score increases by 2 and one between Dexterity or Constitution by 1. Size. Imaskari 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. Cunning Intutions. Advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. Ancient’s Lore. You have proficency and advantage on Intelligence (Knowledge) skill.

Mulan Mulan were typically tall and thin with a sallow skin tone and brown or hazel eyes. Lower class Mulan of Thay, Mulhorand, and Unther frequently had significant Rashemi or Turmish blood, resulting in darker complexions. Mulan often had little body hair, ranging in color from black to dark brown. Mulan generally preferred simple, unadorned clothing, particularly those that worshipped the god-kings, so as not to outshine them. Other differences in appearance varied by region; for example, Mulan Red Wizards of Thay were often heavily tattooed.

History The Mulan were first brought to Toril through portals to another world created by wizard rulers of the Imaskar Empire. They were used as slaves and for many years their fervent prayers went unanswered because of the magical Imaskar barrier. However, mortal avatars of the slaves’ deities were able to circumvent the barrier and defeat the Imaskari. The freed Mulan settled the lands to the west and created the nations of Mulhorand and Unther. For many generations, god-king avatars of the Mulhorandi and Untheric deities ruled these empires and led to the development of a powerful priest class. Those who practiced arcane magic struggled under their heavy-handed rule and eventually rebelled, forming the independent nation of Thay, ruled by Red Wizards of Mulan descent.

Culture Mulan were an arrogant, conservative group, resistant to change and convinced of their cultural superiority over all others. In Thay, many even believed they were above the gods. Mulan felt they were more civilized, inventive, and capable than other ethnic groups and believed strongly in the values of order and discipline. All upper and middle class Mulan received at least some education, and apprenticeship at a young age was common. Mulan followed the rigid class structures of their society, and the practice of slavery was commonplace. They also had a strong tradition in the use of magic, but disagreed over the pursuit of arcane versus divine magic. The arcane arts were lauded in Thay, but distrusted in Mulhorand and Unther.

Nar The Nars were an ethnic group descended from the survivors of the empire of Narfell. More than a thousand years ago, the dark priests of Narfell amassed great power, but their actions eventually brought about a war that destroyed their civilization. The Nars abandoned their ruined and accursed cities and became nomads and traders. Nars have tanned skin, brown or black eyes, and black hair, often worn long and tied in a tail or topknot.

History The Nar tribes were first discovered by Mulhorandi scouts when that nation began expanding into the north. By the time of the Orcgate Wars nearly 500 years later, the Nars had been hired as mercenaries to fight in Mulhorand’s armies. After the wars had ended, the Nar tribes returned to their native lands, inspired to forge their own kingdom. The most important of these kingdoms were Ashanath and Tharos. Tharos, the namesake of the Nar kingdom of the same name, led his tribe into the Riildath where they discovered the ruins of Narathmault and with it, many secrets of demonic lore left behind by the Ilythiiri. Then the king of Tharos, Thargaun son of Tharos, by means of the wicked artifact known as the Crown of Narfell, began to conquer all of the neighboring tribes. After the fall of the empire, the surviving Nars retreated into tiny enclaves in an attempt to defend themselves from the demons that they had unbound.

Culture The Nars were considered fierce barbarians, much like the Uthgardt tribes. They were known across Faerûn as some of the greatest horsemen and breeders of the hardiest horses. They were responsible for the Nars heavy horse breed. By the late 14th century DR, few Nars remembered any of the traditions of their earlier ancestors. They avoided the ruins of Narfell and would often drive away adventurers wanting to explore them.

Nar Traits Ability Score Increase. Your Strength score increases by 2, and one between your Charisma or Intelligence by 1. Size. Nar are somewhat larger and bulkier than the average human, and they range from 6 feet tall to 7. Your size is Medium. Speed. Your base walking speed is 30 feet. 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 of the critical hit.

Mulan Traits

Rashemi

Ability Score Increase. Two of your ability scores each increase by 1.

Concentrated in the harsh and dangerous northeastern reaches of Faerun, the Rashemi are tough and sturdy, undaunted by extremes of weather or human cruelty. Despite their relative isolation from the rest of Faerun, most Rashemi are surprisingly well versed in the affairs of other nations Most Rashemi average about five and a half feet in height, with stout and muscular builds. Most are dusky of skin and dark of eye, with thick black hair.

Size. Mulan are as varied but generally are standing anywhere from 5 feet to over 6 feet tall. Your size is Medium. Speed. Your base walking speed is 30 feet. Skill. Your gain proficency in 1 skill of your choice. Feat. Your gain 1 feat described in Chapter 5.

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History

Culture

The Rashemi are descendants of the nomadic tribes that were employed as mercenaries by Mulhorand. They then forged the empire of Raumathar, which rivaled the Mulhorand and Unther empires in its day. In the centuries after, they fought many battles against the Narfell empire over the contested Rashemi tribal lands on the Priador plateau. Finally, the empires suffered a mutual defeat in a massive fiery clash involving an avatar of Kossuth and an army of fiends led by the demon lord Eltab.

Shaaran society is built around extended family units known as clans. Several clans form a tribe which is governed by a chieftain and a council of wise elders. Because the Shaar region acts as a crossroad in southern Faerûn, the Shaarans have learned to get along reasonably well with other cultures. The dozen or so tribes of Shaarans share a common culture, but each also maintains separate elements of its own tradition. Outsiders have difficulty distinguishing among the different tribes, but the nomads can readily identify one another’s tribal affiliation by the differences in dress, horse coloration, dwelling styles, weapon styles and decorations, and traditional roaming territories.

The armies of the Mulhorand empire quickly swept in and reoccupied the Priador plateau, and their descendants continue to subjugate the Rashemi of Thay today. Today, the Rashemi are the most numerous human ethnic group on the Priador plateau of Thay and in Rashemen. Minority groups of them can be found throughout the surrounding regions as well.

Culture Rashemi think of themselves as inhabitants of a harsh and beautiful land ruled by spirits and rarely display the arrogance of other human ethnic groups. Children are expected to earn their place in the world, rather than having it handed to them, and they view life as a series of challenges to face and defeat. They place a high value on individual accomplishment and strength, physical in Rashemen. Elders are respected for their wisdom and mental strength. Most young adult Rashemi travel extensively for a year as part of a comingof-age ritual called dajemma, resulting in a population with considerable worldly knowledge. Formal schooling is not emphasized because of the strong warrior culture in Rashemen and the subjugation of the lower classes in Thay.

Rashemi Traits Ability Score Increase. Any four ability scores of your choice increase by 1. Size. Rashemi are average size as humans, ranging from 5 to 6 feet tall. Your size is Medium. Speed. Your base walking speed is 30 feet. 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 lighl. You can’t discern colar in darkness. Skill Versatility. You gain proficiency in two skills of your choice. Martial Training: You are proficient with two martial weapons of your choice and with light armor.

Shaaran The humans who roam the plains of the Shaar are known as Shaarans. They have wandered the grasslands as nomads since before the area’s recorded history began, enduring the hardships of an inhospitable environment, dangerous enemy tribes, and a host of predators from both the plains and the surrounding areas. The typical Shaaran is long-faced and yellow-skinned, but not very tall. Her hair and eyes are usually black or dark brown. On rare occasions, a Shaaran is born with bright green eyes - a sign of good luck among the nomads.

History Shaarans have roamed the grasslands of southern Faerûn for as long as anyone can remember. The Shoon Empire attempted to subjugate the Shaaran but the tribes rebelled in and have remained independent ever since.

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Shaaran Traits Ability Score Increase. Your Wisdom score increases by 2, and one between your Strenght or Constitution score increases by 1. Size. Shaaran are around 5 feet tall and weigh between 90 and 120 pounds. Your size is Medium. Speed. Your base walking speed is 30 feet. Saving Face: Shaaran are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can’t use it again until you finish a short or long rest. Lucky. Once for long rest, when you roll a 1 on an Attack Roll, ability Check, or saving throw, you reroll the die and must use the new roll.

Shadovar The Shadovar were the inhabitants of Thultanthar, the Shade enclave. During the course of the people’s 1700 year exile from Toril, they battled shadowy horrors of the realm, becoming more attuned to the Plane of Shadow with each generation and were thus known as Shadovar. The Shadovar dress in the style of clothing worn in old Netheril, which is a courtly style. They favor dark colors such as black, burgundy, charcoal gray, dark green, and midnight blue. Those who can afford it wear a great deal of jewelry.

History Back in the last days of Netheril, the flying city of Shade was ruled by a powerful wizard known as Lord Shadow, Telamont Tanthul, who discovered how to travel to other dimensions and return safely with treasure and magic. One of these places was the Plane of Shadow, which is a strange realm of muted light and darkness inhabited with shadow creatures. While the other people of Netheril eventually welcomed his discovery as a source of slaves and a place to dispose of unwanted things, and more. He loved the strange realm, its responsiveness to his magic, and the things he could learn from its strange energies. Over time he developed ways to transport more and more material to and from the Plane of Shadow, and he eventually completed a spell to send his entire city to the Plane of Shadow. Unknown to him, he saved his city from destruction, for the day after his city vanished, magic stopped working in Faerûn, causing all of Netheril’s flying cities to plummet to the ground. When magic was restored on Faerûn, Lord Shadow transported his city back again, but they found nothing but ruins and the dead.

Culture Telamont had a great love of Netherese culture and has sought to preserve it even when his subjects and he were forced onto the Demiplane of Shadow. His unwavering determination to rule the city means that he considers himself to be the true embodiment of the city’s culture, laws and beliefs. The Shadovar are proud of their accomplishments and feel that they are gradually reclaiming the land that was stolen from their ancestors. They have little sympathy for the savage tribes that overran their ancestral lands, and fear that those tribes seek to bring Netheril low again. The Netherese view Sembians with a measure of disdain, eyeing their commercial inclinations with suspicion but acknowledging their contributions to the Empire of Netheril.

Shadovar Traits Ability Score Increase. Any one ability score of your choice increases by 2. Size. Shadovar are average size and weight. Your size is Medium. Speed. Your base walking speed is 30 feet. 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. Shroud of Darkness. As an action your eyes to turn into pools of darkness, obscuring an area of 5 feet around you, granting you Half Cover. This effect lasts for 1 round per level, and once on each of your turns you can deal extra necrotic damage equal to your level, whenever you damage a creature with an attack or spell. Once you use this trait, you can’t use it again until you finish a long rest. Shadow Step. As a bonus action, you can use one of those magical effect. Once you use this trait, you can’t use it again until you finish a short or long rest. • You can turn invisible until the start of your next turn. • You can teleport to any point within 30ft. for which you have line of sight.

Thayan Thayan tended to have brown skin and dark hair. A variety of robelike garments were the usual clothing of Thayan, while tunics or the combination of shirt and trousers were worn by the lower classes.

History The nation of Thay came about when a sect, calling itself the Red Wizards, declared its freedom from the god kings of Mulhorand. The sect’s center of strength was in the northern provinces where the natives did not have the inbred reverence for the god-kings. After razing the city of Delhumide they declared themselves the free nation of Thay. Since then, Mulhorand has defended itself, quite successfully, against two invasions from Thay. On the other hand, few invasions ever overcame the great mountains girding the Plateau of Thay, and the secretive and suspicious Red Wizards raised barriers just as formidable to discourage travelers from venturing into their lands.

Culture The nation relied heavily on slavery, a practice heavily frowned upon by nations throughout northern and northwestern Faerûn. In Thay itself, the zulkirs and other prominent Red Wizards grew rich beyond imagination from this sinister trade. From their strongholds and estates,

they used this wealth to constantly scheme and plot for mercantile and military domination of neighboring nations. Thayans believed that the gods sent luck to the strong and resolute, not to the gentle and compassionate.

Thayan Traits Ability Score Increase. Your Charisma score increases by 2 and one between your Srenght or Dexterity score increases by 1. Size. Thayan vary widely in height and build, about 5 feet tall. Regardless of your position in that range, your size is Medium. Speed. Your base walking speed is 30 feet. Aggressive. On you first turn of any combat you can add 1d6 to your damage rolls and you can move up to your speed toward an enemy as a free action. Slaver. You gain Proficency into the Intimidation Skill.

Ulutiun The Ulutiuns were a grouping of related races of humans who inhabited the far polar regions of Faerûn. The Ulutiuns are short, dark-haired, golden-skinned people who originated in northern Kara-Tur and migrated westward to Icewind Dale and other cold lands near the Endless Ice Sea. Hunters and gatherers, Ulutiuns live in small tribes that have managed to survive in one of the harshest environments in the world.

History Ulutiuns were originally from the lands of Kara-Tur and migrated west to Faerûn over the ice over a thousand years before the Dalereckoning. Between Kara-Tur and Faerûn stretches the Hordelands for hundreds of miles. At the far South East of it lies the mysterious continent of Osse. Trade, characters and artifacts occasionally arrive from Kara-Tur via the Golden Way, but beyond that there is little interaction between the continents.

Culture Ulutiuns are an adaptable and nomadic people and live close to nature in their hunter-gatherer tribes. The strongest warrior of the tribe, is usualy the chieftain. Some tribes prefer to have an old, and wise leader as their chieftain, usualy with a strong second in command to add weight to his word. Uluituins will judge you based on your physique and your abilities in survival and combat, but are rarely impressed by magic, which they believe are evil spirits being manipulated by the caster. Even healing potions are considered evil, and instead they rely on nature medicin.

Ulutiun Traits Ability Score Increase. Any four ability scores of your choice increase by 1. Size. Uluituins are between 7 and 8 feet tall and weigh between 280 and 340 pounds. Your size is Medium. Speed. Your base walking speed is 30 feet. Powerful Build. You add 6 slots when determining your maximum carrying capacity. Natural Athlete. You have proficiency in the Strenght (Athletics) and Wisdom (Survival) skill. Stone’s Endurance. Once per short or long rest, you can use your reaction to reduce damage taken by 1d12 + your Constitution bonus.

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Chapter 3 - Classes

Barbarian



People of towns and cities take pride in how their civilized ways set them apart from animals, as if denying one’s own nature was a mark of superiority. To a barbarian, though, civilization is no virtue, but a sign of weakness. The strong embrace their animal nature—keen instincts, primal physicality, and ferocious rage. Barbarians are uncomfortable when hedged in by walls and crowds. They thrive in the wilds of their homelands: the tundra, jungle, or grasslands where their tribes live and hunt. Barbarians come alive in the chaos of combat. They can enter a berserk state where rage takes over, giving them superhuman strength and resilience. A barbarian can draw on this reservoir of fury only a few times without resting, but those few rages are usually sufficient to defeat whatever threats arise. Not every member of the tribes deemed “barbarians” by scions of civilized society has the barbarian class. A true barbarian among these people is as uncommon as a skilled fighter in a town, and he or she plays a similar role as a protector of the people and a leader in times of war. Life in the wild places of the world is fraught with peril: rival tribes, deadly weather, and terrifying monsters. Barbarians charge headlong into that danger so that their people don’t have to.

Class Features



Hit Points Hit Dice: 1d12 per barbarian level Hit Points at 1st Level: 12 + your Constitution modifier Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per barbarian level after 1st

Proficiencies Armor: Light armor, medium armor, shields Weapons: Simple weapons, three martial weapons Tools: None Saving Throws: Strength, Constitution Skills: Choose two from Athletics, Intimidation, Nature, Perception, and Survival.

Equipment You start with the following equipment, in addition to the equiment granted by your background: • (a) a greataxe or (b) any martial melee weapon • (a) two handaxes or (b) any simple weapon • An explorer’s pack and four javelin • 5 gold pieces or 50 gold pieces

Rage In battle, you fight with primal ferocity. On your turn,you can enter a rage as a bonus action. 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

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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. While raging, you gain the following benefits if you aren’t wearing heavy armor: • You have advantage on Strength Checks and Strength saving throws. • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.

• You have resistance to bludgeoning, piercing, and slashing damage. • You can’t cast or concentrate on spells while raging.

Unarmored Defense

The Barbarian Level 1

Proficency Features Bonus Rage, Unarmored +2 Defense Reckless Attack, +2 Danger Sense

Rages

Rage Damage

2

+2

2

+2

3

+2

3

+2

3

+3

While you are not w earing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

3

+2

Reckless Attack

4

+2

5

+3

6

+3

Path Feature

4

+3

7

+3

Feral Insticnt

4

+3

8

+3

Ability Score Improvement

4

+3

9

+4

Brutal Critical (1 die)

4

+4

10

+4

Path Feature

4

+4

11

+4

Rentless Rage

4

+4

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.

12

+4

Ability Score Improvement

5

+4

13

+5

Brutal Critical (2 dice)

5

+5

Primal Path

14

+5

Path Feature

5

+5

15

+5

Persistent Rage

5

+5

16

+5

Ability Score Improvement

5

+5

17

+6

Brutal Critical (3 dice)

6

+6

18

+6

Indomitable Might

6

+6

19

+6

Ability Score Improvement

6

+6

20

+6

Primal Champion

Unlimited

+6

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.

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.

At 3rd level, you choose a path that shapes the nature of your rage. Choose the Path of the Berserker, Path of the Guardian or the Path of the Totem Warrior, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

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.

Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Fast Movement Starting at 5th level, your speed increases by 10 feet while you aren’t w earing heavy armor.

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.

Brutal Critical Beginning at 9th level, you multiply one additional time the damage when determining the extra damage for a critical hit with a melee attack. This increases to two times at 13th level and three at 17th level.

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Primal Path Ability Score Improvement Extra Attack, Fast Movement

Relentless Rage Starting at 11th level, your rage can keep you fighting despite grieYous 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.

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.

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.

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.

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Primal Paths



Rage burns in every barbarian’s heart, a furnace that drives him or her toward greatness. Different barbarians attribute their rage to different sources, however. For some, it is an internal reservoir where pain, grief, and anger are forged into a fury hard as steel. Others see it as a spiritual blessing, a gift of a totem animal.

Path of the Berserker For some barbarians, rage is a means to an end-—that end being violence. The Path of the Berserker is a pathof 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.

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 (as described in appendix A).

At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object that incorporates fur or feathers, claws, teeth, or bones of the totem animal. Bear. While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment. Eagle. While you’re raging and aren’t wearing heavy armor, other creatures have disadvantage on opportunity Attack Rolls against you, and you can use the Dash action as a bonus action on your turn. The spirit of the eagle makes you into a predator who can weave through the fray with ease. Wolf. While you’re raging, your friends have advantage on melee Attack Rolls against any creature within 5 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters. Elk. While you’re raging and aren’t wearing heavy armor, your walking speed increases by 15 feet. The spirit of the elk makes you extraordinarily swift.

Aspect of the Beast

Mindless Rage

At 6th level, you gain a benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.

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.

Bear. You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength Checks made to push, pull, lift, or break objects.

Intimidating Presence

Eagle. You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn’t impose disadvantage on your Wisdom (Perception) Checks.

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 against DC of 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 a 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.

Vengeance Starting at 14th level, when you take damage from a creature that is within 5 feet of you. you can use your reaction to make a melee weapon attack against that creature.

Path of the Totem Warrior

Wolf. You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace (see chapter 8 for rules on travel pace). Elk. You gain proficiency in two skills from the following list: Athletics, Acrobatics, Stealth, and Survival. The Elk spirit hones your survival instincts.

Animal Presence At 10th level, you gain a benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one. Bear. While you’re raging, any creature within 5 feet of you at the start of his turn must succeed a Wisdom saving throw with DC equal to 8 + your Proficiency Bonus + your Charisma modifier or be frightened of you until the end of your next turn. Eagle. While raging, you have advantage to Wisdom (Perception) Checks to spot hidden enemies or traps.

The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage.

Wolf. While you’re raging, you can use a bonus action on your turn to gain advantage to Attack Rolls for this turn agaist any adiacent creature that fails a Intelligence saving throw with DC equal to 8 + your Proficiency Bonus + your Intelligence Modifier.

Spirit Seeker

Elk. While raging, you can use a bonus action during your move to pass through the space of a Large or smaller creature. That creature must succeed on a Strength saving throw with 8 + your Proficiency Bonus + your Strenght modifier or be overrun and take bludgeoning damage equal to ld12 +your Strength modifier.

Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability sense beasts within 60 feet from you.

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Totem Spirit

Totemic Attunement

Storm of Fury

At 14th level, you gain a benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.

When you select this path at 3rd level, choose one of the following options: desert, sea, or tundra. The environment you choose shapes the nature of the storm you conjure.

Bear. While you’re raging, any creature within 5 feet of you that’s hostile to you has disadvantage on Attack Rolls against targets other than you. An enemy is immune to this effect if it can’t see or hear you or if it can’t be frightened.

While raging, you emanate an aura in a 10-foot radius. The effects of this aura depend on your chosen environment.

Eagle. While raging, you have a flying speed equal to your current walking speed. This benefit works only in short bursts, you fall to the groudn at the end your turn. Wolf. While you’re raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack. Elk. While you’re raging, if you move at least 20 feet in a straight line toward a target right before making a melee weapon attack against it, you can use a bonus action to make an additional melee weapon attack against it.

Path of the Guardian In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors’ deeds. These tattoos tell epic sagas of victories against terrible monsters and other fearsome rivals.

Fury Starting when you choose this path at 3rd level, you can enter in a state of fury while raging, whirling your weapons around you. At the end of your turns each creature within 5 feet of you takes damage equal to half of your primary weapon damage dice plus your Barbarian level. If you are weilding two weapons, add half of your secondary weapon damage dice too. The damage is of the same type of the weapons that you are weilding.

Strenght of the Ancients At 3rd level, whenever you drop unconcious, you begin with one successful death saving throw.

Zealous Focus At 6th level, if you fail a saving throw while raging, you can instead succeed on that saving throw as a reaction. Doing so immediately ends your rage, and you can’t rage again until you finish a short or long rest.

Desert. Any enemy that ends its turn in your aura takes fire damage equal to 2 + your barbarian level divided by 4. Sea. At the end of each of your turns, you can choose a creature in your aura, other than yourself. The target must make a Dexterity saving throw against a DC equal to 8 + your proficiency bonus + your Constitution modifier. The target takes 2d6 lightning damage on a failed save, and half as much damage on a successful one. This damage increases by 1d6 for each 4 levels after the 3rd. Tundra. Any enemy that ends its turn in your aura takes cold damage equal to 2 + your barbarian level divided by 4.

Storm Soul At 6th level, your link to the power of the storm grants you additional abilities based on the environment you chose at 3rd level. Desert. You gain resistance to fire damage and don’t suffer the effects of extreme heat. Sea. You gain resistance to lightning damage and can breathe underwater. Tundra. You gain resistance to cold damage and don’t suffer the effects of extreme cold.

Shield of the Storm At 10th level, you learn to use your mastery of the storm to protect your allies. While you are raging, allies within your aura gain the benefits of your Storm Soul feature.

Raging Storm At 14th level, the power of the storm you channel grows mightier. Desert. The ground around you becomes like shifting sand. Any enemy that attempts to move more than 5 feet per turn on the ground while in your aura must make a Strength saving throw (DC 8 + your proficiency bonus + your Constitution modifier). On a failed save, the creature’s speed drops to 0 until the start of its next turn.

Whirlwind Attack

Sea. Roaring winds tear through the area around you. Any creature in your aura that you hit with an attack must make a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone.

At 10th level, while raging you can use your action to make a special attack against each opponent within reach.

Tundra. The air around you coldly slows your foes. The area within your aura is difficult terrain for your enemies.

Rage Beyond Death Beginning at 14th level, the divine power 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.

Path of the Storm Herald Typical barbarians harbor a fury that dwells within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn instead to transform their rage into a mantle of primal force that swirls around them. When in a fury, a barbarian of this path taps into nature to create powerful effects.

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Bard Words and music are not just vibrations of air, but vocalizations with power all their own. The bard is a master of song, speech, and the magic they contain. Bards say that the multiverse was spoken into existence, that the words of the gods gave it shape, and that echoes of these primordial Words of Creation still resound throughout the cosmos. The music of bards is an attempt to snatch and harness those echoes, subtly woven into their spells and powers. The greatest strength of bards is their sheer versatility. Many bards prefer to stick to the sidelines in combat, using their magic to inspire their allies and hinder their foes from a distance. But bards are capable of defending themselves in melee if necessary, using their magic to bolster their swords and armor. Their spells lean toward charms and illusions rather than blatantly destructive spells. They have a wide-ranging knowledge of many subjects and a natural aptitude that lets them do almost anything well. Bards become masters of the talents they set their minds to perfecting, from musical performance to esoteric knowledge. Only rarely do bards settle in one place for long, and their natural desire to travel—to find new tales to tell, new skills to learn, and new discoveries beyond the horizon—makes an adventuring career a natural calling. Every adventure is an opportunity to learn, practice a variety of skills, enter long-forgotten tombs, discover lost works of magic, decipher old tomes, travel to strange places, or encounter exotic creatures. Bards love to accompany heroes to witness their deeds firsthand.

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Class Features As a Bard, you gain the following class features.

Hit Points Hit Dice: 1d8 per Bard level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Bard level after 1st.

Proficiencies Armor: Light armor Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords Tools: Three musical instruments of your choice. Saving Throws: Dexterity, Charisma. Skills: Choose any three.

Equipment You start with the following equipment, in addition to the equipment granted by your background: • (a) a rapier, (b) a longsword, or (c) any simple weapon • (a) a diplomat’s pack or (b) an entertainer’s pack • (a) a lute or (b) any other musical instrument • Leather armor and a dagger

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or 100 gold pieces

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 the 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.

Bardic Music Once per day per Bard level, a Bard can use his song or poetics to produce effects on those around him ( including himself, if desired). While these abilities fall under the category of Bardic music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. Each ability requires a minimum Bard level. Starting a Bardic music effect is a standard action. Some Bardic music abilities require concentration, which means the Bard must take a standard action each round to maintain the ability. A deaf Bard has a 20% chance to fail when attempting to use Bardic music. If he fails, the attempt still counts against his daily limit. Charisma is your revelant ability for your Bardic music. You use your Charisma modifier when setting the saving throw DC for a Bard music effect equal to: 8 + your proficiency bonus + your Charisma modifier

Fascinate At 1st level, a Bard can use his music or poetics to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the Bard, and able to pay attention to him. The Bard must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a Bard attains beyond 1st, he can target one additional creature with a single use of this ability. Affected creatures must roll a Wisdom Saving Throw against. If a creature’s saving throw succeeds, the Bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the Bard continues to play and concentrate (up to a maximum of 1 round per Bard level). While fascinated, a target takes disadvantage on skill checks. Any obvious threat, such as someone drawing a weapon or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.

The Bard Level

Proficency Features Bonus

1

+2

Bardic Music, Bardic Inspiration (d6)

2

+2

Jack of All Trades, Song of Rest (d6)

3

+2

Bard College, Expertise

4

+2

Ability Score Improvement

5

+3

Bardic Inspiration (d8), Font of inspiration

6

+3

Bard College feature

7

+3

Countercharm, Bardic Music

8

+3

Ability Score Improvement

9

+4

Song of Rest (d8)

10

+4

Bardic Inspiration (d10)

11

+4

Tides of Luck

12

+4

Ability Score Improvement

13

+5

Song of Rest (d10), Bardic Music

14

+5

Bard College feature

15

+5

Bardic Inspiration (d12)

16

+5

Ability Score Improvement

17

+6

Song of Rest (d12)

18

+6

Bardic Music

19

+6

Ability Score Improvement

20

+6

Superior Inspiration

Inspire Courage At 1st level, a Bard can use song or poetics to inspire courage in his allies (including himself), bolstering them. To be affected, an ally must be able to hear the Bard sing. The effect lasts for as long as the ally hears the Bard sing and for 5 rounds thereafter. An affected ally receives +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six Bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th).

Suggestion A Bard of 7th level can influence the actions of a creature that he has already fascinated by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect. Using this ability does not break the Bard’s concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect. Making a suggestion doesn’t count against a Bard’s daily limit on Bardic music.

Inspire Greatness A Bard of 9th level or higher can use music or poetics to inspire greatness in himself or a single willing ally within 30 feet, granting him or her extra fighting capability. For every three levels a Bard attains beyond 9th, he can target one additional ally with a single use of this ability (two at 12th level, three at 15th, four at 18th).

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To inspire greatness, a Bard must sing and an ally must hear him sing. The effect lasts for as long as the ally hears the Bard sing and for 5 rounds thereafter. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Constitution saves. Inspire greatness is a mind-affecting ability.

Inspire Heroics A Bard of 13th level or higher can use music or poetics to inspire tremendous heroism in himself or a single willing ally within 30 feet. For every three Bard levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, a Bard must sing and an ally must hear the Bard sing for a full round.

Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.

Countercharm At 7th 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).

A creature so inspired gains advantage on saving throws and all enemies have disadvantage to hit him. The effect lasts for as long as the ally hears the Bard sing and for up to 5 rounds thereafter. Inspire heroics is a mind-affecting ability.

Tides of Luck

Mass Suggestion

At 11th level, you can expend one use of Bardic Inspiration after you fail an ability check, fail a saving throw, or miss with an attack roll. Roll a Bardic Inspiration die and add the number rolled to your attack, saving throw, or ability check, using the new result in place of the failed one.

A Bard of 18th level can make the suggestion effect of bardic music simultaneously to any number of creatures that he has already fascinated. Mass suggestion is an enchantment (compulsion), mind-affecting, languagedependent ability.

Jack of All Trades

Bards seem to have a knack for pulling themselves out of tight situations, transforming what looks like sure failure into an embarrassing but effective success.

If using this ability grants you a success on the attack, saving throw, or ability check, note the number you rolled on the Bardic Inspiration die. The DM can then apply that result as a penalty to an attack or check you make, and you cannot use this ability again until you suffer this drawback.

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.

Superior Inspiration

Song of Rest

At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.

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.

Bard College

Bard Colleges The way of a Bard is gregarious. Bards seek each other out to swap songs and stories, boast of their accomplishments, and share their knowledge. Bards form loose associations, which they call colleges, to facilitate their gatherings and preserve their traditions.

College of Lore

At 3rd level, you delve into the advanced technicques of a Bard college of your choice. Your choice grants you features at 3rd level and again at 6th and 14th level.

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.

Expertise

Bonus Proficiencies

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.

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.

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Font of Inspiration

When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice.

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.

Subliminal Insight At 6th level, your ability to gather stories and lore gains a supernatural edge. Up to a number of times equal to your Charisma modifier, you can read the thoughts of certain creatures. As an action on each turn for 1 minute, 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 against your Bardic Music DC. 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 effect 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. You regain any expended uses of this ability after completing a long rest.

Peerless Skill Starting at 14th level, when you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the GM tells you whether you succeed or fail.

College of Valor Bards of the College of Valor are daring condottiers whose tales keep alive the Illemury uf the great heroes of the past, and thereby inspire a new generatioll of heroes. These Bards gather in mead halls or around great bonfires to sing the deeds of the mighty, both past and present.

Bonus Proficiencies When you join the College of Valor at 3rd level, you gain proficiency with medium armor, shields, and martial weapons.

Combat Inspiration Also at 3rd level, you learn to inspire others in battle. A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.

Extra Attack Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Blade Flourish At 14th level, you learn to conduct impressive displays of skill with your weapons. When you use the Attack action on your turn and attack with a dagger, longsword, rapier, scimitar, or shortsword, you can attempt one of the following flourishes. Defensive Flourish. You spin your weapon around you in swift circles, creating a hypnotic display. As a bonus action, you expend one use of Bardic Inspiration, rolling a Bardic Inspiration die and applying the number rolled as a bonus to your AC until the start of your next turn. Trick Shooter’s Flourish. This favorite trick of knife throwers allows you to expend one use of Bardic Inspiration as a bonus action. Roll a Bardic Inspiration die and apply the number rolled as a bonus to the next ranged attack roll you make with a dagger this turn. If the target of the attack is an unattended, inanimate object, the bonus equals double the die roll. Unnerving Flourish. Your deadly display of combat prowess unnerves your opponents, leaving them cowering in fear and at your mercy. Whenever you reduce a creature to 0 hit points with a melee attack, you can use a bonus action to expend one use of Bardic Inspiration, and instead leave the creature at 1 hit point. The creature is frightened of you for a number of minutes equal to your Charisma modifier. It must also make a Charisma saving throw with a DC equal to your Bardic Music DC + a bonus equal to the roll of your Bardic Inspiration die. If the creature fails this saving throw, it answers truthfully any questions you ask it and obeys your direct orders while it is frightened by this effect.

College of Glamour The College of Glamour is open to those Bards who mastered their craft in the vibrant, deadly realm of the Courts. The Bards of this college are regarded with a mixture of awe and fear. Their performances are the stuff of legend.

Mantle of Inspiration When you join the College of Glamour at 3rd level, you gain the ability to weave a song that enthralls your allies with vigor and speed. As a bonus action, you can expend a use of Bardic Inspiratio to choose a number of allies you can see and who can see you within 60 feet of you, up to a number of them equal to your Charisma modifier (minimum of one). Each target gains 2d6 temporary hit points. When a target gains these temporary hit points, it can also use its reaction to move up to half its speed in any direction, without provoking opportunity attacks. The number of temporary hit points increases when you reach certain levels in this class, increasing to 2d8 at 5th level, 2d10 at 10th level, and 2d12 at 15th level.

Enthralling Performance Starting at 3rd level, you can charge your performance with seductive words and sounds. If you perform for at least 10 minutes, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number of them equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your Bardic music save DC or be charmed by you.

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While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who speaks to it, and it hinders anyone who opposes you, avoiding violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies. If a target succeeds on its save against this effect, the target has no hint that you tried to charm it. Once you use this feature, you can’t use it again until you finish a short or long rest.

Mantle of Majesty At 6th level, you gain the ability to cloak yourself in a way that makes others want to serve you. As a bonus action, you take on an appearance of unearthly beauty for 1 minute. During this time, As a bonus action on each of your turns you can speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw against your Bardic Music Save DC or follow the command on its next turn. 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. This effect lasts for 1 minute, and any creature charmed by you automatically fails its saving throw against the spell. Once you use this feature, you can’t use it again until you finish a long rest.

Unbreakable Majesty At 14th level, once per short rest, you can make that for one hour, any creature who targets you with an attack or a harmful means must first make a Wisdom saving throw on your Bardic Music Save DC. On a failed save, the creature lose the attack. If a creature fails its saving throw, you also gain advantage on all Charisma checks against the creature for 1 minute, and it has disadvantage on any saving throw it makes against you on your next turn.

College of Whispers Most folk are happy to welcome a bard into their midst. Bards of the College of Whispers use this to their advantage. They appear to be like any other bard, sharing news, singing songs, and telling tales to the audiences they gather. In truth, the College of Whispers teaches its students that they are wolves among sheep.

Venomous Blades When you join the College of Whispers at 3rd level, you gain the ability to make your weapon attacks toxic for a moment. When you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal an additional 2d6 poison damage to that target. You can do so only once per round on your turn. The additional damage increases when you reach certain levels in this class, increasing to 2d8 at 5th level, 2d10 at 10th level, and 2d12 at 15th level.

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Venomous Words At 3rd level, you learn to infuse innocentseeming words with an insidious magic. A creature that hears you speak can become plunged into fear and paranoia. If you speak to a humanoid alone for at least 10 minutes, you can attempt to seed paranoia and fear into its mind. At the end of the conversation, the target must succeed on a Wisdom saving throw against your Bardic Music save DC or be frightened for the next hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged. If the target succeeds on its save, the target has no hint that you tried to frighten it. Once you use this feature, you can’t use it again until you finish a short rest or long rest.

Mantle of Whispers At 6th level, you gain the ability to adopt a creature’s persona. When you slay a creature with an attack or a creature dies within 5 feet of you, you take on its appearance and gain access to its surface memories. As an action, you take on the creature’s appearance for 1 hour or until you end this effect as a bonus action. The disguise and the knowledge it grants disappears when this ability’s duration ends. During that hour, you gain access to all information that the creature would freely share with a casual acquaintance. Information includes general details on its background and personal life, but does not include secrets. Another creature can see through this disguise by making a Wisdom (Insight) check opposed by your Charisma (Deception) check, though you gain a +5 bonus to your check.

Shadow Lore At 14th level, you gain the ability to tap into a creature’s deepest fears. As an action, you whisper a phrase that only one creature of your choice within 30 feet of you can hear. The target must make a Wisdom saving throw against your Bardic Music save DC. It automatically succeeds if it doesn’t share a language with you or if it can’t hear you. On a successful saving throw, your whisper sounds like unintelligible mumbling and has no effect. If the target fails its saving throw, it is charmed by you for the next 8 hours or until you or your allies attack or damage it. It interprets the whispers as a description of its most mortifying secret. While you gain no knowledge of this secret, the target is convinced you know it. While charmed in this way, the creature obeys your commands for fear that you will reveal its secret. Once you use this feature, you can’t use it again until you finish a long rest.

Fighter AFighters learn the basics of all combat styles. Every fighter can swing an axe, fence with a rapier, wield a longsword or a greatsword, use a bow, and even trap foes in a net with some degree of skill. Likewise, a fighter is adept with shields and every form of armor. Beyond that basic degree of familiarity, each fighter specializes in a certain style of combat. Some concentrate on archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic. This combination of broad general ability and extensive specialization makes fighters superior combatants on battlefields and in dungeons alike. Not every member of the city watch, the village militia, or the queen’s army is a fighter. Most of these troops are relatively untrained soldiers with only the most basic combat knowledge. Veteran soldiers, military officers, trained bodyguards, dedicated knights, and similar figures are fighters. Some fighters feel drawn to use their training as adventurers. The dungeon delving, monster slaying, and other dangerous work common among adventurers is second nature for a fighter, not all that different from the life he or she left behind. There are greater risks, perhaps, but also much greater rewards—few fighters in the city watch have the opportunity to discover a magic flame tongue sword, for example.

Class Features As a fighter, you gain the following class features.

Hit Points Hit Dice: 1d10 per fighter level Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st

Proficiencies Armor: All armor, shields Weapons: Simple weapons, martial weapons Tools: None Saving Throws: Strength, Constitution Skills: Choose two from Acrobatics, Athletics, History, Insight, Intimidation, Perception, and Survival

Equipment You start with the following equipment, in addition to the equipment granted by your background: • (a) chain mail or (b) leather, longbow, and 20 arrows • (a) a martial weapon and a shield or (b) two martial weapons • (a) a light c rossbow and 20 bolts or (b) two handaxes • (a) a dungeoneer’s pack or (b) an explorer’s pack • 10 gold pieces or 125 gold pieces

23

23

Fighting Style You adopt a particular style of fighting as your specialty. Choose one of the following options.

Archery You gain a +2 bonus to Attack Rolls you make with ranged weapons.

Defense

Level 1

Proficency Features Bonus +2 Fighting Style, Second Wind

2

+2

Action Surge (one use)

3

+2

Martial Archetype

4

+2

Ability Score Improvement

5

+3

Extra attack

While you are wearing armor, you gain a +1 bonus to AC, if you are weilding a Shield you gain an additional +1.

6

+3

Ability Score Improvement

7

+3

Martial Archetype Feature

Dueling

8

+3

Ability Score Improvement

9

+4

Action Surge (two uses), Indomitable (one use)

10

+4

Martial Archetype Feature

11

+4

Extra Attack (2)

12

+4

Ability Score Improvement

13

+5

Indomitable (two uses)

14

+5

Ability Score Improvement

15

+5

Martial Archetype Feature

16

+5

Ability Score Improvement

17

+6

Action Surge (three uses), Indomitable (three uses)

18

+6

Martial Archetype Feature

19

+6

Ability Score Improvement

20

+6

Extra Attack (3)

When you are wielding a melee w eapon 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 reroll 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 give him disadvantage to the attack.

Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

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 gain temporary 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.

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 9th level, you can use it twice before a rest, but only once on the same turn. At 17th level you can use this feature three times between rests.

Martial Archetype At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

Ability Score Improvement When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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.

24

The Fighter

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.

Indomitable Beginning at 9th level, you can reroll 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 starting at 17th level.

Martial Archetypes



Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach.

Battle Master Those who emulate the archetypal Battle Master employ martial techniques passed down through generations, but not every fighter absorbs the lessons of Battle Masters, but those who do are fighters of great skill and knowledge.

Combat Superiority When you choose this archetype at 3rd level, you learn maneuvers based on special dice called superiority dice.

Maneuvers. You learn four maneuvers of your choice, which are detailed under “Maneuvers” below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one. Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level. Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows: 8 + your Proficiency Bonus + your Strength or Dexterity modifier (your choice)

Know your Enemy Starting at 7rd level, you can use an action to observe a creature and learn certain information about its capabilities. The DM tells you the exact score or two of the following: • Strength score

• Dexterity score

• Constitution score

• Armor Class

• Current hit points

• Total class levels (if any)

You can use this feature a number of times equal to 1+ your Intelligence Modifier (minimum 1 time) every short rest.

Improved Combat Superiority At 10th level, your superiority dice turn into d10s. At 18th level, they turn into dl2s.

Restless Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1d4 superiority die.

Maneuvers Master From 18th level, you can use two maneuvers at the same time, adding benefits and effects of both.

Maneuvers Disarming Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet. Distracting Strike. When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next Attack Roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn. Goading Attack. When you hit a creature with a weapon attack, you can expend one superiority die to at-tempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all Attack Rolls against targets other than you until the end of your next turn. Quick Response. When you make a Saving Throw you can expend your reaction and a superiority die to add it to the roll. You can use this feature only before you learn if the

save succeded or failed. Lunging Attack. When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack’s damage roll. Maneuvering Attack. When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack. Menacing Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn. Parry. When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier. Precision Attack. When you make a weapon Attack Roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the Attack Roll, but before any effects of the attack are applied. Pushing Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you. Riposte. When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack’s damage roll. Trip Attack. When you hit a creatu-re with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

Champion The archetypal Champion focuses on the development of raw physical power honed to deadly perfection, combining rigorous training with physical excellence.

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.

Remarkable Athlete Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution Check you make, skills that already benefit of your proficency bonus increase their bonus of an half (rounded down).

Additional Fighting Style At 10th level, you can choose a second option from the Fighting Style class feature.

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Superior Critical

Knight

Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20.

The Knight is a fighter who draws on an implacable fighting spirit to overcome enemies. A Knight’s willpower is nearly unbreakable, and the enemies in a Knight’s path have two choices: yield or die fighting.

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.

Sharpshooter The Sharpshooter is a master of ranged combat. An excellent sniper and eagle-eyed scout, this fighter is a perilous foe who can defeat an entire war band so long as they are kept at range.

Steady Aim Beginning when you choose this archetype at 3rd level, your aim becomes deadly. As a bonus action on your turn, you can take careful aim at a creature you can see that is within range of a ranged weapon you’re wielding. Until the end of this turn, your ranged attacks with that weapon gain one of those two benefits against the target: • You gain advantage on Attack Rolls if the target is within 30 feet and ignore half and three-quarters cover. • On each hit, the weapon deals additional damage to the target equal to 2 + half your fighter level. • You can attack beyond the first range increment of your ranged weapon without disadvantage. You can use this feature a number of times equal to 1 + your Wisdom modifier, every long or short rest.

Careful Eyes Starting at 7th level, you excel at picking out hidden enemies and other threats. You can take the Search action as a bonus action. You also gain proficiency in the Perception, Investigation, or Survival skill (choose one).

Close-Quarters Shooting At 10th level, you learn to handle yourself in close combat. Making a ranged Attack Roll while within 5 feet of an enemy doesn’t impose disadvantage on your roll. In addition, if you hit a creature within 5 feet of you with a ranged attack on your turn, that creature can’t take reactions until the end of this turn.

Rapid Strike Starting at 15th level, you learn to trade accuracy for swift strikes. If you have advantage on a weapon attack against a target on your turn, you can forgo that advantage to immediately make an additional weapon attack against the same target as a bonus action.

Snap Shot Starting at 18th level, you are ever ready to spring into action. If you take the Attack action on your first turn of a combat, you can make one additional ranged weapon attack as part of that action.

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Fighting Spirit Starting at 3rd level, the might of your willpower can shield you and help you strike true. As a bonus action on your turn, you can give yourself two benefits: advantage on all attack rolls and resistance to bludgeoning, piercing, and slashing damage. These benefits last until the end of your next turn. You can use this feature three times. You regain all expended uses of it when you finish a short or long rest.

Elegant Courtier Starting at 7th level, your discipline and attention to detail allow you to excel in social situations that require strict adherence to etiquette. You can add your Wisdom modifier to any Charisma check you make to persuade or please a noble or anyone else of high social station. You also gain proficiency in the History, Insight, and Persuasion skill (choose one) and, you learn one language of your choice.

Hold the Line At 10th level, you master the ability to harass and slow your enemies. As a reaction when a creature moves at least 1 foot within 5 feet ofyou, you can make one melee weapon attack against that creature. If you hit, the attack’s weapon deals extra damage to the target equal to half your fighter level, and the target’s speed is reduced to 0 until the end of this turn.

Rapid Strike Starting at 15th level, you learn to trade accuracy for swift strikes. If you have advantage on a weapon attack against a target on your turn, you can forgo that advantage to immediately make an additional weapon attack against the same target as a bonus action.

Strength Before Death Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that would reduce you to 0 hit points, you can delay that damage and immediately take a bonus turn, interrupting the current turn. You don’t take the damage until the bonus turn ends. Once you use this feature, you can’t use it again until you finish a long rest.

Inventor Every Inventor is defined by a specific craft. Inventor see mastering the basic methods of a craft as the first step to true progress, the invention of new methods and approaches. Some Inventors are engineers, students of invention and warfare who craft deadly firearms that they can augment with magic. Other Inventors are alchemists. Using their knowledge of magic and various exotic ingredients, they create potions and draughts to aid them on their adventures. Alchemy and engineering are the two most common areas of study for Inventors, but others do exist. All Inventors are united by their curiosity and inventive nature.

Item Analysis Starting at 1st level, your understanding of Relics allows you to analyze and understand their secrets. By analizing for one minute an object you can make a check adding double you proficency bonus and intelligence modifier to learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any, and it’s price. The table reports the DC for this check Rarity

DC

Rarity

DC

Mundane

15

Rare

24

Common

18

Very rare

27

Uncommon

21

Legendary

30

To an Inventor, his is an evolving art with a leading edge of discovery and mastery that pushes further ahead with each passing year. Inventors value novelty and discovery. This penchant pushes them to seek a life of adventure. A hidden ruin might hold a forgotten knowledge. Inventors win respect and renown among their kind by uncovering new lore or inventing new methods of creation. The Inventors’ drive to invent and expand their knowledge creates an intense drive to uncover new magic discoveries. An Inventor who hears news of a newly discovered magic item must act fast to get it before any rivals do.

Class Features As an Inventor, you gain the following class features.

Hit Points Hit Dice: 1d8 Hit Points at 1st Level: 8 + your Constitution Modfier. Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Inventor level after 1st.

Proficiencies Armor: Light and medium armor Weapons: Simple weapons Tools: Three tools of your choice Saving Throws: Constitution, Intelligence Skills: Choose two from Arcana, Investigation, Medicine, Persuasion, Stealth.

Equipment You start with the following equipment, in addition to the equipment granted by your background: • (a) a handaxe and a light hammer or (b) any two simple weapons • (a) light crossbow and 20 bolts • (a) scale mail or (b) studded leather armor • One tool and one Pack of your choice • 10 gold pieces or 100 gold pieces

Inventor Specalist At 1st level, you choose the type of Inventor Specialist you are, detailed at the end of the class description. Your choice grants you features at 1st level and again at 3rd, 9th, 13th, and 17th level.

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Wondrous Invention At 2nd level, you gain the use of a Relic-like device that youhave crafted. Crafting an item is a difficult task. When you gain a device from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete theitem. You are assumed to work on this item in your leisure time and to finish it when you level up. You complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th. Items gained in this fashon however need daily maintenance and specific expertise to operate. If the Inventor loose the possession of his inventions for more of 8 hours, they become nonfunctional or crumble. Devices gained in this manner do not count thoward the maxmum relic number that a creature can have. At 2nd level you can choose: Night Visor: While wearing these bulky eyepieces, you have darkvision out to a range of 60 feet. Gravitic Rod: This two flat iron rod have a button on one end. You can use an action to press the button, which causes the rod to become fixed in place. Until you or another creature uses an action to push the button again, the rod doesn’t move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength Check, moving the fixed rod up to 10 feet on a success. Bionic Tentacle: This 30-foot length of metallic wires that form a tentacle that have an Encumbrance of 3 Slots. If you hold one end of the tentacle with manual controls and use an action to operate it, the tentacle animates. The tentacle has a Strenght score of 10 and a Dexterity score of 18. As a bonus action, you can command the tentacle to move toward a destination you choose with the speed of 10 feet per round. As an action you could attemp any Strenght or Dexterity Check and even fine manipulations throught it, but without applying any of your proficencies. At 5th level you can choose one of the following or of the previous options. Adamantine Armor: You modify an armor you possess with alchemical processes to make it harden as Adamantium. While you’re wearing it, reduce by one the extra dices of any critical hit against you. Radio: You craft a pair of corns connected one to the other, with those you can communicate a short message of 25 words each round up to 10 miles away. Termite Tube: This hollow metal tube measures about 1 foot long and weighs 1 pound. Once every long rest you can strike it to an object that can be opened, such as a door, lid, or lock, as an action. The Tube release a termite charge, and the lock or latche striked on the object opens. If no locks or latches remain, the object itself opens. The chime can be used ten times. At 10th level you can choose one of the following or of the previous options. Dampened Boots: While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You have advantage on Dexterity (Stealth) Checks. Adhesive Slippers: While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to half your walking speed. However, the slippers don’t allow you to move this way on a slippery surface, such as one covered by ice or oil.

28

The Inventor Level 1

Proficency Features Bonus +2 Inventor Specialist, Item Analysis

2

+2

Wondrous Invention

3

+2

Inventor Specialist Feature

4

+2

Ability Score Improvement

5

+3

Wondrous Invention

6

+3

Emergency Thinkering

7

+3

Inventor Specialist Features

8

+3

Ability Score Improvement

9

+4

Crafting Mastery

10

+4

Wondrous Invention

11

+4

Inventor Specialist Features

12

+4

Ability Score Improvement

13

+5

Persistent Thinkering

14

+5

Wondrous Invention

15

+5

Inventor Specialist Features

16

+5

Ability Score Improvement

17

+6

Crafting Mastery

18

+6

Ability Score Improvement

19

+6

Inventor Specialist Features

20

+6

Wondrous Invention

Portable Hole: This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. You can use an action to unfold it and place it on or against a solid surface, whereupon creates an extradimensional hole 10 feet deep. You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what’s in it, the hole weighs next to nothing. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate. At 14th level you can choose one of the following or of the previous options. Pneumatic Arm: This 10-foot length of metallic wires and pistons form a mechanical arms that have an Encumbrance of 6 Slots. The mechanical arm is stored within an aposite backpack and you coud direct it with at least one free hand for its manual controls as an action. The tentacle has a Strenght score of 24. As a bonus action, you can command the tentacle to move toward a destination you choose with the speed of 10 feet per round. You could attemp any Strenght Check throught it and even attack with his Slam Melee Attack ( +7 bonus to hit, 1d12+7 damage, reach 10 feet), but without applying any of your proficencies. Armor Servo Motors: You can modify an armor with servo motors that enhances your stregnth. While wearing the modified armor, your Strength score changes to 22. Thoughts Resonator: The resonator has 3 charges. While wearing it, you can use an action and expend 1 charge to listen to thoughts for 1 minute in a cone of 60ft in front of you. The medallion regains 1d3 expended charges daily at dawn.

At 20th level you can choose one of the following or of the previous options. Advanced Sensor Array: This bulky eyepiece has 3 charges. As an action, you can activate the array and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet. The Array regains 1d3 expended charges daily at dawn. Gravitic Boots: While you wear these boots, you can use an action to rise vertically, up to 20 feet, and remains suspended there up to 10 minutes. you can also move in air with a fly speed of 20 feet per round in any direction, even changing your altitude by up to 20 feet in either direction as part of your move. At the end of the 10 minutes, you float gently to the ground. Hologram Cloack: While you wear this cloak, it projects an hologram that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on Attack Rolls against you.

Emergency Thinkering Starting at 6th level, you gain the ability to thinker items on the fly. As an action, you can tweak an item to function as one of your Wondrous Inventions. If you do so, chose an item from the second last Wondrous Inventions item list that you have access. The object gains for 1 minute the chosen properties. You can use this feature up to your Intelligence Modifier +1 times each long rest.

Ability Score Improvement When you reach 4th, 8th, 12th, 16th, and 18th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1.

Crafting Mastery At the 9th level an Inventor can craft any armor, object or weapon twice as fast as normal. At 17th level an Inventor could start to build Relics. Follow the table to know the raw material cost and build time for each relic rarity. Rarity

Materials Cost

Common

100 gp

Days to Build 1

Uncommon

500 gp

2

Rare

5,000 gp

10

Very rare

50,000 gp

100

Legendary

500,000 gp

1000

Persistent Thinkering At 13th level, when you use your Emergency Thinkering feature, you may spend 10 minutes instead to an action, in order to to grant it it the chosen properties up to 1 hour.

Inventor Specialists



Inventors pursue a variety of specializations. The three most common ones, alchemy and engineering and medicine, are presented here.

Alchemist An alchemist is an expert at combining exotic reagents to produce a variety of materials, like acids that can dissolve a rock to clinging goo that slows creatures down.

Alchemist’s Backpack At 1st level, you craft an Alchemist’s Backpack, a bag of reagents that you use to create a variety of instable concoctions. Alchemical Formulae you produce with the Alchemist Backpack denaturate and become unusable within 1 round once pulled out, and last for the maximum of one day inside the backpack. You use your Intelligence Modifier to determine the saving throw DC for an alchemical formula you craft. Alchemical Formula Save DC. 8 + your proficiency bonus + your Intelligence modifier

Alchemical Formula You learn Two Alchemical Discovery of your choice at 1st level and one for each Inventor Specialist Feature at 3rd, 7th, 11th, 15th level and 19th level. Alchemical Vial. As an action, you can reach into your Alchemist’s Satchel, pull out a vial of volatile liquid, and hurl the vial at a creature, object, or surface within 30 feet of you with a Melee or Ranged Touch Attack, on impact, the liquid ignites and any creature or object hit must succeed takes 1d10 + you Intelligence Modifier Fire damage. This formula’s damage increases by 1d10 for each three Inventor class levels you have. Acid Vial. As for Alchemical Vial, except deals 1d8 + your intelligence modifier Acid damage and double damage to objects. Thunder Vial. As for Alchemical Vial, except deals 1d8 + your intelligence modifier Thunder damage the target must succeed a Wisdom Saving Throw or become deafened for one round. Alchemical Bomb. As an action, you can reach into your Alchemist’s Satchel, pull out a spherical wooden enclosuer, and hurl it at a creature or object within 30 feet of you. The bomb explodes on impact. Any creature within a 5 feet radius on the impact point take 1d8 + your inteligence modifier fire damage or half as much with a successful Dexterity saving throw. This formula’s damage and radius increase by 1d8 and 5 feet for each three Inventor class levels you have. Electrostatic Bomb: As for Alchemical Bomb except it detonates with electric sparks, dealing 1d6 + your Intelligence Modifier lightning damage within a radious of 10 feet. You are immune from this damage. This formula’s damage and radius increase by 1d6 and 10 feet for each three Inventor class levels you have. Force Bomb: As for Alchemical Bomb except it detonates detonates with grat concussive power but low heat, dealing 1d6 damage by force and any creature that fails ist saving throw is moved 5 feet outward from the center of the explosion. This formula’s damage and drag increase by 1d6 and 5 feet for each three Inventor class levels you have. Ice Bomb. As for Alchemical Bomb except it generate intense cold, creatures caught witin must succeed a Constitution saving throw or suffer 1d6 + your Intelligence Modifier cold damage. For 1 minute the area of the explosion will be covered by a thin sheet of ice. Any creature moving inside the area must succeed a Dexterity Saving Thow or fall prone. This formula’s damage and radious increase by 1d6 and 5 feet for each three Inventor class levels you have. Magnetic Vial. This vial filled with a tiny magnetic shards. As an action, you can hurl it at a creature, object, or surface within 30 feet of you, on impact, the target he must succeed a Streght saving throw or become restrained for 1 minute. At the start of his turn he can repeat the saving thow as an action to end the effect.

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Light Vial. This vial filled with a cristalline liquid and you can hurl it at a creature, object, or surface within 30 feet of you, as an action. The vial shatters on impact with a blast of dazzling light. Each creature within 5 feet of the point of impact must succeed on a Wisdom saving throw or be blinded for 1 minute. At the start of their turns they can repeat the saving thow as an action to end the effect. Smoke Vial. This vial seems full of a thick black substance and when opened produces a thick plume of smoke. You can hold on to the stick or throw it to a point within 30 feet of you, as part of the action used to produce it. The area in a 10-foot radius around the stick is filled with thick smoke that blocks vision, including darkvision or true seeing. In addition the smoke makes difficult to breathe, and creatures caught within must succeed on a Constitution saving throw at the start of their turns or be nauseated. At the start of their turns they can repeat the saving thow as an action to end the effect. The smoke persist for 1 minute and then disappear. Oleous Flask. This flask is filled with a oleous liquid. You can hurl it at a point on the ground within 30 feet of you. The flask bursts on impact and covers the ground in a 10- foot radius with slippery oil. The area becomes difficult terrain and who enters or wants to move inside the area must succeed a Dexterity saving throw or fall prone. The oil dries after 1 minute, but is highly flammable, if any fire enters in contact with the oil, delivers the fire effect to all the creatures caught within its spread and he targets takes an additional 5 fire damage from the burning oil. Tanglefoot Flask. This flask is filled with a sticky black tar, you can hurl it at a point on the ground within 30 feet of you. The flask bursts on impact and covers the ground in a 5- foot radius with sticky goo. Who is within the burst radius must succeed a Strenght saving throw or become restrained. Each round on his turn he can spend an action to make another saving throw to break free.

Armiger While other Inventors rely on ranged attacks or canny explosives to defend themselves, the armiger trusts in his armor. Armigers create their own protective gear and improve it over time. They can stand before dozens of opponents, confident that their armor will shield them from harm. The armiger wins battles by wearing down his foes.

Armiger’s Armor Drawing on his ability to modify armor, the Armiger is the unquestioned master of armored fighting. At the first level you gain proficency with all armors and shields and gain an Armor of your choice, that from now it will be your Armiger’s Armor, that for it’s unique fittings, can be worn only by you. If you lose your Armiger’s Armor, you can create a new one over the course of one week of work.

Unique Tinkering Beginning at 1st level, you begin to tinker with your armor developing customizations and enhancements for your Amiger’s Armor. Through the course of your Armiger’s career you will gain a number of customizations for your armor that will grant you abilities whenever you are wearing your Armiger’s Armor. At the 1st level you gain: Damage Reduction. You subtract 2 points to any damage that would be dealt to you. For every three levels you obtain in this class, this damage reduction improves by 1. Increased Momentum. The Armiger’s melee attacks

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deal an additional 1 point of damage. For every four levels you obtain in this class, this damage improves by 1. When you gain an Inventor Specialist Feature at 3rd level you can choose one between the following options: Darkvision. The Armiger gains darkvision out to a range of 60 feet. You can choose this customization more the once, the effect stacks. Flexible Suit. The Armiger’s maximum dexterity bonus on his armor is increased by 1. You can choose this customization more the once, the effect stacks. Hardened Gauntlets. The gautlets inclueded into the Armiger’s Armor increase his damage by one step a and can deal slashing or piercing damage, chosen at the time the customization is selected, instead of bludgeoning damage. You can choose this customization more the once, the effect stacks. Masterwork Armor. The Armiger’s Armor thickens and strengthens, increasing the Armiger’s Armor bonus by +1, gaininig the appropriate mastework grade. You can choose this customization more the once, the effect stacks. Spiked Carapace. The Armiger’s Armor is covered in sharp spikes as if equipped with armor spikes. When you gain an Inventor Specialist Feature at 7th level you can choose one of the following options or from the previous lists: Blindsense. The Armiger’s Armor augments the Armiger’s senses, giving him blindsense out to a range of 30 feet. This ability allows the Armiger to pinpoint the location of creatures that he cannot see without having to make a Perception check, but such creatures still have Total Cover from the Armiger. Energy Resistance. The Armiger gain resistance to one damage type. You can choose this customization more the once, choose a different damage type each time. Evasion: As long as the Armiger is wearing the Armiger’s Armor,if the Armiger is subjected to an attack that normally allows a Dexterity save for half damage, he takes no damage if he makes a successful saving throw. Physical Enhancement. The Armiger gains a +2 bonus to Strength, Dexterity or Constitution while he is wearing his Armiger’s Armor. You can choose this customization more the once, the effect stacks. Retaliate. As a reaction the Armiger can make a melee attack against an enemy that has successfully hit him with a melee attack. This counts as an attack of opportunity and the Armiger must be able to reach the enemy. Stalwart. As long as the Armiger is wearing the Armiger’s Armor, if the Armiger is subjected to an attack that normally allows a Constitution or Wisdom save for a reduced or partial effect, he ignores the effect if he makes a successful saving throw. Weaponized Armor. The Armiger’s Armor hosts one melee single handed weapon chosen by the Armiger. The weapon increases it’s damage die by one step. The Armiger is proficent with the weapon, and he can sheath or draw the weapon as a free action from the armor. When you gain an Inventor Specialist Feature at 11th level you can choose one of the following options or from the previous lists: Diehard. When the Armiger’s hit point total reach 0, he starts with a successful Death Saving Throw. Enhanced Momentum. The Armiger’s melee attacks deal additional damage. If wielding a two-handed weapon, the Armiger deals 3 additional points of damage on a successful hit. If wielding a one-handed weapon, the Armiger deals 2

additional points of damage on a successfu hit. If wielding a light weapon, the Armiger deals 1 additional point of damage on a successful hit. Flight. The Armiger gain a fly speed equal to its speed, up to 1 minute each long or short rest. You can choose this customization more the once, the effect stacks. Fortification. The Armiger gains 50% chance to negate critical hits or sneak attacks (so damage is rolled normally). Quickened Attacks. When the Armiger makes an Attack Action he gains one additional attack This customization does not stack with other sources of extra attacks. Reach. The Armiger’s reach increases by 5 feet. You can choose this customization more the once, the effect stacks. When you gain an Inventor Specialist Feature at 15th level you can choose one of the following options or from the previous lists: Blindsight. The Armiger’s Armor massively augments the Armiger’s senses, giving him blindsight out to a range of 30 feet. The Armiger can maneuver and attack as normal, ignoring darkness, invisibility, and most forms of ThreeQuarters Cover as long as he has line of effect to the target. The Armiger must have the Blindsense customization to select this customization. Energy Immunity. The Armiger gain immunity to one damage type. The Armiger must have the Energy Resistance customization to select this customization. You can choose this customization more the once, choose a different damage type each time. Improved Evasion. As long as the Armiger is wearing the Armiger’s Armor, if the Armiger is subjected to an attack that normally allows a Dexterity save for half damage, he takes no damage if he makes a successful saving throw and only half damage if the saving throw fails. The Armiger must have the Evasion customization to select this customization. Improved Stalwart. As long as the Armiger is wearing the Armiger’s Armor, if the Armiger is subjected to an attack that normally allows a Constitution or Wisdom save for a reduced or partial effect, he can ignore the effect if he makes a successful saving throw and suffers the reduced effect if the saving throw fails. The Armiger must have the Stalwart customization to select this customization. Retaliate, Improved. As the Retaliate customization, except the triggering attack does not need to be successful. The Armiger must have the Retaliate customization to select this customization.

Armiger of Legend At 19th level your Armiger’s Armor grants to you to choose any three armor modifications and add them to your selection.

Gunsmith A master of engineering, you forge firearms with all kind of particular bullets.

Gunsmith Satchel At 1st level, you craft a leather Satchel used to carry your tools and ammunition including the powders, lead shot, and other materials needed to keep firearms functioning. At the end of each long rest, you can produce 50 ammunitions with you Satchel. Ammunition produced in this way become inert after a day from their creation. If you lose your Gunsmith Satchel or Thunder Cannon, you can create a new one over of three days of work.

Thunder Cannon At 1st level, you forge a deadly firearm called a Thunder Cannon, a ferocious weapon. You can enhance it to a masterwork weapon for half the price. You are proficient with the Thunder Cannon. The firearm is a two-handed ranged weapon that deals 2d6 Thunder damage. Its normal range is 150 feet, and its maximum range if 500 feet. Once fired, it must be reloaded as a bonus action.

High Velocity Rounds At 3rd level, you learn to build ammunitions that can exceed the speed of sound. This is a special round that deals an extra 2d6 thunder damage on a hit. For each 3 level after the 3rd you can increase the damage by an additional 2d6. You can have as many High Velocity Rounds as your Inventor level plus twice your Intelligence modifier each long rest.

Sharpnel Shells Starting at 7th level, you can fire a sharpnel filled explosive ammunition with your firearms. Rather than making an Attack Roll, you unleash a blast in a 20-foot cone from the gun. Each creature in that area must make a Constituition saving throw with a DC of 8 + your Proficiency Bonus + your Intelligence Modifier. On a failed saving throw, each target takes additional 4d6 force damage and is pushed 10 feet away from you and half as much on a sucessful one This damage increases to 8d6 when you reach 15th level in this class. You can use this ability for a number of times equal to the half of your Inventor level plus your Intelligence modifier each long rest.

Piercing Round Starting at 11th level, you can shoot lightning fast shot with your firearms. Rather than making an Attack Roll, you projectile pierces all targets in a line within your first range increment. Each creature in that area must make Dexterity saving throws with a DC of 8 + your Proficiency Bonus + your Intelligence Modifier. On a failed saving throw, each target takes additional 8d6 lightning damage and half as much on a sucessful one. This damage increases to 16d6 when you reach 19th level in this class. You can use this ability for a number of times equal to the one third of your Inventor level plus your Intelligence modifier each long rest.

Explosive Round Starting at 15th level, you develop explosive shells. Rather than making an Attack Roll, you fire an explosive round from the gun. The round detonates in a 30-foot radius sphere at a point you aim within your first range increment. Each creature in that area must make a Dexterity saving throw with a DC of 8 + your Proficiency Bonus + your Intelligence Modifier. On a failed saving throw, a target takes 10d8 fire damage and half as much on a sucessful one. You can use this ability for a number of times equal to the a quarter of your Inventor level plus your Intelligence modifier each long rest.

Hollow Point Shell Starting at 19th level, you can shoot a murdeous projectile that spread wide open when hits its target. If you hit your target with the Attack Roll, the creature must make a Consitution saving throws with a DC equal to your Attack Roll. On a failed save the target lose all his hit points, otherwise trat this attack as a critical hit. You can use this feature once between long rests.

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Physician An Physician is an expert at combining herbs and animal liquids to produce a variety of potions and poisons, from healing draughts that can mend a wound in moments to toxins that charms creatures heart.

Physician Bag At 1st level, you craft an Physician bag, a kit of reagents that you use to create your concoctions. However those denaturate and become unusable within 1 round, once pull out from your Physician Bag. If you lose the bag, you can create a new one over the course of three days of work. You use your Intelligence Modifier to determine the saving throw DC for an pharmaceutical innovation you brew. Pharmaceutical Innovation Save DC. 8 + your proficiency bonus + your Intelligence modifier

Pharmaceutical Innovations You learn two Pharmaceutical Discovery of your choice at 1st, and one for each Inventor Specialist Feature at 3rd, 7th, 11th, 15th level and 19th level. Amphetamine. Who drinks this potion, gain +5 feet bonus on his speed , and a +1 bonus to AC, and it has advantage on Dexterity saving throws. The effect ends after 1 minute and after that, the target can’t move or take actions for 1d6 rounds, as a wave of lethargy comes in. For each four levels of Inventor you have increase the bonuses by +1 and 5 feet. Endorfine. The potion’s crimson liquid regularly shines with dulllight. Who drink this potion, it removes one level of exhaustion that’s suffering and for the next 24 hours, he regain the maximum number of hit points for the first Hit Die you spend with a short or long rest. For each four level of Inventor you have you can remove an additional level of exaustion and gain another maximized Hit Dice. Ketamine. The potion’s syrupy liquid looks like liquified iron. For 1 minute after you drink this potion, you have resistance to one from Bludgeoning, Piercing and Slashing damage. From the 5th level of Inventor you can also choose an additional immunity from Acid, Cold and Fire damage resistance. From the 9th level you can also choose an additional immunity from Lightning, Poison and Thunder damage resistance. From 13th level you can also choose an additional immunity from Force, Necrotic, Psychic and Radiant damage reisitance. Methylhexamine. This blue potion bubbles and steams as if boiling. After drinking it, you gain 10 temporary hit points that last for 1 minute. For the same duration, whenever the target makes an Attack Roll or a saving throw, can roll a d4 and add the number rolled to the Attack Roll or saving throw. For each 4 Inventor levels you have increase the temporary hit points by 10 Steroids. This potion’s transparent liquid has floating drop of a red blody substance. When you drink this potion, your Strength or Dexterity score changes to 19 for 1 minute. The potion has no effect on you if your score is equal to or greater then the new one. For each 4 Inventor levels you have increase the agumented abilty by 2. Morphine. As an action, you can reach into your Physician bag and pull out a potion, and hurl it at a creature, object, or surface within 30 feet of you. On impact, the vial brakes and the liquid transforms in vapour that send a creature into slumber. Roll 5d6; if the target has fewer current hit points, falls unconscious for 1 minute or if someone uses an action to awake the sleeper. This potion maximum affected hit points increase by 2d6 for each three Inventor class levels you have.

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Pheromons. This potion is a trasparent, liquid that exhales a strong animal smell when open. As an action you can hurl the potion at a creature within 30 feet of you or a creature can drink it. 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 or drinks the potion, it is charmed by you until the effect ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance for 1 hour. For for each three Inventor class levels you have the vapors of the potion can affect one more target and increase the area of effect by 10 feet. At 11th level you can forego additional targets to to issue commands to the creature, which it does its best to obey. You can specify a simple and general course of action or 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. Barbiturate. As an action, you can reach into your Physician bag and pull out a potion of this thick and black e liquid, and hurl it at a creature, within 30 feet of you. On impact, the vial brakes and spread its content on the target that must succeed on a Constituition saving throw or suffer its effects until the end of your next round. Roll a d4 to determine the effect: 1. Choose one ability score. The target has disadvantage on ability checks and saving throws made with that score. 2. Attacks of the target decrease the damage die by 1 step (minimum 1 damage). 3. The target have a 25% chance to forgo its action during its turn. 4. Attacks deal an extra 1d4 necrotic damage to the target. For for each three Inventor class levels you have, you gain to roll the d4 one more time and add the results. Vitamins. A creature that drinks the liquid contained in this vial regains a number of hit points equal to 1d8 + your Intelligence Modifier, however you can heal a creature to the half of its maximum hit points. For each two Inventor class levels you have, the healing factor increase by another 1d8.

Monk Monks pray for the guidance of God for their action spreading the cult of the Faith through the lands. Monks harness this power within themselves to create magical effects and exceed their bodies’ physical capabilities. Using this energy, monks channel uncanny speed and strength into their unarmed strikes. As they gain experience, their martial training and their mastery of ki gives them more power over their bodies and the bodies of their foes. Small walled cloisters dot the landscapes of the world, tiny refuges from the flow of ordinary life, where time seems to stand still. The monks who live there seek personal perfection through contemplation and rigorous training. Many entered the monastery as children, sent to live there when their parents died, when food couldn’t be found to support them, or in return for some kindness that the monks had performed for their families.

Class Features



As a monk, you gain the following class features.

Hit Points Hit Dice: 1d8 per monk level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per monk level after 1st

Proficiencies Armor: None Weapons: Club, Greatclub, Quarterstaff, Spear, Unarmed Strike, Sling, Whip, Blowgun, Net. Tools: Choose one type of artisan’s tools or one musical instrument Saving Throws: Strength, Dexterity Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth.

Equipment You start with the following equipment, in addition to the equipment granted by your background: • (a) a shortsword or (b) any simple weapon • (a) a dungeoneer’s pack or (b) an explorer’s pack • (a) 10 darts • 5 gold pieces or 25 gold pieces

33

33

Tradition At 1st level, your practice of Faith’s liturgies gives you the gfit of unnatural accuracy and of movement and foresight of the surroundings, granting abilities unknown to the common man. You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield: • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.

Level

Proficency Features Bonus

Faith Points

1

+2

Unarmored Defense, Tradition

1

2

+2

Faith, Unarmored Movement

2

3

+2

Faith Mistery

3 4

4

+2

• Your AC equals 10 + your Dexterity modifier + your Wisdom modifier and increase with an additional +1 at 5th, 10th 15th and 20th level.

Ability Score Improvement, Slow Fall

5

+3

Extra Attack

5

• You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die increase to 1d6 ath 5th level, 1d8 at 10th level, 1d10 at 15th level and 1d12 at 20th level.

6

+3

Mystical Strikes, Faith Mistery Feature

6

7

+3

Evasion, Stillness of Mind

7

8

+3

Ability Score Improvement

8

9

+4

Unarmored Movement Improvement

9

10

+4

Purity of Body

10

11

+4

Faith Mistery Feature

11

12

+4

Ability Score Improvement

12

13

+5

Tongue of Sun and Moon

13

14

+5

Diamond Soul

14

15

+5

Timeless Body

15

16

+5

Ability Score Improvement

16

17

+6

Faith Mistery Feature

17

18

+6

Empty Body

18

19

+6

Ability Score Improvement

19

20

+6

Perfect Self

20

• When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. • When using your reaction to parry, you can either use an Atlethics or Acrobatics Check and your unarmed attack count as a normal weapon instead of light.

Faith Starting at 2nd level, your Faith allows to guide your action, represented by a number of Faith points determined by your monk level as shown in the Monk Table. When you spend a Faith point, it is unavailable until you finish a short or long rest, at the end of which you regain all your expended Faith points. Pugnorum Furor. Immediately after you take the Attack action on your turn, you can spend 1 Faith point to make two unarmed strikes as a bonus action. Semper Paratus. You can spend 1 Faith point to regain your reaction at any moment. Adductum Deo. You can spend 1 Faith point to take the Disengage, Dodge or Dash action as a bonus action on your turn. Consecrata Manus. Starting at 3rd level, you can spend 1 Faith point to deflect 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 1d12 + your Dexterity modifier + your monk level. Visus Dei. Starting at 5th level, you can manifest short vision of God to an opponent. When you hit another creature with a melee attack, you can spend 1 Faith point. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn. Malorum Expiatio. Starting at 9th level, by spending 3 Faith points, you can touch a creature or object and dispel a curse affecting it. If the object is a cursed Relic, its curse remains, but this ability breaks its owner’s attunement to the object so it can be removed or discarded. If a Fait feature requires to make a saving throw to resist its effects calculate it as follows: Faith Save DC. 8 + your proficiency bonus + your Wisdom modifier

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The Monk

and 18th level. At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

Faith Misteries When you reach 3rd level, you commit yourself to a specific Faith Mistery detailed at the end of the class description. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.

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.

Unarmored Movement

Slow Fall

Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases by 5ft when you reach 6th level, 12th level

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.

Extra Attack

Mistery of Ascension

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Monks of the Mistery of Ascension are the ultimate masters of the Tradition. They learn techniques to push and trip their opponents and use Faith to heal damage to their bodies.

Mystical Strikes Starting at 6th level, your unarmed strikes and monk weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Evasion At 7th level, your instinctive agility and blessings from God lets you dodge out of the way of certain area effects. 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.

Stillness of Mind

Liturgies Purificacionis Starting when you choose this tradition at 3rd level, you can manipulate your enemy’s body. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target: • It must succeed on a Dexterity saving throw or be knocked prone. • It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you. • If you spend an additional Faith point, it must make a Wisdom saving throw. If it fails, it becomes Dazed until the start of your next turn. • It can’t take reactions until the end of your next turn.

Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

Purity of Body At 10th level, your mastery of the Faith makes you immune to disease and poison.

Tongue of the Sun and Moon Starting at 13th level, your study of ancient Faith’s tomes make you reach the root of all spoken languages. You can understand any language written or spoken and any creature that can understand a language can understand what you say or write.

Corpus Integrite At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three your monk level. You must finish a long rest before you can use this feature again.

Talionis Beginning at 11th level, you can exploit a creature’s momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you, or yourself, is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.

Manus Poenitentis

Beginning at 14th level, your mastery of Faith grants you proficiency in all saving throws. Additionally, whenever you make a saving throw and fail, you can spend 1 Faith point to reroll it and take the second result

At 17th level, you gain the ability to lay the Hand of God on a creature, when you hit a creature with an unarmed strike, you can spend 4 Faith points to mark it for a number of days equal to your monk level. As an action you can touch this creatur one more time and it 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 effect anytime.

Timeless Body

Mistery of Death

At 15th level, your Faith sustains you so that you suffer none of the frailty of old age, and you can’t be aged by any means. You can still die of old age, however.

Monks of the Mistery of Death are obsessed with the meaning and mechanics of dying.

Diamond Soul

Empty Body Beginning at 18th level, you can use your action to spend 4 Faith points to have resistance to all damage.

Perfect Self At 20th level, when you roll for initiative and have no Faith points remaining, you regain 4 Faith points.

Faith Misteries



These traditions of monastic pursuit are common in the monasteries scattered across the world.

Tactum Vitae Starting when you choose this tradition at 3rd level, your study of death allows you to extract vitality from another creature as it nears its demise. When you hit a creature with an unarmed strike, you gain temporary hit points equal to half of the damage inflicted. Temporary hit points gained with this feature stacks with others gained the same turn.

Hora ut Metatur At 6th level, you gain the ability to unsettle or terrify those around you as an action, for your soul has been touched by the shadow of death. When you take this action, each creature within 30 feet of you that can see you must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.

35

Mors Dominium

Mistery of Self

Beginning at 11th level, you use your fami liarity with death to escape its grasp. When you are reduced to 0 hit points, you can expend 1 Faith point (no action required) to have 1 hit point instead.

Monks of the Mistery of Self train relentlessly with their bodies, to the point that it becomes a perfect organism. A Monk of the Self sees its body in much the same way a painter regards a brush or a writer sees parchment, ink, and quill.

Tactum Mortis Starting at 17th level, your touch can channel the energy of death into a creature. As an action, you touch one creature within 5 feet of you, and you expend any amount of Faith points. The target must make a Constitution saving throw, and it takes 1d12 necrotic damage per Faith point spent on a failed save, or half as much damage on a successful one.

Mistery of Peace Monks of the Way of Tranquility see violence as a last resort. They use diplomacy, mercy, and understanding to resolve conflicts. If pushed, though, they are capable warriors who can bring an end to the unjust or cruel folk who refuse to make excellent diplomats.

Pacis Itinere When you choose this tradition at 3rd level, you can use one action and spend 1 Faith point to enter in a state of peace. Any creature who targets you with an attack or a harmful means must first make a Wisdom saving throw on your Faith DC. On a failed save, the creature lose the attack. The effect lasts for 1hour and once you use this ability you can’t do so again for 1 minute.

Thaumaturge Starting at 3rd level, 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 monk level × 10. As an action, you can touch a creature and restore a number of hit points to that creature, up to the maximum amount remaining in the pool. Instead of healing the creature, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature.

Messus Pacis At 6th level, you gain the ability to diffuse violent situations and to speak the masses whit your indomitable Faith. You can use Your Wisdom Modifier in addition of your Charisma modifier when using your Charisma (Persuasion) Skill.

Extinguit Iracundia At 11th level, you gain the ability to extinguish a creature’s violent impulses. As an action, you can touch a creature, and it must make a Wisdom saving throw with a DC equal to your Faith DC. If the target fails the save, it can’t attack or take offensive actions for 1 minute. This effect ends if the target is attacked, takes damage, or is forced to make a saving throw.

Libra et Dolorem At 17th level, you gain the ability to embrace vengeance. If you see a creature reduce another creature to 0 hit points, you can use your reaction to grant yourself a bonus to all damage rolls against the aggressor until the end of the fight. The bonus equals your monk level. Once you use this ability, you can’t use it again until you finish a short or long rest.

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Interiorem Hominem When you choose this tradition at 3rd level, your special Tradition studying leads you to master the use of your inner divine spark gaining the following benefits: • If you make an unarmed strike as part of the Attack action on your turn you bloster your defences with the flow of your movements, gaining a +2 bonus to AC until the start of your next turn, if you aren’t incapacitated. • You further enhance your Faith Pool adding points equal your Wisdom modifier.

Corpus Unum At 6th level, you futher extend your awareness into your unarmed strikes. When you hit a target with a unarmed strike, you can spend 2 Faith point to increase the unarmed damage die by one step. You can spend many Faith point in this way as much as your Monk Level.

Acuite Animae At 11th level, you gain the ability to augment your unarmed strikes further with your Faith. As a bonus action, you can expend 3 Faith points to grant yourself a bonus to attack and damage rolls when you attack with your unarmed strikes. For each two Faith points you spent beyond the third, you gain +1 bonus to Attack and Damage rolls. This bonus lasts for 1 minute. You can spend many Faith point for this feature as much as your Monk Level.

Ictus Certus At 17th level, your mastery of your Tradition tecniques grants you extraordinary accuracy. If you make an attack roll with a unarmed strike and miss, you can reroll it. You can use this feature only once on each of your turns.

Class Features As a Mystic, you gain the following class features.

Mystic Divine magic, as the name suggests, is the power of the gods, flowing from them into the world. Clerics are conduits for that power, manifesting it as miraculous effects. God don’t grant this power to everyone who seeks it, but only to those chosen to fulfill a high calling. Harnessing divine magic doesn’t rely on study or training. A cleric might learn formulaic prayers and ancient rites, but the ability to cast cleric spells relies on devotion. Druids revere nature above all, gaining their spells and other magical powers either from the force of nature itself or from a nature deity. Many druids pursue a mystic spirituality of transcendent union with nature rather than devotion to a divine entity, while others serve gods of wild nature, animals, or elemental forces. The ancient druidic traditions are sometimes called the Old Faith, in contrast to the worship of God in temples . Magic is a part of every sorcerer, suffusing body, mind, and spirit with a latent power that waits to be tapped. Some sorcerers wield magic that springs from an ancient bloodline infused with the magic of dragons. Others carry a raw, uncontrolled magic within them, a chaotic storm that manifests in unexpected ways. Wild and enigmatic, varied in form and function, the power of magic draws students who seek to master its mysteries. Some aspire to become like the gods, shaping reality itself. Though the casting of a typical spell requires merely the utterance of a few strange words, fleeting gestures, and sometimes a pinch or clump of exotic materials, these surface components barely hint at the expertise attained after years of apprenticeship and countless hours of study.

Hit Points Hit Dice: 1d6 per Mystic level Hit Points at 1st Level: 4 + your Constitution modifier Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Mystic level after 1st.

Proficiencies Armor: None Weapons: Clubs, daggers, javelins, maces, darts, slings, quarterstaffs, light crossbows. Tools: None. Saving Throws: Constitution. Skills: Concentration.

Equipment You start with the following equipment, in addition to the equipment granted by your background: • (a) a quarterstaff or (b) a dagger • (a) a scholar’s pack or (b) an explorer’s pack • (a) a magical focus or (b) a spellbook • 10 gold Pieces or 75 Gold Pieces.

Mystical Source At 1st level, you choose the Mystical Source that shapes your practice of magic through three sources of power: Nature, Willpower or Arcane Arts, becoming accordignly a Druid, Sorcerer or a Wizard. Your choice grants you proficences at 1st level and unique features at 3rd level and again at 6th, 10th, 14th and 18th level.

37

The Mystic Level

Proficiency Bonus

1st

+2

Spells Slots per Spell Level Features

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

Spellcasting, Mystical Source

2

-

-

-

-

-

-

-

-

3

-

-

-

-

-

-

-

-

4

2

-

-

-

-

-

-

-

2nd

+2

3rd

+2

Mystical Source feature

4th

+2

Ability Score Improvement

5th

+3

6th

+3

7th

+3

8th

+3

9th

+4

10th

+4

11th

+4

12th

+4

13th

+5

14th

+5

15th

+5

Mystical Source feature

3

-

-

-

-

-

-

-

3

2

-

-

-

-

-

-

4

3

3

-

-

-

-

-

-

4

3

3

1

-

-

-

-

-

Ability Score Improvement

4

3

3

2

-

-

-

-

-

4

3

3

3

1

-

-

-

-

Mystical Source feature

4

3

3

3

2

-

-

-

-

4

3

3

3

2

1

-

-

-

Ability Score Improvement

4

3

3

3

2

1

-

-

-

4

3

3

3

2

1

1

-

-

Mystical Source feature

4

3

3

3

2

1

1

-

-

4

3

3

3

2

1

1

1

-

16th

+5

17th

+6

18th

+6

Mystical Source feature

4

3

3

19th

+6

Ability Score Improvement

4

3

3

20th

+6

Everlasting Power

4

3

3

3

Ability Score Improvement

Spellcasting The Mystic 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, if the spell allows Overcasting. The Spell you cast must be from your Spell Known list (for Sorceror), Prepared Spells (for Wizard), Beseeched Spells (for Cleric) or it must be one of your Invoked Spell of the day (for Druid) . You regain all expended slots when you finish a long rest.

Recovery You can regain some of your magical energy by resting and meditating. 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 Mystic level (rounded up). For example, if you’re a 4th-level Mystic, 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.

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.

Everlasting Power When you reach 20th level, once for long rest you can recover as meny spell slots level equal to your level plus your spellcasting ability modifier.

38

4 4

4

3

3

3

2

1

1

1

-

4

3

3

3

2

1

1

1

1

3

3

1

1

1

1

3

3

2

1

1

1

3

2

2

1

1

Mystical Source

There are Four main Mystical sources within the multiverse, the one the draws power from God: the Cleric, the one that draws power from Nature: the Druid, the the one that draws power form his willpower: the Sorcerer and the one that draws power from the Arcane arts: the Wizard.

Cleric Not every acolyte or officiant at a tempIe or shrine is a Cleric, some priests are called to a simple life of temple service, carrying out their gods’ will through prayer and sacrifice, not by magic and strength of arms. Nowdays, priesthood amounts to a political office, dosen’t involve no communion with a god at alI.

Vocation The divine connection grants you proficency with Light armor, medium and heavy armor and shields, two martial weapons of your choice, Stregnth Saving Throw, and two from the History, Insight, Medicine, Persuasion, and Religion Skills.

Spellcasting Ability The power of your spells comes from your devotion to your deity and the capacity of your body to channel the divine power without collapsing, thus you use your Constitution whenever a cleric spell refers to your spellcasting abilit and you use your Constitution modifier when setting the saving throw DC for a cleric spell you cast. Spell Save DC. 8 + your proficiency bonus + your Consitution modifier.

Spell Attack Modifier. your proficiency bonus + your Consitution modifier. Cantrips. At 1st level, you know three cantrips of your choice from the cleric spell list. You learn an additional cleric cantrip ath 4th level and another one at 10th. Beseech Spells. At dawn you can pray to have a number of cleric spells that will be available for you to cast trough the day, equal to your Constitution modifier + your cleric level (minimum of one spell), choosen from the cleric spell list. You can change your list of prepared spells when you finish a long rest. Preparing a new list of spells requires one hour spent in prayer and meditation. Ritual Casting. You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Disciple of Mercy or Punishment Starting at 1st level, you make the fundamental choice of your vocation choosing between Mercy or Punishment, as clerical path for your futures class features. Mercy. 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. Punishment. Whenever you use a spell of 1st level or higher to deal Necrotic damage to a creature, the creature suffers additional damage equal to 2 + the spell’s level. In addition you gain half of the total amount of healed or inflicted hit points as Temporary Hit Points.

Invoke Divinity At 3rd level, you gain the ability to invoke divine energy. As an action, you present your holy symbol and evoke healing or distrupting energy. You can Invoke divinity once for short or long rests. Beginning at 10th level, you can use your Invoke Divinity twice between rests, and at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses. Mercy. You restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. Punishment. You deal a number of necrotic damage equal to five times your cleric level. Choose any creatures within 30 feet of you, if they fail a Constituiton Saving Throw against your Spell DC, divide those hit points among them. If they succeed, instead, they take half the damage. This feature can’t damage a creature to no more than half of its hit point maximum, however.

Divine Strike At 6th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns, you can use a bonus action to invoking the divine power, cause your subsequent attacks to deal an extra 1d8 radiant or necrotic damage, based on your choice. When you reach 14th level, the extra damage increases to 2d8.

Fate of God Starting at 10th level, you great faith in God grants you the ability to manipulate the fate. Mercy. Once for long rest, as a reaction when you suffer a critical hit, you can turn that attack into a normal hit. Any effects triggered by a critical hit are canceled. Punishment. Once for long rest, as a reaction when you hit with an attack, you can turn that attack into a critical hit.

Coroner of Souls At 14th level, you gain the ability to manipulate the boundary between life and death. Mercy. Once for long rest, when an ally you can see dies within 30 feet of you, you can stabilize it using your reaction. Punishment. Once for long rest, when an enemy you can see dies within 30 feet of you, you can regain hit points equal to the enemy’s number of Hit Dice and inflict him a failed saving throw.

Hand of God Starting at 18th level, once for short or long rest, when you would normally roll one or more dice to restore hit points or deal Necrotic damage, with a spell, you instead use the highest number possible for each die.

Druid Druids revere nalure above all, gaining their spells and other magical powers eilher from the force of nalure ilself or fram a nalure deily. Many druids pursue a transcendent union with nature ralher than devotion to a divine entity

Child of Nature The druidic initiation grant you proficency with light armor, medium armor, shields (druids can’t wear armor or use shields made of metal), Wisdom Saving Throw, and two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival Skills.

Spellcasting Ability Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your attunement to nature. You use your Wisdom whenever a Druid 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 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. Cantrips. At 1st level, you know two cantrips of your choice from the druid spell list. You learn an additional cleric cantrip ath 4th level and another one at 10th. Invoking Spells. The entire list of Druid spell spells is always aviable to cast for a Druid. However you have a fixed number of different spells that you can invoke each day equal to Wisdom modifier + your Druid level (minimum of one spell). Casting a new spell adds it to your list of invoked spells, once you fulfill your daily limit you can’t invoke any new spell, but you can only cast the ones that you already used. When you make a long rest your Invoked spell List clears. Ritual Casting. You can cast a druid spell as a ritual if that spell has the ritual tag.

Wild Shape Starting at 1st 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. From the 3rd level you can use the ability to Wild Shape on your turn as a bonus action, rather than as an action and while you are transformed by Wild Shape.

39

You can stay in a beast shape for a number of hours equal to half your druid level (rounded down), then revert to your normal form unless you expend another use. You can revert to your normal form by using a bonus action on your turn. or you automatically revert if you fall unconscious, drop to 0 hit points, or die. While you are transformed, the following rules apply: • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them. • When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious. • You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell. • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense. • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear. Your equipment doesn’t change size or shape to match the new form. Equipment that merges with the form has no effect until you leave the form. • You can use a bonus action to expend one spell slot to regain ld10 hit points per level of the spell slot expended.

Beast Shapes Level

Max CR

Starting at 18th level, the primal magic that you wield causes you to cease to age, for every 10 years that pass, your body ages only 1 year. In addition you can use your Wild Shape an unlimited number of times.

Sorcerer Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, or exposure to unknown cosmic forces.

Sorcerous Blood Your atered bloodline grant you proficency in Charisma Saving Throws and two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion Skils.

Spellcasting Ability Charisma it’s your spellcasting ability and you use your Charisma modifier when Setting the saving throw DC for a sorcerer spell you cast or 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. Cantrips. At 1st level, you know four cantrips of your choice from the Sorcerer spell list. You learn an additional cleric cantrip ath 4th level and another one at 10th. Conjuring Spell. You know a limited number of Sorcerer spells each level, as shown into the following table. Each of these spells must be of a level for which you have spell slots, 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. Level

Spells Known

Level

Spells Known

1

4

11

14

2

5

12

14

3

6

13

15

4

7

14

15

5

8

15

16

Limitations

6

9

16

16

7

10

17

17

8

11

18

17

9

12

19

18

10

13

20

18

1st

1/2

No Flying or Swimmig Speed

3rd

1

No Flying Speed

6th

Mystic level /3

Primal Strike Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Elemental Wild Shape At 10th level, you can expend two uses of Wild Shape at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental instead of any beast form.

Beast Spells Starting at 14th level, you can cast your druid spells in any shape you assume using Wild Shape, performing the somatic and verbal components as normal.

40

Archdruid

The power of your magic relies on your ability to project your bare will, thus you’re able cast spells without complex somatic components.

Sorcery Points At first level you have 1 sorcery points, and you gain one additional point every time you level up, to a maximum of 20 at level 20. You can never have more sorcery points than your current Mystic 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.

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. Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a Bonus Action on Your Turn. The created Spell Slots vanish at the end of a Long Rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create Spell Slots with a level no higher than the maximum spell slot you can cast. Spell Slot Level

Sorcery Point Cost

1st

2

2nd

3

3rd

5

4th

6

5th

8

6th

9

7th

11

8th

13

9th

15

Metamagic At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two Metamagic options of your choice. You gain another one at 6th, 10th and 14th 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. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier. A chosen creature is immune to 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 reroll 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 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. Twinned Spell. When you cast a spell, you can spend a number of sorcery points equal to the spell’s level to create a second effect in range with the same spell (1 sorcery point if the spell is a cantrip).

Sorcerous Restoration At 18th level, your blood it’s full of magic prowness and you may regain 4 + your Charisma Modifier expended sorcery points whenever you finish a short rest.

Wizard Wizards are seekers of the knowledge that lies hidden in the fabric of the multiverse. Through pacts made with mysterious beings of supernatural power, warlocks unlock magical effects both subtle and spectacular.

Wizardy Studies Your studies grant you proficency in Intelligence saves, and two from Arcana, History, Insight, Investigation, Medicine, and Religion Skills.

Spellbook At 1st level, you have a spellbook containing six 1stlevel 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. 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 Mystic table. 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. For each level of the spell you are going to copy, 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. 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 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.

Spellcasting Ability Intelligence is your spellcasting ability for your 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. Cantrips. At 1st level, you know three cantrips of your choice from the wizard spell list. You learn an additional cleric cantrip ath 4th level and another one at 10th. Preparing Spells. 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, in any combination, chosen from your spellbook. You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time 1 hour studying your spellbook.

41

Ritual Casting. You can cast any wizard spell you know as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.

The eight schools of arcane magic are abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, and transmutation. Spells that do not fall into any of these schools are called universal spells.

Familiar

Abjuration. Spells that protect, block, or banish. An abjuration specialist is called an abjurer.

At 1st level a Wizard gain a familiar, an tiny animal (A challenge 0 Beast, check Appendix A of the Monster Manual) summoned to service a wizard. It retains the appearance, but also have the following special abilities. These special abilities apply only when the master and familiar are within 1 mile of each other. Share Spells

Conjuration. Spells that bring creatures or materials to the caster. A conjuration specialist is called a conjurer.

Share Spells. At the master’s option, he may have any spell he casts on himself also affect his familiar. The familiar must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of “You” on his familiar (as a touch range spell) instead of on himself. A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar’s type. Empathic Link. The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiar’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated. Deliver Touch Spells. If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates. Speak with Master. If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help. Speak with Animals of Its Kind. If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, rats with rodents, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, toads with amphibians, weasels with similar creatures (weasels, minks, polecats, ermines, skunks, wolverines, and badgers). Such communication is limited by the intelligence of the conversing creatures.

School Specialization When you reach 3rd level, you choose an arcane tradition, shaping your practice of magic through one magic schools. A school is one of eight groupings of spells, each defined by a common theme. A specialist wizard can prepare one additional spell of her specialty school per spell level each long rest. She also gains advantage on Spellcraft checks inherent to the spells of her chosen school. The wizard must choose whether to specialize and, he must also give up two other schools of magic (unless she chooses to specialize in divination; see below), which become her prohibited schools. A wizard can never give up divination to fulfill this requirement. Spells of the prohibited school or schools are not available to the wizard, and she can’t learn such spells from scrolls. She may not change either her specialization or her prohibited schools later.

42

Divination. Spells that reveal information. A divination specialist is called a diviner. Unlike the other specialists, a diviner must give up only one other school. Enchantment. Spells that imbue the recipient with some property or grant the caster power over another being. An enchantment specialist is called an enchanter. Evocation. Spells that manipulate energy or create something from nothing. An evocation specialist is called an evoker. Illusion. Spells that alter perception or create false images. An illusion specialist is called an illusionist. Necromancy. Spells that manipulate, create, or destroy life or life force. A necromancy specialist is called a necromancer. Transmutation. Spells that transform the recipient physically or change its properties in a more subtle way. A transmutation specialist is called a transmuter.

Spell Mastery At 6th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level Wizard spell that have in your spellbook. At 10th level you can choose a 2nd level and 14th level a 3rd level Wizard spells respectively. 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 chose for different spells of the same levels.

Signature Spells When you reach 18th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 4th or lower level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don’t count against the number of spells you have prepared, and you can cast each of them one time each short rest at 4th level without expending a spell slot. If you want to cast either spell at a higher level, you must expend a spell slot as normal.

Class Features



As a Paladin, you gain the following class features.

Paladin A paladin swears to uphold justice and righteousness, to stand with the good things of the world against the encroaching darkness, and to hunt the forces of evil wherever they lurk. Different paladins focus on various aspects of the cause of righteousness, but all are bound by the oaths that grant them power to do their sacred work. Although many paladins are devoted to gods of good, a paladin’s power comes as much from a commitment to justice itself as it does from a god. Paladins train for years to learn the skills of combat, mastering a variety of weapons and armor. Even so, their martial skills are secondary to the magical power they wield: power to heal the sick and injured, to smite the wicked and the undead, and to protect the innocent and those who join them in the fight for justice. Almost by definition, the life of a paladin is an adventuring life. Unless a lasting injury has taken him or her away from adventuring for a time, every paladin lives on the front lines of the cosmic struggle against evil. Fighters are rare enough among the ranks of the militias and armies of the world, but even fewer people can claim the true calling of a paladin.

Hit Points Hit Dice: 1d10 per Paladin level Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Paladin level after 1st

Proficiencies Armor: All armor, shields Weapons: Simple weapons, martial weapons Tools: None Saving Throws: Wisdom, Charisma Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion

Equipment You start with the following equipment, in addition to the equipment granted by your background: • (a) a martial weapon and a shield or (b) two martial weapons, a Chain mail and a holy symbol • (a) five javelins or (b) any simple melee weapon • (a) a priest’s pack or (b) an explorer’s pack • 10 gold pieces or 125 gold pieces

43

Judgment

The Paladin

The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces, learning the strongest allignment (Evil, Good, Lawful or Chaotic ) of one subject or object or area. 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.

Lay on Hands Your blessed touch an 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.

Sacred Relics At 1st l evel, you gain the ability to use Relics provided by the Faith. Once for short or long rest you can use its features. Some Sacred Relics effects require saving throws, . When you use such an effect from this class, the DC equals: Sacred Relics Save DC. 8 + your Proficiency Bonus + your Charisma Modifier. At 11th level, you can use your Sacred Relics between short or long rests .

twice

Holy Bomb. As an action, you can throw this reliquary adorned with sacred scriptures to a point, creature or surface within 30 feet. On impact the bomb detonates in a blinding flash, each hostile creature within 30feet of point of impact must take a Constitution saving throw. A creature takes radiant damage equals to 1d10 + your Charisma modifier plus and additional 1d10 for each three levels after the first on a falied saving throw, and half as much on a successful one. A creature that has total cover from you is not affected.

Fighting Style At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options.

1

Proficency Features Bonus Judgment, Lay on Hands, Sacred Relics +2 (one use)

2

+2

Fighting Style, Punishment 2d8

3

+2

Divine Healt, Sacred Oath

4

+2

Ability Score Improvement

5

+3

Extra Attack, Punishment 3d8

6

+3

Aura of Protection

7

+3

Sacred Oath Feature

8

+3

Ability Score Improvement

9

+4

Punishment 4d8

10

+4

Aura of Courage, Divine Intervention

11

+4

Sacred Relics (two uses)

12

+4

Ability Score Improvement

13

+5

Punishment 5d8

14

+5

Inquisition’s Ban

15

+5

Sacred Oath Feature

16

+5

Ability Score Improvement

17

+6

Punishment 6d8

18

+6

Aura Improvements

19

+6

Ability Score Improvement

20

+6

Sacred Oath Feature

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 give him disadvantage to the attack.

Punishment Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one Paladin’s Punishment to deal radiant damage to the target, in addition to the weapon’s damage. You regain all uses after a long rest.

Defense

The extra damage is 2d8 at 2nd level, 3d8 at 5th, 4d8 at 9th, 5d8 at 13th and 6d8 at 17th. You can use Punishment two times for each damage increase, for example at 5th level you can use two 2d8 and two 3d8 Punishments.

While you are wearing armor, you gain a +1 bonus to AC, if you are weilding a Shield you gain an additional +1.

Divine Healt

Dueling

By 3rd level, the prayers, the your ritualistic way of conducting life and remoteness from all vice makes you immune to disease.

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 reroll 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.

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Level

Sacred Oath When you reach 3rd level, you swear the oath that binds you as a Paladin forever. Now you choose the Oath of Devotion, the Oath of the Ancients or the Oath of Vengeance, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level.

Ability Score Improvement

Sacred Relics

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.

When you take this oath at 3rd level, you gain the following Sacred Relics options.

As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

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.

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.

Divine Intervention Beginning at 11th 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 Paladin level, your Inquisition Order intervenes helping you. The DM chooses the nature of the intervention; If your Order intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.

Inquisition’s Ban Beginning at 14th level, you can use your action to inhibit every supernatural ability of one creature within 30 feet of you. The creature must succeed a Charisma or Wisdom saving throw against your a DC equal to 8 + your Proficiency Bonus + Charisma modifier or loose the use of any of his ability for 1 minute. You can use the Inquistion Ban once every long rest.

Sacred Oaths



Becoming a Paladin involves taking vows that commit he Paladin to the cause of righteousness, an active path of fighting wickedness. The final oath, taken when he or she reaches 3rd level, is the culmination of all the Paladin’s training.

Oath of the Ancients The Oath of the Ancients is as old as the the inquisition itself and the rituals of the Faith. Sometimes called fey knights, white knights, or horned knights, Paladins who swear this oath cast their lot with the side of the light in the cosmic struggle against darkness, not necessarily because they believe in principles of honor, courage, and justice.

Heaven’s Chains. You can animate a pair of unbelivaby strong and hard chains that move by themselves on to ensnare a foe. As an action, you can cause gold plated chains to spring up and reach for a creature within 30 feet of you that you can see. The creature must succeed on a Dexterity saving throw or be restrained for 1 minute.

Warding of Tortures Beginning at 7th level, the continuos assist to countless tortures make you resistent to the dangers of the trade. You gain resistance to Acid, Fire and Lightning damage.

Undying Sentinel Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can’t use it again until you finish a long rest.

Elder Champion At 20th level, the Inquisition grants to you an Adamantine Full plate with a unique propertes: when you are wearing it, as a bonus action, you can gain the following benefits for 1 minute: • At the start of your turns, you regain 10 hit points. • You can make an additional attack with your bonus action each turn. • Enemy creatures within 10 feet of you have disadvantage on saving throws against your Sacred Relics. Once you use this feature, you can’t use it again until you finish a long rest.

Oath of Devotion The Oath of Devotion binds a Paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these Paladins meet the ideal of the knight in pursuit of justice and the greater good.

Sacred Relics When you take this oath at 3rd level, you gain the following Sacred Relics options. Gauntlets of the Righteous. As a bonus action, you can call the powers of those gautlets given to you by the Faith. For 1 minute, while wearing those gloves you add your Charisma modifier to Attack Rolls made with any weapon (with a minimum bonus of +1). and if the weapon is not already a Relic, it considered a Relic for the duration.

Aura of Devotion Starting at 7th level, you and friendly creatures within 10 feet of you can’t be charmed and have advantage against mind control effects while you are conscious. At 18th level, the range of this aura increases to 30 feet.

Purity of Spirit Starting at 15th level, those who dare to strike you are punished for their blasphemy. Whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier (minimum of 1) if you’re not incapacitated.

Holy Nimbus 45

At 20th level, the Inquisition grants to you an Adamantine Full plate with a unique propertes: when you are wearing it, as a bonus action, you can gain the following benefits for 1 minute: • Bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.

Oath of Vengeance

Once you use this feature, you can’t use it again until you finish a long rest

The Oath of Vengeance is a solemn commitment to punish those who have committed a grieYous sin. When evil forces slaughter helpless villagers, when an entire people turns against the will of the gods, when a thieves’ guild grows too violent and powerful, at times like these, Paladins arise and swear an Oath of Vengeance to set right that which has gone wrong.

Oath of Redemption

Sacred Relics

• Whenever an enemy creature starts its turn within 5 feet of you takes 30 radiant damage, or 15 radiant damage if it’s in the bright light within 30 feet.

The Oath of Redemption sets a paladin on a difficult path, one that requires a holy warrior to use violence only as a last resort. Paladins who dedicate themselves to this oath believe that any person can be redeemed and that the path of benevolence and justice is one that anyone can walk.

Armor of Peace Starting at 3rd level, your commitment to peace allows you to walk into the most dangerous situations unarmored. While you aren’t wearing armor or wielding a shield, your base AC is 16 + your Dexterity modifier.

Warrior of Reconciliation At 3rd level, while wielding a simple weapon that deals bludgeoning damage, you gain a special benefit if you reduce a creature to 0 hit points with that weapon and decide to spare the creature’s life. Instead of falling unconscious, the creature is charmed by you for 1 minute. During that time, the charmed creature is peaceful and docile, refusing to move or to take actions or reactions, unless you command it to. You can’t order the creature to do any offensive action. When the effect ends, the creature falls unconscious if it still has 0 hit points.

Sacred Relics When you take this oath at 3rd level, you gain the following Sacred Relics options. Brooch of Redemption. You can use your Sacred Relic to rebuke those who use violence. As a reaction when an enemy within 10 feet of you deals damage with a melee attack, you force that attacker to take radiant damage equal to the damage it just dealt.

Aura of the Guardian Starting at 7th level, you can shield your allies from harm at the cost of your own health. As a reaction when an ally within 10 feet of you takes damage, you instead take that damage.

Protective Spirit Starting at 15th level, a holy presence mends your wounds. You regain hit points equal to 1d10 + half your paladin level if you end your turn in combat with fewer than half of your hit points remaining and you aren’t incapacitated.

Emissary of Redemption At 20th level, you become an avatar of peace, gaining resistance to all damage dealt by other creatures. In Addition whenever a creature damages you, it takes damage equal to half the amount it dealt to you. If you attack a creature, deal damage to it, or force it to make a

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saving throw, neither benefit works against that creature until you finish a long rest.

When you take this oath at 3rd level, you gain the following Sacred Relics options. Prayer bead of Wrath. As a bonus action, you can invoke and wield the power of the gods with unchecked ferocity. Your attacks this turn deal maximum damage instead of rolling.

Relentless Avenger By 7th level, your supernatural focus helps you close off a foe’s retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn’t provoke opportunity attacks.

Soul of Vengeance Starting at 15th level, the authority with which you speak your Vow of Enmity gives you greater power over your foe. When a creature under the effect of your Vow of Enmity makes an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range.

Avenging Angel At 20th level, the Inquisition grants to you an Adamantine Full plate with a unique propertes: when you are wearing it, as a bonus action, you can gain the following benefits for 1 minute: • You gain a flying speed of 60 feet. • You emanate an aura of menace in a 30-foot radius. The first time any enemy creature enters the area or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become Paniked for 1 minute or until it takes any damage. Once you use this feature, you can’t use it again until you finish a long rest

Ranger Warriors of the wilderness, rangers specialize in hunting the monsters that threaten the edges of civilization— humanoid raiders, rampaging beasts and monstrosities, terrible giants, and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Rangers focus their combat training on techniques that are particularly useful against their specific favored foes. Thanks to their familiarity with the wilds, rangers acquire the ability to cast spells that harness nature’s power, much as a druid does. Their spells, like their combat abilities, emphasize speed, stealth, and the hunt. A ranger’s talents and abilities are honed with deadly focus on the grim task of protecting the borderlands. This fierce independence makes rangers well suited to adventuring, since they are accustomed to life far from the comforts of a dry bed and a hot bath.

Class Features As a Hunter, you gain the following class features.

Hit Points Hit Dice: 1d10 per ranger level Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per ranger level after 1st.

Proficiencies Armor: Light armor, medium armor, shields Weapons: Simple weapons, martial weapons Tools: None Saving Throws: Strength, Dexterity Skills: Choose two from Acrobatics, Athletics, Nature, Insight, Intimidation, Perception, and Survival

Equipment You start with the following equipment, in addition to the equipment granted by your background: • (a) scale mail or (b) leather armor • (a) two shortswords or (b) two simple melee weapons • (a) a dungeoneer’s pack or (b) an explorer’s pack • A longbow and a quiver of 20 arrows or 100 gp

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 as favored enemies. The ranger gains advantage on Deception, Perception, Insight, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures. At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus on damage against any one favored enemy (including the one just selected, if so desired) increases by 2. 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.

Terrain Mastery 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, Hills, Mountains, Plains, Swamp, Underground. When you make an Intelligence of Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in. In addition you are accustomed to fight in such environments thus gaining a +1 bonus on attack and damage rolls. You choose additional favored terrain types and increase the attack and damage bonuses of the previous ones by +1 at 6th, 10th and 13th level.

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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.

The Ranger Level

Proficency Features Bonus

1

+2

Favored Enemy, Terrain Mastery

2

+2

Fighting Style, Wild Emphaty

3

+2

Ranger Archetype, Primeval Awareness

4

+2

Ability Score Improvement

Defense

5

+3

Extra Attack

While you are wearing armor, you gain a +1 bonus to AC, if you are weilding a Shield you gain an additional +1.

6

+3

Natural Explorer

7

+3

Ranger Archetype feature

Dueling

8

+3

Ability Score Improvement

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..

9

+4

Venom Mastery

10

+4

Hide in Plain Sight, Natural Explorer

11

+4

Ranger Archetype feature

12

+4

Ability Score Improvement

13

+5

Natural Explorer

14

+5

Vanish

15

+5

Ranger Archetype feature

At 2nd level ranger can improve the attitude of an animal. This ability functions just like a Charisma (Persuasion) check to improve the attitude of a person.

16

+5

Ability Score Improvement

17

+6

Song of Rest (d12)

The ranger rolls 1d20 and adds proficency and his intelligence modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

18

+6

Feral Senses

19

+6

Ability Score Improvement

20

+6

Foe Slayer

Archery You gain a +2 bonus to attack rolls you make with ranged weapons.

Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Wild Empathy 

Ranger Archetype At 3rd level, you choose an archetype. Your choice grants you features at again at 7th, 11th, and 15th level.

to collect poison from a creature and you add half your proficency bonus to the Save DC of any poison you brew.

Primeval Awareness

Hide in Plain Sight

Beginning at 3rd level, you can use your action to focus your awareness on the region around you. For 1 minute you can sense what types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain). This feature doesn’t reveal the creatures’ location or number.

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.

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.

Extra Attack

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.

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Feral Sense

Venom Mastery Starting at 9th level, you learn to brew and use poisons with expertise. You can’t poison yourself while dealing with poisons and gain proficency with the Poisoner’s kit. In addition you take half the time to brew any potion or

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Vanish

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.

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.

Ranger Archetypes Here are described the most typical Ranger Archetypes.

Hunter Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter’s path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.

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. 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.

Defensive Tactics At 7th level, you gain one of the following features of your choice. Escape the Horde. Opportunity attacks against you are made with disadvantage. Multiattack Defense. When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.

Multiattack At 11th level, you gain one of the following features of your choice. Volley. You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.

Uncanny Dodge. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Primeval Guardian Rangers of the Primeval Guardian Conclave follow an ancient tradition rooted in powerful and old pagan belief of the nature. These rangers learn to become one with nature, allowing them to channel the aspects of various beasts and plants in order to overcome their foes. These rangers dwell in the elder forests of the world. They venture out only rarely, as they consider it their sacred duty to protect the nature that saw the earliest days of the world.

Guardian Soul Starting at 3rd level, you gain the ability to temporarily grow and take on the appearance of a treelike person, covered with leaves and bark. As a bonus action, you assume this guardian form, which lasts until you end it as a bonus action or until you are incapacitated. You undergo the following changes while in your guardian form: • Your reach increases by 5 feet. • You gain a number of temporary hit points at the start of each of your turns. The number equals half your ranger level. When the form ends, you lose any temporary hit points you have from it.

Piercing Thorns At 3rd level, your command of primal magic allows you to enhance your attacks with thorns. Once during each of your turns, you can deal an additional 1d6 piercing damage to one creature you hit with a weapon attack.

Ancient Fortitude At 7th level, you gain the endurance of the ancient forests. Your hit point maximum and current hit points increase by 2 per ranger level when you assume your guardian form. This increase lasts until you leave the form; your hit point maximum then returns to normal, but your current hit points remain the same, unless they must decrease to abide by your hit point maximum.

Rooted Defense At 11th level, you gain the ability to twist and turn the ground beneath you. While you are in your guardian form, the ground within 30 feet of you is difficult terrain for your enemies.

Guardian Aura

Whirlwind Attack. You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target. .

Starting at 15th level, your guardian form emanates a magical aura that fortifies your injured allies. When any ally starts their turn within 30 feet of your guardian form, that ally regains a number of hit points equal to half your ranger level. This aura has no effect on a creature that has half or more of its hit points, and it has no effect on undead and constructs.

Superior Hunter’s Defense

Stalker

At 15th level, you gain one of the following features of your choice. Evasion. 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.

Adventurers descending into the depths on desperate quests or in response to the promise of vast riches quickly come face to face with the evil that festers beneath the earth. Though many such characters are only too happy to escape back to the surface world again, rangers with the Stalker archetype welcome each foray into the world below.

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Underdark Scout

Slayer’s Counter

At 3rd level, you master the art of the ambush. On your first turn during combat, you gain a +10 bonus to your speed. If you use the attack action on that turn, you can make one additional attack. You gain an additional benefit on all turns after your first turn. At the end of each such turn, you can attempt to hide as a bonus action if you meet the normal requirements for hiding. From the 14th level, when you get the Vanish class feature, you can hide as a free action.

At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer’s Eye forces you to make a saving throw, you can use your reaction to make one weapon attack against it.

Iron Mind At 7th level, you gain proficiency in Wisdom saving throws.

Stalker’s Flurry Starting at 11th level, you have the ability to ensure that your attacks count. If you miss with an attack during your turn, you can immediately make an additional attack. You can gain one additional attack during your turn with this ability.

Stalker’s Dodge At 15th level, you master the ability to disrupt an opponent’s attacks. If a creature attacks you and does not have advantage on the attack roll, you can use your reaction to grant it disadvantage on the attack roll. You must use this ability before you know the result of the attack

Slayer Rangers of the Slayer Conclave seek out all threats of the natural and supernatural world. Trained in a variety of obscure techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty and obscure foes.

Slayer’s Eye Starting at 3rd level, you gain the ability to study and unravel a creature’s defenses. As a bonus action, choose one creature you can see within 120 feet of you. You immediately learn the target’s vulnerabilities, immunities, and resistances. You also learn any special effects triggered when the target takes damage, such as fire damage halting its regeneration. In addition, the first time each turn you hit the target with a weapon attack, the target takes an extra 1d6 damage from the weapon. This benefit lasts until you target a different creature with this feature or until you finish a short or long rest.

Supernatural Defense At 7th level, you gain extra resilience against your prey’s assaults on your mind and body. Whenever the target of your Slayer’s Eye forces you to make a saving throw, add 1d6 to your roll.

Relentless Slayer At 11th level, you gain the ability to foil your foe’s ability to escape. Your study of folklore and arcane knowledge gives you a key insight to keep your prey cornered. If the target of your Slayer’s Eye attempts use a special ability, you can use your reaction to make a Wisdom check contested by a Wisdom check made by the target. To use this ability, you must be able to see the target and need to be within 30 feet of it. If you succeed, you foil its attempt, causing it to waste the action, bonus action, or reaction it used.

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You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack’s normal effects.

Rogue Rogues devote as much effort to mastering the use of a variety of skills as they do to perfecting their combat abilities, giving them a broad expertise that few other characters can match. Many rogues focus on stealth and deception, while others refine the skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks. When it comes to combat, rogues prioritize cunning over brute strength. A rogue would rather make one precise strike, placing it exactly where the attack will hurt the target most, than wear an opponent down with a barrage of attacks. Rogues have an almost supernatural knack for avoiding danger, and a few learn magical tricks to supplement their other abilities.Every town and city has its share of rogues. Most of them live up to the worst stereotypes of the class, making a living as burglars, assassins, cutpurses, and con artists. Often, these scoundrels are organized into thieves’ guilds or crime families. Plenty of rogues operate independently, but even they sometimes recruit apprentices to help them in their scams and heists. A few rogues make an honest living as locksmiths, investigators, or exterminators, which can be a dangerous job in a world where dire rats—and wererats—haunt the sewers. As adventurers, rogues fall on both sides of the law. Some are hardened criminals who decide to seek their fortune in treasure hoards, while others take up a life of adventure to escape from the law.

Class Features



As a rogue, you have the following class features.

Hit Points Hit Dice: 1d8 per rogue level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per rogue level after 1st

Proficiencies Armor: Light armor Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords Tools: Thieves’ tools Saving Throws: Dexterity. Intelligence Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth

Equipment You start with the following equipment, in addition to the equipment granted by your background: • (a) a rapier or (b) a shortsword • (a) a shortbow and quiver of 20 arrows or (b) a • shortsword • (a) a burglar’s pack, (b) a dungeoneer’s pack, or (c) an • explorer’s pack • (a) Leather armor, two daggers, and thieves’ tools • 10 gold pieces or 100 gold pieces

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Expertise

Level

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.

2

+2

Lightning Action

1d6

3

+2

Roguish Archetype

2d6

Sneak Attack

4

+2

Ability Score Improvement

2d6

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.

5

+3

Uncanny Dodge

3d6

6

+3

Expertise

3d6

7

+3

Improved Lightning Action

4d6

8

+3

Ability Score Improvement

4d6

9

+4

Roguish Archtetype Feature

5d6

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

10

+4

Ability Score Improvement

5d6

11

+4

Reliable Talent

6d6

Poisoner

12

+4

Ability Score Improvement

6d6

13

+5

Roguish Archetype Feature

7d6

14

+5

Blindsense

7d6

15

+5

Slippery Mind

8d6

16

+5

Ability Score Improvement

8d6

17

+6

Roguish Archetype Feature

9d6

18

+6

Elusive

9d6

19

+6

Ability Score Improvement

10d6

20

+6

Stroke of Luck

10d6

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.

During your rogue training you learned to brew and use poisons with expertise. Beginning at 1st level you can’t poison yourself while applying potions to weapons and gain proficency with the Poisoner’s kit, in addition you can buy them for half the price, thanks to you shady contacts and accurate knowledge of the product. From the 6th level you can brew also special version of the Poisons listed in the chapter 5 - Equipment. From now on the Save DC set for each poison you prepare is equal to 8 + your Proficency Bonus + your Intelligence Modifier or the default DC of the poison if higher.

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 Aim, Dash, Disengage, Feint, Hide, Tumble or Use an Object action.

Roguish Archetype At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities: Assassin, Spy or Swashbuckler, all detailed at the end of the class description. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

Ability Score Improvement When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score o f 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.

Uncanny Dodge Beginning 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.

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The Rogue

At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools.

1

Proficency Features Bonus Expertise, Sneak Attak, +2 Poisoner

Sneak Attack 1d6

Evasion Beginning at 5th level, you can nimbly dodge out of the way of certain area effects. 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.

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, fortune can’t be invoked against you.

Blindsnese 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.

Slippery Mind By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

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

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 it as a critical success instead. Once you use this feature, you can’t use it again until you finish a short or long rest.

Roguish Archetypes



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

Assassin You focus your training on the grim art of death. Those who adhere to this archetype are diverse: hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency.

Bonus Proficiencies When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner’s kit.

Assassinate Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on Attack Rolls against on the first round of combat. In addition, any hit you score against a creature that hasn’t taken a turn in the combat yet or is surprised is a critical hit.

Infiltration Expertise Starting at 9th level, you can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can’t establish an identity that belongs to someone else.

Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) Check you make to avoid detection.

Death Strike Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw with DC: 10 + your Dexterity modifier + your proficiency bonus On a failed save, double the damage of your attack against the creature.

Spy As an archetypal Spy, you excel at rooting out secrets and unraveling mysteries. You rely on your sharp eye for details, but also on your finely honed ability to read the words and deeds of other creatures to determine their true intent.

Ear for Deceit When you choose this archetype at 3rd level, you develop a keen ear for picking out lies. Whenever you make a Wisdom (Insight) Check to sense if a creature is lying, you use the total of your Check or 8 + your Wisdom modifier, whichever is higher. If you are proficient in Insight, you add your proficiency bonus to the fixed result. If you chose Insight as a skill for your Expertise feature, add double your proficiency bonus.

Eye for Detail Starting at 3rd level, you can use the bonus action granted by your Cunning Action feature to make a Wisdom (Perception) Check to spot a hidden creature or object, to make an Intelligence (Investigation) Check to uncover and decipher clues, or to use Insightful Fighting (see below).

Insightful Fighting At 3rd level, you gain the ability to decipher an opponent’s tactics and develop a counter to them. As an action (or as a bonus action using Eye for Detail), you make a Wisdom (Insight) Check against a creature you can see that isn’t incapacitated, opposed by the target’s Charisma (Deception) Check. If you succeed, you can use Sneak Attack against that creature even if you do not have advantage against it or if no enemy of the target is within 5 feet of it. You can use Sneak Attack in this way even if you have disadvantage against the target. This benefit lasts for 1 minute or until you successfully use Insightful Fighting against a different target.

For example, you might acquire appropriate clothing, letters of introduction, and official looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants. Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.

Steady Eye

Impostor

Unerring Eye

At 13th level, you gain the ability to unerringly mimic another person’s speech, writing, and behavior. You must spend at least three hours studying these three components of the person’s behavior, listening to speech, examining handwriting, and observing mannerisms.

At 13th level, you gain the ability to detect magical deception. As an action, you sense the presence within 30 feet of you of illusions. Though you determine that an effect is attempting to trick you, you gain no special insight into what is hidden or its true nature.

At 9th level, you gain advantage on any Wisdom (Perception) Check made on your turn to find a hidden creature or object if you do not move during that turn. If you use this ability before moving, you cannot move or ready movement during your turn.

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Eye for Weakness

Survivalist

At 17th level, you learn to exploit a creature’s weaknesses by carefully studying its tactics and movement. While your Insightful Fighting feature applies to a creature, your Sneak Attack damage against that creature increases by 2d6.

When you choose this archetype at 3rd level, you gain proficiency in the Nature and Survival skills. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.

Swashbuckler

Skirmisher

At 9th level, your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well.

Fancy Footwork

Ambush Master

Starting at 3rd level, you are a continuous blur of motion in battle as you dart in, attack, and slip away to safety. During your turn, if you make a melee attack against a creature, that creature cannot make opportunity attacks against you for the rest of your turn.

Starting at 13th level, you excel at leading ambushes. If any of your foes are surprised, you can use a bonus action on your turn in the first round of the combat to grant each ally who can see you a +5 bonus to initiative that lasts until the combat ends.

Toujours l’Audace At 3rd level, your unmistakable confidence propels you into battle. You add your Charisma modifier to your initiative rolls. In addition, you can use Sneak Attack with any melee attack made against a target that has none of your allies adjacent to it.

Panache At 9th level, your charm becomes as sharp and dangerous as your blade. As an action, you can make a Charisma (Persuasion) check contested by a creature’s Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language. If you succeed on the check and the creature is hostile, it must target you with any attacks it makes and cannot willingly move farther away from you. This effect lasts for 1 minute or until you move more than 60 feet away from the target.If you succeed on the check and the creature is not hostile, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance.

Elegant Maneuver You complete difficult maneuvers with practiced ease. Starting at 13th level, you can use a bonus action to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make on your turn.

Master Duelist At 17th level your mastery of the blade lets you turn failure to success in combat. If you miss with an attack, you can choose to roll the attack again with advantage. Once you use this ability, you cannot use it again until you finish a short or long rest.

Scout You are skilled in woodcraft and stealth, allowing you to range ahead of your companions during expeditions. Rogues who embrace this archetype are at home in the wilderness and among barbarians and fighters, as they serve as the eyes and ears of war bands across the world.

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Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.

You focus your training on the art of the blade, relying on speed, elegance, and charisma in equal parts. While other warriors are brutes clad in heavy armor, your method of fighting looks more like performance. Rakes, duelists, and pirates typically follow this archetype. A swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent. Swashbucklers are especially talented at making difficult maneuvers to escape enemies or attack from an unexpected direction.

Superior Mobility

If the initiative bonus would increase an ally’s initiative above yours, the ally’s initiative instead equals your initiative. Each of the allies also receives a 10-foot increase to speed that lasts until the end of the ally’s next turn.

Sudden Strike Starting at 17th level, you can strike with deadly speed. If you take the Attack action on your turn, you can make one additional attack as a bonus action. This attack can benefit from your Sneak Attack even if you have already used it this turn, but only if the attack is the only one you make against the target this turn.

Chapter 4 - Personality & Background C

haractrs are defined to much more that their race and class. They are individuals with their own stories, interests, connections, and capabilities beyond those that class and race define. This chapter expounds on the details that distinguish characters from one another, including the basics of name and physical description, the rules of backgrounds and languages, and the finer points of personality and alignment.

Character Details



Your character’s name and physical description might be the first things that the other players at the table learn about you. It is worth thinking about how these characteristics reflect the character you have in mind.

Name Your character’s race description includes sample names for members of that race. Put some thought into your name even if you’re just picking one from a list.

Sex You can play a male or female character without gaining any special benefits or hindrances. Think about how your character does or does not conform to the broader culture’s expectations of sex, gender, and sexual behavior.

Height and Weight You can decide your character’s height and weight, using the information provided in your race description or on the Random Height and Weight table. Think about what your character’s ability scores might say about his or her height and weight. A weak but agile character might be thin. A strong and tough character might be tall or just heavy.

Alignment A typical creature in 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. Neutral good (NG) folk do the best they can to help others according to their needs. Chaotic good (CG) creatures act as their conscience directs, with little regard for what others expect. Lawful neutral (LN) individuals act in accordance with law, tradition, or personal codes. Neutral (N) is the alignment of those who prefer to avoid moral questions and do not take sides, doing what seems best at the time.

Chaotic neutral (CN) creatures follow their whims, holding their personal freedom above all else. Lawful evil (LE) creatures methodically take what they want, within the limits of a code of tradition, loyalty, or order. Neutral evil (NE) is the alignment of those who do whatever they can get away with, without compassion or qualms. Chaotic evil (CE) creatures act with arbitrary violence, spurred by their greed, hatred, or bloodlust.

Languages Your race indicates the languages your character can speak by default, and your background might give you access to one or more additional languages of your choice. Note these languages on your character sheet. Choose your languages from the Standard Languages table, or choose one that is common in your campaign. With your DM’s permission, you can instead choose a language from the Exotic Languages table or a secret language, such as thieves’ cant.

Personal Characteristics Fleshing out your character’s personality—the array of traits, mannerisms, habits, beliefs, and flaws that give a person a unique identity—will help you bring him or her to life as you play the game. Four categories of characteristics are presented here: personality traits, ideals, bonds, and flaws. Beyond those categories, think about your character’s favorite words or phrases, tics and habitual gestures, vices and pet peeves, and whatever else you can imagine.

Personality Traits Give your character two personality traits. Personality traits are small, simple ways to help you set your character apart from every other character. Your personality traits should tell you something interesting and fun about your character. They should be self descriptions that are specific about what makes your character stand out. “I’m smart” is not a good trait, because it describes a lot of characters. “I’ve read every book in Candlekeep” tells you something specific about your character’s interests and disposition. Personality traits might describe the things your character likes, his or her past accomplishments, things your character dislikes or fears, your character’s self attitude or mannerisms, or the influence of his or her ability scores. A useful place to start thinking about personality traits is to look at your highest and lowest ability s cores and define one trait related to each. Either one could be positive or negative: you might work hard to overcome a low score, for example, or be cocky about your high score.

Ideals Describe one ideal that drives your character. Your ideals are the things that you believe in most strongly, the fundamental moral and ethical principles that compel you to act as you do. Ideals encompass everything from your life goals to your core belief system. Ideals might answer any of these questions: What are the principles that you will never

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betray? What would prompt you to make sacrifices? What drives you to act and guides your goals and ambitions? What is the single most important thing you strive for? You can choose any ideals you like, but your character’s alignment is a good place to start defining them. Each background in this chapter includes six suggested ideals. Five of them are linked to aspects of alignment: law, chaos, good, evil, and neutrality. The last one has more to do with the particular background than with moral or ethical perspectives.

Bonds Create one bond for your character. Bonds represent a character’s connections to people, places, and events in the world. They tie you to things from your background. They might inspire you to heights of heroism, or lead you to act against your own best interests if they are threatened. They can work very much like ideals, driving a character’s motivations and goals. Bonds might answer any of these questions: Whom do you care most about? To what place do you feel a special connection? What is your most treasured possession? Your bonds might be tied to your class, your background, your race, or some other aspect of your character’s history or personality. You might also gain new bonds over the course of your adventures.

Flaws Finally, choose a flaw for your character. Your character’s flaw represents some vice, compulsion, fear, or weakness— in particular, anything that someone else could exploit to bring you to ruin or cause you to act against your best interests. More significant than negative personality traits, a flaw might answer any of these questions: What enrages you? W hat’s the one person, concept, or event that you are terrified of? What are your vices?

Backgrounds Every story has a beginning. Your character’s background reveals where you came from, how you became an adventurer, and your place in the world. Your fighter might have been a courageous knight or a grizzled soldier. The sample backgrounds in this chapter provide both concrete benefits (features, proficiencies, and languages) and roleplaying suggestions.

Proficiencies Each background gives a character proficiency in two skills. Skills are described in chapter 7. In addition, most backgrounds give a character proficiency with one or more tools. Tools and tool proficiencies are detailed in chapter 5. If a character would gain the same proficiency from two different sources, he or she can choose a different proficiency of the same kind (skill or tool) instead.

Languages Some backgrounds also allow characters to learn additional languages beyond those given by race. See “Languages” earlier in this chapter.

Equipment Each background provides a package of starting equipment. If you use the optional rule from chapter 5 to spend coin on gear, you do not receive the starting equipment from your background.

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Suggested Characteristics A background contains suggested personal characteristics based on your background. You can pick characteristics, roll dice to determine them randomly, or use the suggestions as inspiration for characteristics of your own creation.

Acolyte You have spent your life in the service of a temple to a specific god or pantheon of gods. You act as an intermediary between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct worshipers into the presence of the divine. You are not necessarily a cleric performin g sacred rites is not the same thing as channeling divine power. Were you a lesser functionary in a temple, raised from childhood to assist the priests in the sacred rites? Or were you a high priest who suddenly experienced a call to serve your god in a different way? Perhaps you were the leader of a small cult outside of any established temple structure, or even an occult group that served a fiendish master that you now deny. Skill Proficiencies: Medicine, Religion Languages: Two of your choice Equipment: A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a belt pouch containing 15 gp

Feature: Shelter of the Faithful As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle. You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.

Suggested Characteristics Acolytes are shaped by their experience in temples or other religious communities. Their study of the history and tenets of their faith and their relationships to temples, shrines, or hierarchies affect their mannerisms and ideals. Their flaws might be some hidden hypocrisy or heretical idea, or an ideal or bond taken to an extreme.

Charlatan You have always had a way with people.You know what makes them tick, you can tease out their hearts’ desires after a few minutes of conversation, and with a few leading questions you can read them like they were children’s books.It’s a useful talent, and one that you’re perfectly willing to use for your advantage.You know what people want and you deliver, or rather, you promise to deliver. Common sense should steer people away from things that sound too good to be true, but common sense seems to be in short supply when you’re around.The bottle of pinkcolored liquid will surely cure that unseemly rash, this

ointment—nothing more than a bit of fat with a sprinkle of silver dust—can restore youth and vigor, and there’s a bridge in the city that just happens to be for sale.These marvels sound implausible, but you make them sound like the real deal. Skill Proficiencies: Deception, Sleight of Hand Tool Proficiencies: Disguise Kit, Forgery Kit Equipment: A set of fine clothes, a disguise kit, tools of the con of your choice (ten stoppered bottles filled with colored liquid, a set of weighted dice, a deck of marked cards, or a signet ring of an imaginary duke), and a belt pouch containing 15 gp

Feature: False Identity You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy

City Watch You have served the community where you grew up, s tanding as its fi rst line of defense against crime. You a ren’t a soldier, directing your gaze outward at possible enemies. Ins tead, your service to your hometown was to help police its populace, protecting the citizenry from lawbreakers and malefactors of every stripe. Even if you’re not city-born or city-bred, this background can describe your early years as a member of law enforcement. Most settlements of any size have their own constables and police fo rces, and even smaller communities have sheriffs and bai liffs who s tand ready to protect their community. Skill Proficiencies: Athletics, Insight Languages: Two of your choice Equipment: A uniform in the style of your unit and indicative of your rank, a horn with which to summon help, a set of manacles, and a pouch containing 10 gp

Feature: Watcher’s Eye Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you’re more likely to be welcome in the former locations rather than the latter.

Cloistered Scholar As a child, you were inquisitive when your playmates were possessive or raucous. In your formative years, you found your way to one of Faerun’s great institutes of learning, where you were apprenticed and taught that knowledge is a more valuable treasure than gold or gems. Now you are ready to leave your home- not to abandon it, but to quest for new lore to add to its storehouse of knowledge. The most well known of Faerun’s fonts of knowledge is Candlekeep. The great library is always in need of workers and attendants, some of whom rise through the ranks to assume roles of greater responsibility and prominence. You might be one of Candlekeep’s own, dedicated to the curatorship of what is likely the most complete body of lore and history in all the world.

Perhaps instead you were taken in by the scholars of the Vault of the Sages or the Map House in Silverymoon, and now you have struck out to increase your knowledge and to make yourself available to help those in other places who seek your expertise. You might be one of the few who aid Herald’s Holdfast, helping to catalogue and maintain records of the information that arrives daily from across Faerun. Skill Proficiencies: Arcana, Investigation Languages: Two of your choice Equipment: The scholar’s robes of your cloister, a writing kit (small pouch with a quill, ink, folded parchment, and a small penknife), a borrowed book on the subject of your current study, and a pouch containing 10 gp

Feature: Library Access Though others must often endure extensive interviews and significant fees to gain access to even the most common archives in your library, you have free and easy access to the majority of the library, though it might also have repositories of lore that are too valuable, magical, or secret to permit anyone immediate access. You have a working knowledge of your cloister’s personnel and bureaucracy, and you know how to navigate those connections with some ease. Additionally, you are likely to gain preferential treatment at other libraries across the Realms, as professional courtesy shown to a fellow scholar.

Courtier EDITIn your earlier days, you were a personage of some significance in a noble court or a bureaucratic organization. You might or might not come from an upper-class family; your talents, rather than the circumstances of your birth, could have secured you this position. You might have been one of the many functionaries, attendants, and other hangers-on in the Court, or perhaps you traveled in baroque and sometimes cutthroat conglomeration of guilds, nobles, adventurers, and secret societies. Even if you are no longer a full-fledged member of the group that gave you your start in life, your relationships with your former fellows can be an advantage for you and your adventuring comrades. You might undertake missions with your new companions that further the interest of the organization that gave you your start in life. In any event, the abilities that you honed while serving as a courtier will stand you in good stead as an adventurer. Skill Proficiencies: Insight, Persuasion Languages: Two of your choice Equipment: A set of fine clothes and 5 gp

Feature: Court Functionary Edit Your knowledge of how bureaucracies function lets you gain access to the records and inner workings of any noble court or government you encounter. You know who the movers and shakers are, whom to go to for the favors you seek, and what the current intrigues or interest are.

Criminal You are an experienced criminal with a history of breaking the law. You have spent a lot of time among other criminals and still have contacts within the criminal underworld. You’re far closer than most people to the world of murder, theft, and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society.

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Skill Proficiencies: Deception, Stealth

Defining Event

Tool Proficiencies: One type of gaming set, thieves’ tools Equipment: A crowbar, a set of dark common clothes including a hood, and a belt pouch containing 15 gp

You previously pursued a simple profession among the peasantry. But something happened that set you on a different path and marked you for greater things.

Feature : Criminal Contact

Feature: Rustic Hospitality

You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver m essages for you.

Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they w ill not risk their lives for you.

Enterteiner

Guild Artisan

You thrive in front of an audience. You know how to entrance them, entertain them, and even inspire them. Your poetics can stir the hearts of those who hear you, awakening grief or joy, laughter or anger. Your music raises their spirits or captures their sorrow. Your dance steps captivate, your humor cuts to the quick. Whatever techniques you use, your art is your life.

You are a member of an artisan’s guild, skilled in a particular field and closely associated with other artisans. You are a well-established part of the mercantile world, freed by talent and wealth from the constraints of a feudal social order. You learned your skills as an apprentice to a master artisan, under the sponsorship of your guild, until you became a master in your own right.

Skill Proficiencies: Acrobatics, Performance Tool Proficiencies: Disguise kit, one type of musical instrument Equipment: A musical instrument (one of your choice), the favor of an admirer (love letter, lock of hair, or trinket), a costume, and a belt pouch containing 15 gp.

Feature: By Popular Demand You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble’s court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.

Variant: Gladiator A gladiator is as much an entertainer as any minstrel or circus performer, trained to make the arts of combat into a spectacle the crowd can enjoy. This kind of flashy combat is your entertainer routine, though you might also have some skills as a tumbler or actor. Using your By Popular Demand feature, you can find a place to perform in any place that features combat for entertainment—perhaps a gladiatorial arena or secret pit fighting club. You can replace the musical instrument in your equipment package with an inexpensive but unusual weapon, such as a trident or net.

Folk Hero You come from a humble social rank, but you are destined for so much more. Already the people of your home village regard you as their champion, and your destiny calls you to stand against the tyrants and monsters that threaten the common folk everywhere. Skill Proficiencies: Performance, Survival Tool Proficiencies: One type of artisan’s tools, vehicles (land) Equipment: A set of artisan’s tools (one of your choice), a shovel, an iron pot, a set of common clothes, and a belt pouch containing 10 gp

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Skill Proficiencies: Insight, Persuasion Tool Proficiencies: One type of artisan’s tools Languages: One of your choice Equipment: A set of artisan’s tools (one of your choice), a letter of introduction from your guild, a set of traveler’s clothes, and a belt pouch containing 15 gp

Guild Busineess Guilds are generally found in cities large enough to support several artisans practicing the same trade. However, your guild might instead be a loose network o f artisans w ho each work in a different village within a larger realm. Work with your DM to determine the nature of your guild. As a member of your guild, you know the skills needed to create finished items from raw materials (reflected in your proficiency with a certain kind of artisan’s tools), as well as the principles of trade and good business practices. The question now is whether you abandon your trade for adventure, or take on the extra effort to weave adventuring and trade together.

Feature: Guild Membership As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guild hall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings. Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild’s good graces.

Heretic Where gods vie for supremacy through trickery and murder, and mortals ascend to godhood, so there is heresy. You believe in a doctrine outlawed by your faith, taught to you in secret by other heretics. Perhaps your superiors

excommunicated you from your temple, or forbidden dogma provided answers to questions you never sought. Whatever your origin, you’re now shunned by the faithful, or worse, hunted. Skill Proficiency: Deception, Religion Languages: Two of your choice Equipment: A holy symbol (subtly modified to represent your own heretical belief), a prayer book or prayer wheel, vestments, a bottle of invisible ink, a quill, a set of common clothes, and a pouch containing 10 gp. Heretical Belief. Hundreds of outlawed sects exist throughout the Forgotten Realms. Choose a belief that defines you as a heretic.

Feature: Heretical Contacts You know where to find heretics in settlements where your faith is represented. If no heretics are present, you can indoctrinate weak-willed souls if you spend a day preaching. Where heretics are present, you can always find a place to hide, rest and recuperate. If needed, they can help you escape the settlement on a cart or through a secret tunnel.

Hermit You lived in seclusion—either in a sheltered community such as a monastery, or entirely a lone—for a formative part of your life. In your time apart from the clamor of society, you found quiet, solitude, and perhaps some of the answers you were looking for. Skill Proficiencies: Medicine, Knowldge Tool Proficiencies: Herbalism kit Languages: One of your choice Equipment: A scroll case stuffed full of notes from your studies or prayers, a winter blanket, a set of common clothes, an herbalism kit, and 5 gp

Feature: Discovery The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen.

Other Hermits This hermit background assumes a contemplative sort of seclusion that allows room for study and prayer. If you want to play a rugged wilderness recluse who lives off the land while shunning the company of other people, look at the outlander background. On the other hand, if you want to go in a more religious direction, the acolyte might b e what you’re looking for. Or you could even be a charlatan, posing as a wise and holy person.

Inquisitor Historically, inquisitors were cathar detectives who investigated crimes both mundane and supernatural. They were known for traveling to remote parishes plagued by unexplained murders. During Gods absence, the inquisitors led a series of brutal forays into Kessig and the Gavony Moorland. They executed suspected lycanthropes with little or no proof, and punished accused heretics in unsanctioned trials. This savage form of inquisition has become the norm, and inquisitors who still pry into dark mysteries have become a minority.

Skill Proficiencies: Investigation, Religion Tool Proficiencies: Thieves’ tools, one set of artisan’s tools of your choice Equipment: A holy symbol, a set of traveler’s clothes, and a belt pouch containing 15 gp

Feature: Legal Authority As an inquisitor of the church, you have the authority to arrest criminals. In the absence of other authorities, you are authorized to pass judgment and even carry out sentencing. If you abuse this power, however, your superiors in the church might strip it from you.

Knight of the Order You belong to an order of knights who have sworn oaths to achieve a certain goal. The nature of this goal depends on the order you serve, but in your eyes it is without question a vital and honorable endeavor. Faerun has a wide variety of knightly orders, all of which have a similar outlook concerning their actions and responsibilities. Though the term “knight” conjures ideas of mounted, heavily armored warriors of noble blood, most knightly orders in Faerun don’t restrict their membership to such individuals. The goals and philosophies of the order are more important than the gear and fighting style of its members, and so most of these orders aren’t limited to fighting types, but are open to all sorts of folk who are willing to battle and die for the order’s cause. The “Knightly Orders of Faerun” details several of the orders that are active at present and is designed to help inform your decision about which group you owe allegiance to. Skill Proficiencies: Persuasion, Animal Handling Tool Proficiencies: One type of gaming set or musical instrument Languages: One of your choice Equipment: One set of traveler’s clothes, a signet, banner or seal representing your place or rank in the order, and a pouch containing 10 gp

Feature: Knightly Regard You receive shelter and succor from members of your knightly order and those who are sympathetic to its aims. If your order is a religious one, you can gain aid from temples and other religious communities of your deity. Knights of civic orders can get help from the community whether a lone settlement or a great nationthat they serve, and knights of philosophical orders can find help from those they have aided in pursuit of their ideals, and those who share those ideals. This help comes in the form of shelter and meals, and healing when appropriate, as well as occasionally risky assistance, such as a band of local citizens rallying to aid a sorely pressed knight in a fight, or those who support the order helping to smuggle a knight out of town when he or she is being hunted unjustly.

Noble You understand wealth, power, and privilege. You carry a noble title, and your family owns, collects taxes, and wields significant political influence. You might be a pampered aristocrat unfamiliar with work or discomfort, a former merchant just elevated to the nobility, or a disinherited scoundrel with a disproportionate sense of entitlement.

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Or you could be an honest, hard-working landowner who cares deeply about the people who live and work on your land, keenly aware of your responsibility to them. Work with your DM to come up with an appropriate title and determine how much authority that title carries. A noble title doesn’t stand on its own—it’s connected to an entire family, and whatever title you hold, you will pass it down to your own children. Not only do you need to determine your noble title, but you should also work with the DM to describe your family and their influence on you. Skill Proficiencies: History, Persuasion Tool Proficiencies: One type of gaming set Languages: One of your choice Equipment: A set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25 gp

Feature: Position of Privilege Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk and merchants make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.

Outlander You grew up in the wilds, far from civilization and the comforts of town and technology. You’ve witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific features of the terrain, you know the ways of the wild. Skill Proficiencies: Athletics, Survival Tool Proficiencies: One type of musical instrument Languages: One of your choice Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler’s clothes, and a belt pouch containing 10 gp

Feature: Wanderer You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

Sage You spent years learning the lore of the multiverse. You scoured manuscripts, studied scrolls, and listened to the greatest experts on the subjects that interest you. Your efforts have made you a master in your fields of study. Skill Proficiencies: Arcana, Religion Languages: Two of your choice Equipment: A bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, and a belt pouch containing 10 gp

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Feature: Researcher When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from w hom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.

Soldier War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and armor, learned basic survival techniques, including how to stay alive on the battlefield. You might have been part of a standing national army or a mercenary company, or perhaps a member of a local militia w ho rose to prominence during a recent war. Skill Proficiencies: Athletics, Intimidation Tool Proficiencies: One type of gaming set, vehicles (land) Equipment: An insignia of rank, a trophy taken from a fallen enemy (a dagger, broken blade, or piece of a banner), a set of bone dice or deck of cards, a set of common clothes, and a belt pouch containing 10 gp

Feature: Military Rank You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.

Urchin You grew up on the streets alone, orphaned, and poor. You had no one to watch over you or to provide for you, so you learned to provide for yourself. You fought fiercely over food and kept a constant watch out for other desperate souls who might steal from you. You slept on rooftops and in alleyways, exposed to the elements, and endured sickness without the advantage of medicine or a place to recuperate. You’ve survived despite all odds, and did so through cunning, strength, speed, or some combination of each. You begin your adventuring career with enough money to live modestly but securely for at least ten days. Skill Proficiencies: Sleight of Hand, Stealth Tool Proficiencies: Disguise kit, thieves’ tools Equipment: A small knife, a map of the city you grew up in, a pet mouse, a token to remember your parents by, a set of common clothes, and a belt pouch containing 10 gp

Feature: City Secrets You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.

Chapter 5 - Equipment T

HE MARKETPLACE OF A LARGE CITY TEEMS with buyers and sellers of many sorts: dwarf smiths and elf woodcarvers, halfling farmers and gnome jewelers, not to mention humans of every shape, size, and color drawn from a spectrum of nations and cultures. In the largest cities, almost anything imaginable is offered for sale, from exotic spices and luxurious clothing to w icker baskets and practical swords. For an adventurer, the availability of armor, weapons, backpacks, rope, and similar goods is of paramount importance, since proper equipment can mean the difference between life and death in a dungeon or the untamed wilds. This chapter details the mundane and exotic merchandise that adventurers commonly find useful in the face of the threats that the worlds of D&D present.

Wealth Wealth appears in many forms in a D&D world. Coins, gemstones, trade goods, art objects, animals, and property can reflect your character’s financial well-being. Members of the peasantry trade in goods, bartering for what they need and paying taxes in grain and cheese. Members of the nobility trade either in legal rights, such as the rights to a mine, a port, or farmland, or in gold bars, measuring gold by the pound rather than by the coin. Only merchants, adventurers, and those offering professional services for hire commonly deal in coins.

Coinage 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 the gold piece (gp), the silver piece (sp), and the copper piece (cp). With one gold piece, a character can buy a belt pouch, 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 p iece is w orth ten silver pieces, the most prevalent coin among commoners. A silver piece buys a laborer’s work for a day, a flask of lamp oil, or a night’s rest in a poor inn. One silver piece is w orth 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 five silver pieces, and a platinum p iece is worth ten gold pieces. A standard coin weighs about a third of an ounce, so fifty coins weigh a pound.

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 a market. Weapons and armor used by monsters are rarely in good enough condition to sell. Relics. Selling Relics 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 relics, you won’t normally come across those items to purchase. The value of a relic is far beyond simple gold and should always be treated as such. Not counting the inquisition and the faith, that could sentence to death just for having the wrong item 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 DM 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 g oods—bars of iron, bags of salt, livestock, and so on—retain their full value in the market and can be used as currency.

Armor and Shields



D&D 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 o f armor types, ranging from leather armor to chain mail to costly plate armor, with several other kinds o f 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 A rmor table shows the cost, weight, and other properties of the common types of armor w orn in the worlds of D&D. Armor or Shields 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. Armor Class (AC). Armor protects its wearer from attacks. The armor (and shield) you wear determines your base Armor Class.

Selling Treasure

Heavy Armor. Heavier armor interferes with the 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.

Opportunities abound to find treasure, equipment, weapons, armor, and more in the dungeons you explore. Normally, you can sell your treasures and trinkets when

Disadvantage. If the Armor table shows something in the Disadvantage column, the wearer has disadvantage on that Ability Check, Saving Throw or Attack Roll.

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Light Armor Made from supple and thin materials, light armor favors agile adventurers since it offers some protection without sacrificing mobility. If you wear light armor, you add your Dexterity modifier to the base number from your armor type to determine your Armor Class.

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.

Padded. Padded armor consists of quilted layers of cloth and batting.

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 w earer relatively unencumbered.

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.

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.

Studded Leather. Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.

Heavy Armor

Medium Armor Medium armor offers more protection than light armor, but it also impairs movement more. If you wear medium armor, you add your Dexterity modifier, to a maximum of +2, to the base number from your armor type to determine your Armor Class. Hide. This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor. Chain Shirt. Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer’s upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.

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 w orn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.

Armor and Shields Name

Cost

Armor Class

Stregnth

Disadvantage

Encumbrance

Dexterity Checks

4 Slots

%

Padded

5 gp

11 + Dex Modifier

Leather

10 gp

11 + Dex Modifier

4 Slots

7 - 25

Studded Leather

45 gp

12 + Dex Modifier

4 Slots

26 - 37

Hide

30 gp

13 + Dex Modifier (max 2)

5 Slots

38 - 40

Chain Shirt

50 gp

13 + Dex Modifier (max 2)

4 Slots

41 - 48

5 Slots

49 - 54

4 Slots

55 - 56 57 - 64

Light Armor 1-6

Medium Armor Dexterity Checks

Scale Mail

70 gp

15 + Dex Modifier (max 2)

Breastplate

170 gp

14 + Dex Modifier (max 2)

Dexterity Checks

Half Plate

400 gp

16 + Dex Modifier (max 2)

Dexterity Checks

6 Slots

Ring Mail

70 gp

15

Dexterity Checks

6 Slots

65 - 72

Chain Mail

100 gp

16

13

Dexterity Checks

7 Slots

73 - 77

Splint

250 gp

17

15

Dexterity Checks

8 Slots

78-82

Plate

900 gp

18

15

Dexterity Checks

9 Slots

83 - 85

Heavy Armor

Shields Light Shield

10 gp

+1

2 Slots

86 - 89

Heavy Shield

30 gp

+2

13

Dexterity Checks

4 Slots

90 - 99

Tower Shield

50 gp

+4 / Total Cover

15

Dexterity Checks, Attacks and Saves

6 Slots

100

Extra

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Armor Spikes

+50 gp

+2 Slots

Gauntlet Loked

+10 gp

+1 Slots

Shield Spikes

+10 gp

+5 lb.

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 to 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.

Shields Shields give some additional protection from +1 to +4 AC at the cost of some kind of disadvantage Light Shield. You strap a shield to your forearm and grip it with your hand. A light shield’s weight lets you carry or manipulate other items in that hand, although you cannot use weapons with it. Wooden and steel shields offer the same basic protection, though they respond differently to special attacks. Heavy Shield. A heavy shield is so heavy that you can’t use your shield hand for anything else having to hold it with you hand instead of just strapping it on your forearm. Wooden and steel shields offer the same basic protection, though they respond differently to special attacks. When employing a heavy shield in combat, you take a disadvantage on Dexterity Skill Checks because of the shield’s encumbrance, but this disadvantage dosen’t stack with the disadvantage deirved by armor. Tower Shield. This massive wooden shield is nearly as tall as you are. In most situations, it provides the indicated shield bonus to your AC. When employing a tower shield in combat, you take a disadvantage on Dexterity Skill Checks, Dexterity Saving Throws and Attacks using Dexterity because of the shield’s encumbrance, but this disadvantage dosen’t stack with the disadvantage deirved by armor.

Shield Spikes. When added to your shield, these spikes turn it into a martial piercing weapon and increases the damage dealt. Otherwise, attacking with a spiked shield is like making a shield bash (Chapter 9 - Combat) attack. A Masterwork bonus on a spiked shield does not improve the effectiveness of a shield bash made with it, but a spiked shield can be made into a Enhacnced weapon in its own right.

Getting Into and Out of Armor The time it takes to don or 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 this time by half.

Donning and Doffing Armor Category

Don

Doff

Light Armor Medium Armor Heavy Armor Shield

1 minute 5 minutes 10 minutes 1 action

1 minute 1 minute 5 minutes 1 action

Weapons



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.

You can instead use it as total cover, though you must give up your attacks to do so. You cannot bash with a tower shield, nor can you use your shield hand for anything else. .

The weapons table shows the most common weapons used in the worlds of D&D, 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.

Extras

Weapon Proficency

Armor Spikes. You can have spikes added to your armor, which allow you to deal extra piercing damage (see Table: Weapons) on a successful grapple attack. The spikes count as a martial weapon. If you are not proficient with them, you take a disadvantage on grapple Checks when you try to use them.

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.

You can also make a regular melee attack (or off-hand attack) with the spikes. (You can’t also make an attack with armor spikes if you have already made an attack with another off-hand weapon, and vice versa.)

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.

An Masterwork bonus to a suit of armor does not improve the spikes’ effectiveness, but the spikes can be made into Masterwork weapons in their own right.

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.

Gauntlet Locked. This armored gauntlet has small chains and braces that allow the wearer to attach a weapon to the gauntlet so that it cannot be dropped easily. It provides a Advantage on any roll made to keep from being disarmed in combat. Removing a weapon from a locked gauntlet or attaching a weapon to a locked gauntlet is a action and provokes attacks of opportunity. Like a normal gauntlet, a locked gauntlet lets you deal lethal damage rather than nonlethal damage with an unarmed strike.

Weapon Properties Many weapons have special properties related to their use, as shown in the Weapons table. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon.

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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. Disarming. Disarming with this weapon don’t allow your opponent to gain advantage on his check if he is holding an item with two or more hands. Double. You can fight with it as if fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. You can use a double weapon in one hand but, only one end of the weapon can be used in any given round. 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. Heavy. Those weapons need at least 15 Strenght to be used without Disadvantage. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. See the rules for two-weapon fighting in chapter 9. Loading. Because of the effort and time required to load this weapon, you need a free hand to reload this weapon and 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 shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s maximum 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.. Shield. This weapon is a shield used for the shield bash action (Chapter 9 - Combat). Tripping. You can make trip attacks with this weapon. 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 that Attack Roll and damage roll that you would use for a melee attack with the 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 to use. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. When used with two hands , Two Handed rueles apply. Vicious. Whenever this weapon scores a critical hit, roll weapon damage dice once more time.

Improvised Weapons Sometimes characters don’t have their weapons and have to attack with whatever is close at hand. An improvised weapon includes any object you can wield in one or two hands, such as broken glass, a table leg, a frying pan, a wagon wheel. In many cases, 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. An object that bears no resemblance to a weapon deals 1d4 damage.

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If a character uses a ranged weapon to make a melee attack, or throws a melee weapon that does not have the 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.

Weapons Weapons with special rules are described here. Bolas. You can use this weapon to make a ranged trip attack against an opponent. You can’t be tripped during your own trip attempt when using a set of bolas. Crossbow, Hand. You can shoot, but not load, a hand crossbow with one hand at no penalty. You can shoot a hand crossbow with each hand. Crossbow, Light or Heavy. Normally, operating a heavy crossbow requires two hands. However, you can shoot, but not load, a crossbow with one hand with disadvantage on Attack Rolls. Gauntlet or Spiked Gauntlet. A strike with a gauntlet is otherwise considered an unarmed attack and with a melee light weapons. The cost and weight given are for a single gauntlet. Heavy armors come with gauntlets, and spiked gautlets if the armor is spiked. Halberd. If you use a ready action to set a halberd against a charge, you deal double damage on a successful hit against a charging character. Hammer, Hooked. A hooked hammer is a double weapon. The hammer’s blunt head is a bludgeoning weapon that deals 1d6 points of damage. Its hook is a piercing weapon that deals 1d4 points of damage. You can use either head as the primary weapon. The other head is the offhand weapon. Lance. A lance deals double damage when used from the back of a charging mount. While mounted, you can wield a lance with one hand. Longspear. If you use a ready action to set a longspear against a charge, you deal double damage on a successful hit against a charging character. Net. A Large or smaller creature hit by a net is restrained until it is freed. A creature can use its action to make a DC 10 Strength Check, to free itself or another creature within its reach. Dealing 5 slashing damage to the net (AC 10) also frees the creature, and destroying the net. When you attack with a net, you can make only one attack regardless of the number of attacks you can normally make. Shield, Spiked Heavy or Light. You can bash (Chapter 9 Combat) with a shield instead of using it for defense. Spiked Armor. You can outfit your armor with spikes, which can deal damage in a grapple or as a separate attack. See Armor Extras for details. Whip. A whip deal damage to all creatures within reach. Compare you attack roll to all the Armor Classes to dertermine individually hits or misses.

Special Manifacture



Not every Weapon, Shiled or Armor is made equal, often to gift a man of renown unique items are handcrafted.

Masterworks Weapons, Ammunitions, Armors and Shields can be enhanced or build to perform better. Those items however are costy and uncommon, and the refinement of the decorations show this feature.

Weapons Name

Cost

Damage

Type

Encumbrance

Properties

%

Simple Melee Weapons Club

1sp

1d4

Bludgeoning

3 Slots

Light

Dagger

2gp

1d4

Piercing

2 Slots

Finesse, light, thrown 20/60 ft.

Greatclub

2sp

1d8

Bludgeoning

4 Slots

Two handed, Heavy

3-4

Handaxe

5gp

1d6

Slashing

3 Slots

Light, thrown 20/60 ft.

5-6

Javelin

5sp

1d6

Piercing

4 Slots

Thrown 30/120 ft.

Hammer, Light

2gp

1d4

Bludgeoning

3 Slots

Light, thrown 20/60 ft.

1 2

7 8-9

Mace

5gp

1d6

Bludgeoning

3 Slots

Quarterstaff

2gp

1d6

Bludgeoning

4 Slots

Versatile (1d8), Double

Sickle

1gp

1d4

Slashing

2 Slots

Light, Tripping

Spear

1gp

1d6

Piercing

3 Slots

Thrown 20/60 ft., Versatile (1d8)

16 - 17

Longspear

15gp

1d8

Piercing

6 Slots

Two handed, Reach, Special

18 - 19

Unarmed Strike

1

Bludgeoning

-

10 - 12 13 - 14 15

Light

Simple Ranged Weapons Crossbow, Light

25gp

1d8

Piercing

4 Slots

Ammunition 80/320 ft., Loading, Special

19 - 21

Dart

5cp

1d4

Piercing

1 Slot

Finesse, thrown 20/60 ft.

22 - 23

Shortbow

25gp

1d6

Piercing

4 Slots

Ammunition 80/320 ft., Two handed

24 - 25

Sling

1gp

1d4

Bludgeoning

1 Slot

Ammunition 30/120 ft.

26 - 27

8gp

1d6

Slashing

4 Slots

Thrown 20/60 ft., Light

28

Battleaxe

10gp

1d8

Slashing

6 Slots

Versatile (1d10)

29 - 31

Chain, Spiked

70gp

2d4

Piercing

7 Slots

Two handed, Tripping, Disarming, Finesse

32 - 33

Double Axe

90gp

1d8/1d8

Slashing

7 Slots

Double, Disarming

34

Falchion

30gp

2d4

Slashing

6 Slots

Two handed, Vicious

35

Flail

10gp

1d8

Bludgeoning

4 Slots

Disarming, Tripping

36 - 38

Flail, Dire

80gp

1d8/1d8

Bludgeoning

7Slots

Double, Disarming, Tripping

39 - 41

Flail, Heavy

20gp

1d10

Bludgeoning

6 Slots

Disarming, Heavy, Tripping, Two handed

42 - 43

Gauntlet

2gp

1d4

Bludgeoning

1 Slot

Light, Special

44

Gauntlet, Spiked

5gp

1d6

Piercing

1 Slot

Light, Special

45 - 46

Glaive

40gp

1d10

Slashing

7 Slots

Heavy, Reach, Two handed

Greataxe

30gp

1d12

Slashing

6 Slots

Heavy, Two handed

48 - 49

Greatsword

50gp

2d6

Slashing

6 Slots

Heavy, Two handed

50 - 51

Guisarme

30gp

2d4

Slashing

8 Slots

Two handed, Reach, Tripping

Halberd

40gp

1d10

Slashing

7 Slots

Heavy, Two handed, Tripping, Special

Lance

30gp

1d12

Piercing

7 Slots

Reach, Two handed, Special

Longsword

15gp

1d8

Slashing

5 Slots

Versatile (1d10)

56 - 58

Maul

10gp

2d6

Bludgeoning

7 Slots

Heavy, Two handed

59 - 60

Morningstar

15gp

1d8

Piercing

5 Slots

Heavy

Pike

30gp

1d10

Piercing

6 Slots

Reach, Two handed

Ranseur

70gp

2d4

Piercing

7 Slots

Reach, Two handed, Disarming

Rapier

25gp

1d8

Piercing

4 Slots

Finesse, Vicious

66 - 67

Scimitar

25gp

1d6

Slashing

4 Slots

Finesse, Light, Vicious

68 - 69

Shyte

25gp

2d4

Slashing

7 Slots

Two handed, Tripping, Vicious

70 - 71

Shortsword

10gp

1d6

Piercing

4 Slots

Finesse, Light

72

Shield, Light

3gp

1d6

Bludgeoning

2 Slots

Light, Special

73 - 74

Martial Melee Weapons Axe

47

52 53 - 54 55

61 62 - 64 65

Shield, Heavy

+10gp.

1d8

Bludgeoning

4 Slots

Special

Armor Spikes

+50gp

1d6

Piercing

+2 Slots

Light, Special

Shield Spikes

+10gp.

1d6

Piercing

+2 Slots

Special

78

90gp

1d8/1d8

Slashing

7 Slots

Double

79

Sword, Two-Bladed

75 76 - 77

65

Those Masterworks items grant a bonus to AC (in the case of Armors and Shields) and Damage and To-Hit rolls (for Weapons), raging from +1 to +3. For Armors or Shields add 500 gp for a +1 bonus, 1500 gp for a +2 and 4500 gp for a +3 Masterwork Bonus. For Weapons and Ammunitions, instead, add 1000 gp for a +1 bonus, 3000 gp for a +2 and 9000 gp for a +3 Masterwork Bonus Weapons can also have just a +1 bonus for To-Hit rolls for 500 gp. Enhancements can be done on an existing item, and enhancing a item altready with a bonus on it costs with 3/4 of the price for the new masterwork bonus price.

Adamantine This ultrahard metal adds to the quality of a weapon or suit of armor, only weapons, armor, and shields normally made of metal can be crafted from adamantine.

Adamantine Cost Modifiers Item Type

Cost Modifier

Ammunition

+60gp

Light armor

+5,000 gp

Medium armor

+10,000 gp

Heavy armor

+15,000 gp

Weapon

+5,000 gp

Shield

+2,000 gp

This rare wood is twice as hard as normal wood and with the same weight. A weapon of darkwood increases his damage dice of one step (1d4 to 1d6, 1d6 to 1d8, 1d8 to 1d10, 1d10 to 1d12). Only weapons interely made of wood can benefit of this bonus. To determine the price of a darkwood item, use the original price of the item and add 50gp per Encumbrance Slot to the price.

Damage

Type

Item Type

Cost Modifier

Light armor

+1,000 gp

Medium armor

+4,000 gp

Heavy armor

+9,000 gp

Weapon

+4000 gp

Shield

+2,000 gp

Armor. Mithral armors and shields have maximum Dexterity bonus is increased by 1, including heavy armors, and skill penalties are removed. Weapons. Weapons made of Mithral with the Versatile property used with one hand gain the light property. Weapons with the Two-Handed property can be used with one hand decreasing their damage dice by one step.

This section describes items that have special rules or require further explanation.

Darkwood

Cost

Mithral Cost Modifiers



Weapons. Adamantine weapons, instead, deal double damage to objects and ignore resistance to Piercing, Slashing and Bludgeoning damage.

Sword, Bastard

Mithral is a very rare silvery, glistening metal that is lighter than iron but just as hard. When worked like steel, it becomes a wonderful material from which to create armor and is occasionally used for other items as well.

Adventuring Gear

Armor. Armors made from adamantine reduces the impact of weapons: any critical hit losses extra damage damage dices for type of armor: one dice for Light armor and shieds, two for Medium and tree for Heavy.

Name

Mithral

Acid (Vial). As an action, you can spill the contents of this vial onto a any object. That object suffers 1d12 acid damage. Antitoxin (flask). A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. Ball Bearings. As an action, you can spill these tiny metal balls from their pouch to cover a level area 10 feet square. 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 saving throw. Bacpack. This is a medium sized backpack, suitable for camping and moderate loads. It adds 2 slots to your carrying capacity Block and Tackle. A set of pulleys with a cable threaded through them and a hook to attach to objects, a block and tackle allows you to hoist up to four times the weight you can normally lift.

Encumbrance

Properties

%

100gp

1d10

Slashing

6 Slots

Versatile (1d12)

80 - 81

5gp

1d6

Piercing

4 Slots

Thrown 20/60 ft., Versatile (1d8), Special

82 - 84

Warhammer

15gp

1d8

Bludgeoning

5 Slots

Versatile (1d10)

War Axe

100gp

1d10

Slashing

6 Slots

Heavy, Versatile (1d12)

86 - 88

Whip

10gp

1d4

Slashing

3 Slots

Finesse, Reach, Special

89

Trident

85

Martial Ranged Weapons

66

Bolas

10gp

1d4

Bludgeoning

1 Slots

Thrown 10/20 ft., Tripping, Special

90 - 92

Blowgun

10gp

1

Piercing

1 Slots

Ammunition 25/100 ft., Loading

93 - 94

Crossbow Hand

75gp

1d6

Piercing

3 Slots

Ammunition 30/120 ft., light, Loading

95

Crossbow Heavy

50gp

1d10

Piercing

5 Slots

Ammunition 100/400 ft., Loading, Special

96

Longbow

50gp

1d8

Piercing

5 Slots

Ammunition 150/600 ft., Two handed

Net

1gp

4 Slots

Special, thrown 5/15 ft.

97 - 98 99 - 100

Caltrops. As an action, you can spread a single bag of caltrops to cover a 5-foot-square area. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving and take 1 piercing damage. Until the creature regains at least 1 hit point, its walking speed is reduced by 10 feet. A creature moving through the area at half speed doesn’t need to make the saving throw. Candle. For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet. Case, Crossbow Bolt. This wooden case can hold up to twenty crossbow bolts. Case, Map or Scroll. This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment. Chain. A chain has 10 hit points. It can be burst with a successful DC 20 Strength Check. Crowbar. Using a crowbar grants advantage to Strength Checks where the crowbar’s leverage can be applied. Flash Powder (vial): When the contents of this powderfilled pellet hits the air, it creates a bright flash that blinds those within 10 feet if they fail a Constitution Saving Throw with DC 12 for 1d4 rounds. Hammer Sledge. Using a Sledge Hammer grants advantage to Strength Checks when breakign things. Healer’s Kit. This kit is a leather pouch containing bandages, salves, and splints. if you expend the use of this kit it grants you advantage on wisdom (Medicine) Checks. Hunting Trap. When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object. A creature that steps on the plate must succeed on a DC 15 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 12 Strength Check, freeing itself or another creature within its reach on a success. Each failed Check deals 1 piercing damage to the trapped creature. You can craft or buy more complex traps, double the price to add +2 to the Saving Throws or Checks and the Damage. Lamp. 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. Lantern, Bullseye. A bullseye lantern casts bright light in a 60-foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. Lantern, Hooded. 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. Lock. 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 DM may decide that better locks are available for higher prices. Magnifying Glass. 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. Manacles. 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. Mess Kit. 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. Oil. Oil usually comes in a clay flask that holds 1 pint. As an action, can throw the oil in this flask up to 20 feet, shattering it on impact, and coveing a square of 5ft in oil. The surface become sdifficult terrain and 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, the oil dries after 1 minute. Pouch Belt. This small pouch adds 1 slot to your carrying capacity. Quiver. A quiver can hold up to 20 arrows. Ram, Portable. You can use a portable ram to break down doors. When doing so, you gain advantage on your Strength Check. One other character can help you use the ram, giving you another advantage on this Check. Rations. Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts. Rope. Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength Check Scale, Merchant’s. 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. Smoke Bomb. As an action, a character can light this bomb and throw it at a point up to 60 feet away. It instantly creates thick, opaque smoke when ignited. The smoke fills a 10-foot cube the obscures all vision (granting total concealing trought it). The smoke is consumed after 1d4 rounds, dissipating naturally. Thunderstone. When this stone strikes a hard surface, it creates a deafening bang, all creatures within 10 feet that fail a Constitution Saving Throw with DC12 go deaf for 1d6+4 rounds and suffer disadvantage on initiative checks. Tonic. A character who drinks the magical red fluid in this vial gains 2d4+2 temporary hit points. Drinking or administering a potion takes an action. Torch. 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 1d6 fire damage.

Equipment Packs The starting equipment you get from your class includes a collection of useful adventuring gear, you can forgo items for 1Gp per item removed. Burglar’s Pack. Includes a Backpack (+2 Slots), a bag of 1,000 ball bearings (2 Slots), a bell (1 Slots), 4 candles (2 Slots), a crowbar (2 Slots), a hooded lantern (1 Slots), 2 flasks of oil (1 Slots), 4 days rations (2 Slots), a tinderbox (1 Slots), a waterskin (2 Slots). The pack also has 50 feet of hempen rope strapped to the side of it (2 Slots). Diplomat’s Pack. Includes a 2 cases for maps and scrolls (2 Slots), a set of fine clothes (2 Slots), a bottle of ink and an ink pen, sealing wax and paper (2 Slots), a lamp (1 Slots), 2 flasks of oil (1 Slots), a vial of perfume (1 Slots), and soap (1 Slots).

67

Adventuring Gear Item

Cost

Encumbrance

%

Abacus

2 gp

1 Slots

Acid (vial)

25 gp

1 Slot

2

Arrows (20)

1 gp

2 Slots

3-4

Manacles

Blowgun needles (50)

1 gp

1 Slot

5

Crossbow bolts (20)

1 gp

2 Slots

6

Sling bullets (20)

4 cp

1 Slot

7

Ammunition

Lantern, hooded

Cost

Encumbrance

%

5 gp

2 Slots

55

Lock

10 gp

1 Slot

56

Magnifying glass

100 gp

1 Slot

57 - 58

2 gp

6 Slots

59 - 60

Mess kit

2 sp

1 Slot

61 - 62

Mirror, steel

5 gp

1 Slot

63 - 64

Oil (flask)

1 sp

1 Slot

65

Antitoxin (vial)

50 gp

1 Slot

8

Paper (one sheet)

2 sp

1 Slot

66

Backpack

3 gp

+2 Slots

9

Parchment (one sheet)

1 sp

1 Slot

67 - 68

Ball bearings

1 gp

1 Slot

10 - 11

Perfume (vial)

5 gp

1 Slot

69 - 70

Barrel

2 gp

6 Slots

12 - 13

Pick, miner’s

2 gp

5 Slots

71

Basket

4 sp

2 Slots

14

Pole (10 foot)

5 cp

6 Slots

72

Bedroll

1 gp

4 Slots

15 - 16

Pouch, Belt (Empthy)

1 gp

+1 Slot

73

Bell

1 gp

1 Slot

17 - 18

Pot, iron

2 gp

6 Slots

74 - 75

Blanket

5 sp

1 Slot

19

Quiver

1 gp

1 Slot

76

Book

25 gp

1 Slot

20

Ram, portable

4 gp

8 Slots

77

Bottle, glass

2 gp

1 Slot

21

Rations (1 day)

5 sp

1 Slot

78 - 79

Caltrops

1 gp

2 Slots

22 - 23

Rope, hempen (50 feet)

1 gp

4 Slots

80

Candle

1 cp

1 Slot

24 - 25

Rope, silk (50 feet)

10 gp

2 Slots

81 - 82

Case

1 gp

2 Slots

26

Sack

1 cp

2 Slots

83 - 84

Map or scroll

1 gp

1 Slot

27

Scale, merchant’s

5 gp

3 Slots

85

Chain (10 feet)

5 gp

5 Slots

28

Smoke Bomb

50 gp

1 Slot

86

Chalk (1 piece)

1 cp

1 Slot

29

Sealing wax

5sp

1 Slot

87

Chest

5 gp

6 Slots

30 - 31

Shovel

2 gp

2 Slots

88 - 89

Clothes, common

5 sp

2 Slots

32

Signet ring

5 gp

1 Slot

90 - 91

Spikes, iron (10)

1 gp

3 Slots

92

800 gp

1 Slot

93

2 gp

6 Slots

94

Clothes, fine

15 gp

2 Slots

33 - 34

Clothes, traveler’s

2 gp

2 Slots

35

Telescope

Crowbar

2 gp

2 Slots

36

Tent, two person

Flash Podwer

30 gp

1 Slot

37 - 38

Thunderstone

30 gp

1 Slot

95

Grappling hook

2 gp

2 Slots

39

Tonic

50gp

1 Slot

96

Hammer

1 gp

2 Slots

40 - 41

Torch

1 cp

1 Slots

97 - 98

Hammer, sledge

2 gp

4 Slots

42

Vial

1 sp

1 Slot

99

Healer’s kit

5 sp

1 Slot

43 - 44

Waterskin

2 sp

2 Slots

100

Hourglass

25 gp

1 Slot

45 - 46

Equipment Packs

Hunting trap

5 gp

5 Slots

47

Bulgar’s Pack

16 gp

14 Slots

10 gp

1 Slot

48

Diplomat’s Pack

40 gp

10 Slots

Ink pen

2 cp

1 Slot

49

Dungeoneer’s Pack

12 gp

16 Slots

Ladder (10 foot)

1 sp

5 Slots

50 - 51

Entertainer’s Pack

40 gp

14 Slots

Explorer’s Pack

10 gp

18 Slots

Priest’s Pack

19 gp

12 Slots

Ink (1 ounce bottle)

Lamp Lantern, bullseye

68

Item

1

5 sp

1 Slot

52

10 gp

2 Slots

53 - 54

Dungeoneer’s Pack. Includes a backpack (+2 Slots), a crowbar (2 Slots), a hammer (1 Slots), 10 torches (5 Slots), a tinderbox (1 Slots), 10 days of rations (5 Slots), and a waterskin (2 Slots). The pack also has 50 feet of hempen rope strapped to the side of it (2 Slots).

Explorer’s Pack. Includes a backpack (+2 Slots), a bedroll (2 Slots), a mess kit (1 Slots), a tinderbox (1 Slots), 10 torches (5 Slots), 10 days of rations (5 Slots), and a waterskin (2 Slots). The pack also has 50 feet of hempen rope strapped to the side of it (2 Slots).

Entertainer’s Pack. Includes a backpack (+2 Slots), a bedroll (2 Slots), 2 costumes (4 Slots), 4 candles (2 Slots), 4 days of rations (2 Slots), a waterskin (2 Slots), and a disguise kit (2 Slots).

Priest’s Pack. Includes a backpack (+2 Slots), a blanket (1 Slots), 10 candles (3 Slots), a tinderbox (1 Slots), 2 blocks of incense and a censer (2 Slots), vestments (2 Slots), 2 days of rations (1 Slots), and a waterskin (2 Slots).

Poisons Given A poison is a substance that interferes with the natural functions of a living creature’s body, causing injury or death, typically requiring only a very small amount. The target of a poison may resist with a successful saving throw.

Poison Qualities Type. The poison’s method of delivery (contact, ingested, inhaled, or via an injury) and the Fortitude save DC to avoid the poison’s damage. • Contact. Merely touching this type of poison necessitates a saving throw. It can be actively delivered via a weapon or a touch attack. A chest or other object can be smeared with contact poison as part of a trap.Contact poisons could be also used trowing the vial where are contained to a creature within 30 feet with a ranged touch attack or pouring the contents with a melee touch attack at a creature within 5 feet, in this case the you have 10% chance that you expose yourself to the poison. • Ingested. Ingested poisons are virtually impossible to utilize in a combat situation. A poisoner could administer a potion to an unconscious creature or attempt to dupe someone into drinking or eating something poisoned. . • Inhaled. Inhaled poisons are usually contained in fragile vials or eggshells. They can be thrown as a ranged touch attack with a range increment of 10 feet. When it strikes a hard surface (or is struck hard), the container releases its poison. One dose spreads to fill the volume of a 10-foot cube. Each creature within the area must make a saving throw. (Holding one’s breath is ineffective against inhaled poisons; they affect the nasal membranes, tear ducts, and other parts of the body.) • Injury. This poison must be delivered through a wound. If a creature has sufficient damage reduction to avoid taking any damage from the attack, the poison does not affect it. Traps that cause damage from weapons, needles, and the like sometimes contain injury poisons. Applying poison to a weapon or single piece of ammunition is an action. Whenever you apply or ready a poison for use, there is a 10% chance that you expose yourself to the poison and must save against the poison as normal. This does not consume the dose of poison. Whenever you attack with a poisoned weapon, if the attack roll results in a natural 1, you expose yourself to the poison. A poisoned weapon or object retains its poison until the weapon scores a hit or the object is touched (unless the poison is wiped off before a target comes in contact with it). Initial Damage. The ability or hp damage the character takes immediately upon failing his saving throw against this poison. Altered statuses lasts for 2d6 minutes. Secondary Damage. The amount of damage the character takes 1 minute after exposure as a result of the poisoning, if he fails a second saving throw. Unconsciousness lasts for 1d3 hours. Ability damage marked with a superscript “1” is permanent drain instead of temporary damage. Price. The cost of one dose (one vial) of the poison. It is not possible to use or apply poison in any quantity smaller than one dose. The purchase and possession of poison is always illegal, and even in big cities it can be obtained only from specialized, less than reputable sources.

Multiple Doses of Poison Unlike other afflictions, multiple doses of the same poison “stack,” meaning that successive doses combine to increase the poison’s DC and duration. Making your initial saving throw against a poison means stacking does not occur, the

poison did not affect you and any later doses are treated independently. However, if there is still poison active in you when you are attacked with that type of poison again, the doses stack increase the poison’s DC by +2 and suffering of another istance of primary and secondary damage. These increases are cumulative and dses from different poisons do not stack—the effects of each are tracked separately.

Harvesting Poisons While some think of poison as an assassin’s tool, the herbalists and naturalists of the world know that poison carries in it no more inherent evil than fire or water. Indeed, in the wildlands of the world, harvesting poison to give a hunter an edge or to aid in the production of antivenom is a time-honored practice. While Craft (alchemy) is necessary to brew long-lasting poisons, there are many natural sources of poison in the world, and poison crafters who wish to avoid the expense of purchasing raw ingredients may seek to harvest poison from natural sources instead. The following section presents rules for harvesting poisons from the wild. Unless a dose of harvested poison is preserved (see Preserving Harvested Poison), it remains potent for 24 hours after it is harvested. Harvesting from Dead Creatures. Once a venomous creature is slain, its venom sacs can be removed, allowing 1 or more doses of its venom to be harvested for later use. In order to harvest venom, the creature must have been dead for less than 24 hours. Every hour the source creature has been dead reduces the lifespan of the harvested poison by an hour. Removing venom sacs is a messy and timeconsuming process, requiring 10 minutes of work, access to surgical tools, and a container to store the venom in. If proper surgical tools are not available, a dagger or other light slashing weapon can be used, although this imposes disadvantage on checks to harvest the venom. The harvester must succeed at a Survival check (C = 6 + the dead creature’s CR) in order to successfully harvest poison. On a success, the harvester acquires a single dose of the creature’s venom, plus 1 additional dose for every 5 by which the result of this check exceeded the DC (to a maximum number of doses equal to the creature’s Constitution modifier, minimum 1). Failing the check causes all of the venom to be lost. Failure by 5 or more exposes the harvester to 1d3 doses of the creature’s venom unless she has the poison use class feature. Milking Venom. Venom can be harvested from a living creature without harming the creature, although the process is dangerous. For most venomous creatures, this involves stretching a thin canvas over a jar or vial and then coaxing the creature to bite into the canvas before massaging its venom glands, causing the venom to drip from its fangs into the container. Similar methods are used for creatures that deliver venom in other ways, such as with a stinger. Milking a single dose of poison from a creature takes 10 minutes of work and requires a successful Wisodm (Animal Handling) skill check (DC = 8 + the donor’s Hit Dice). Failure by less than 5 indicates that the venom is not collected, but the handler suffers no other ill effect. Failure by 5 or more indicates that the creature bites, stings, or otherwise injects the handler with its venom. It automatically hits the handler with one of its natural attacks that delivers its poison, and it applies the effects of the attack normally. A creature can produce a number of doses of venom in this

69

Poisons Poison

Type

DC

Arsenic

Ingested

13

1 Con

1d6 Con

120 gp

1-2

Basilisk Breath

Inhaled

17

1d6 Con

1d6 Con

1300 gp

3-4

Black Adder Venom

Contact

18

2d6 Con

2d6 Con

2500 gp

Black Lotus Extract

Injury

12

Confused

1d6 Str

120 gp

Bloodroot

Injury

12

nauseated

1d4 Con +1d3 Wis

100 gp

8 - 14

Blue Whinnis

Injury

14

1d4 Con

Unconsciousness

120 gp

15 - 21

Brainwasher

Inhaled

15

1d4 Int

1d4 Int

200 gp

22

Burnt Othur Fumes

Inhaled

13

1d4 Con

2d6 Con

130 gp

23 - 24

Carrion Crawler Brain

Contact

13

Paralysis

-

200 gp

25 - 26

Centipede Poison

Initial Damage

Price

%

5 6-7

Injury

13

1d4 Dex

1d3 Dex

110 gp

27 - 31

Ingested

18

2d6 Con

1d6 Con + 1d6 Str

300 gp

32 - 33

Deathblade

Injury

15

1d6 Con

2d6 Con

1800 gp

34

Dragon Bile

Contact

21

3d6 Str

-

2000 gp

35

Eclipse

Inhaled

15

Unconsciousness

Dark Reaver Powder

1000 gp

36 - 37 38 - 42

Eyeblast

Injury

15

Blindness

-

500 gp

Giant Wasp Poison

Injury

18

1d6 Dex

1d6 Dex

210 gp

43 - 47

Greenblood Oil

Injury

13

1d4 Con

1d2 Con

100 gp

48 - 50

Id Moss

Ingested

14

1d4 Int

2d6 Int

125 gp

51 - 52

Insanity Mist

Inhaled

15

1d4 Wis

2d6 Wis

1500 gp

53

Ishentav

Inhaled

13

1d6 Str

1d6 Str

500 gp

54

Large Scorpion Venom Lich Dust Lifebane

Injury

18

1d6 Str

1d6 Str

200 gp

55 - 57

Ingested

17

2d6 Str

1d6 Str

250 gp

58 - 61

2000 gp

62 - 64

Injury

18

2d6 Con

-

Contact

16

1d4 Dex

2d4 Dex

500 gp

Injury

14

1d4 Str

1d6 Str

150 gp

66 - 69

Nitharit

Contact

13

Confused

3d6 Con

650 gp

70 - 74

Oil of Taggit

Ingested

15

-

Unconsciousness

90 gp

Malyss Root Paste Spider Venom

Purple Worm Poison

65

75

Injury

18

1d6 Str

1d6 Str

700 gp

76 - 77

Sasson Juice

Contact

18

1d4 Dex

1d4 Dex

500 gp

78

Sassone Leaf Residue

Contact

16

2d12 hp

1d6 Con

300 gp

79

Scorpion Poison

Injury

15

1d4 Str

1d4 Str

175 gp

80 - 81

Shadow Essence

Injury

17

1d6 Str

2d6 Str

250 gp

82

Spider Venom

Injury

13

1d4 Str

1d4 Str

150 gp

83 - 87

Striped Toadstool

Ingested

11

1d4 Wis

2d6 Wis + 1d4 Int

180 gp

88 - 89

Sufferfume

Inhaled

18

1 all scores

1 all scores

1200 gp

90 - 91

Terinav Root

Contact

16

1d6 Dex

2d6 Dex

750 gp

Ungol Dust

Inhaled

15

1d6 Cha

1d6 Cha

1000 gp

Urthanyk

Inhaled

13

1d6 Str

1d6 Str

150 gp

95 - 97

Whale Bile

Contact

12

1d6 Str

-

120 gp

98 - 99

Injury

15

2d6 Con

2d6 Con

1800 gp

Wyvern Poison

way each day equal to its Constitution modifier (minimum 1). A creature that is milked of venom this many times in one day (whether or not the attempts are successful) loses its poison special ability until the next time it rests. Preserving Harvested Poison. Poison harvested from a creature or hazard remains potent for 24 hours. If a character wishes to preserve harvested poison for a longer period, she must treat it alchemically, as if crafting the poison with Craft (alchemy) but using the poison dose as the raw ingredients,avoiding the gp cost to craft the poison.

70

Secondary Damage

92 93 - 94

100

Tools A tool helps you to do something you couldn’t otherwise do, such as craft or repair an item, forge a document, or pick a lock. Your race, class, background, or feats give you proficiency with certain tools. Proficiency with a tool allows you to add your proficiency bonus to any ability Check you make using that tool. Tool use is not tied to a single ability, since proficiency with a tool represents broader knowledge of its use. In the case of using a tool for a Skill check where you are proficent into, the tool gives advantage to the check.

Artisan’s Tools. These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing items related to a single craft. Each type of artisan’s tools requires a separate proficiency. Climber’s Kit. 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 that point without undoing the anchor. Disguise Kit. 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. Forgery Kit. This small b ox 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. Herbalism Kit. 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 Tonics. Navigator’s Tools. 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. Poisoner’s Kit. 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. Thieves’ Tools. This set of tools includes a small file, a set of lock picks, a small mirror m ounted 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.

Trade Goods Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods.

Treasures Adventureres strive for many things, including glory, knowledge, and justice. Many adventurers also seek something more tangible: fortune. Coins. The most basic type of treasure is money, including copper pieces (cp), silver pieces (sp), electrum pieces (ep), gold pieces (gp), and platinum pieces (pp). Fifty coins of any type weigh 1 pound. Gemstones. Gemstones are small, lightweight, and easily secured compared to their same value in coins. see the “Gemstones” section for types of stones, gems, and jewels that can be found as treasure.

Tools Encumbrance

%

Alchemist’s supplies

Item

50 gp

5 Slots

1-3

Brewer’s supplies

20 gp

3 Slots

4-9

Calligrapher’s supplies

10 gp

3 Slots

10 - 11

8 gp

8 Slots

12 - 17

15 gp

2 Slots

18 - 19

Cobbler’s tools

5 gp

5 Slots

20 - 22

Cook’s utensils

1 gp

4 Slots

23 - 26

Glassblower’s tools

30 gp

6 Slots

27

Jeweler’s tools

25 gp

4 Slots

28

Leatherworker’s tools

5 gp

5 Slots

29 - 34

Mason’s tools

10 gp

8 Slots

35 - 41

Painter’s supplies

10 gp

5 Slots

42 - 43

Potter’s tools

10 gp

3 Slots

44 - 45

Smith’s tools

20 gp

6 Slots

46 - 49

Tinker’s tools

50 gp

5 Slots

50 - 64

Weaver’s tools

1 gp

5 Slots

65 - 66

Woodcarver’s tools

1 gp

5 Slots

67 - 76

Climber’s Kit

10 gp

3 Slot

77

Disguise kit

25 gp

2 Slots

78 - 83

Forgery kit

15 gp

2 Slots

84

Herbalism Kit

5 gp

2 Slots

85 - 95

Navigator’s tools

25 gp

3 Slots

96 - 97

Poisoner’s kit

50 gp

2 Slots

98 - 99

Thieves’ tools

25 gp

2 Slots

100

Carpenter’s tools Cartographer’s tools

Cost

Art Objects. Idols cast of solid gold, necklaces tudded with precious stones, paintings of ancient kings, bejeweled dishes- art objects include all these and more. See the “Art Objects” section for types of decorative and valuable artworks that can be found as treasure. Relics. Types of relics items include armor, potions, rings, rods, staffs, wands, weapons, and wondrous items. Relics also have rarities: common, uncommon, rare, very rare, and legendary. Most people often use Relics in their possession, while others might hide them away to ensure they don’t get lost or stolen.

Damaging Objects



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.

Armor Class Objects are easier to hit than creatures because they usually don’t move, but many are tough enough to shrug off some damage from each blow. You automatically hit an unattended object, instead an item carried by someoneas an Armor Class equal to 10 + its size modifier + the Dexterity modifier of the carrier. .

71

Size and Armor Class of Objects Size

AC Modifier

Colossal

-8

Gargantuan

-4

Huge

-2

Large

-1

Ineffective Weapons. Certain weapons just can’t effectively deal damage to certain objects, as a general rule for objects with materials hard as stone or more slashing and piercing weapons deal half damage. Divide the damage dealt by 2 before applying the object’s hardness.

Medium

+0

Small

+1

Tiny

+2

Diminutive

+4

Saving Throws

Fine

+8

Mundane, unattended items never make saving throws. They are considered to have failed their saving throws, so they always are affected by spells. An item attended by a character (being grasped, touched, or worn) uses the saves of the character. Unless the descriptive text for a spell (or attack) specifies otherwise, all items carried or worn by a creature are assumed to survive a magical attack. If a creature rolls a natural 1 on its saving throw against the effect, however, an exposed item is harmed (if the attack can harm objects)

Immunities. Objects are immune to nonlethal damage , psychic, radiant and necrotic damage and to critical hits.

Note that carried object are often smaller then the carrier, for reference a light weapon is an object two size categories smaller than the wielder, a one-handed weapon is an object one size category smaller than the wielder, and a two-handed weapon is an object of the same size category as the wielder.

Hardness and Hit Points Each object has hardness: a number that represents how well it resists damage. Whenever an object takes damage, subtract its hardness from the damage. Only damage in excess of its hardness is deducted from the object’s hit points. An object’s hit point total depends on what it is made of and how big it is. When an object’s hit points reach 0, it’s ruined. Very large objects, like a stone wall have separate hit point totals for different sections. A damaged object remains fully functional until the item’s hit points are reduced to 0, at which point it is destroyed. Damaged (but not destroyed) objects can be repaired with the Craft skill. Masterworks and Relics. Each +1 of bonus adds 2 to the hardness of armor, a weapon, or a shield and +10 to the item’s hit points. A Relic gains +2 to the hardness and +10 to the hit points for each level of rarity they have (common, uncommon, rare, very rare, or legendary), bonuses from Masterwork and Relics’ rarity stack.

Substance Hardness and Hit Points Substance

Relics, instead always get saving throws. A magic item’s Saves bonuses are equal to +2 for each level of rarity they have (common, uncommon, rare, very rare, or legendary. An attended magic item either makes saving throws as its owner or uses its own saving throw bonus, whichever is better.

Common Items ardness and Hit Points Weapon or Shield

Hardness

HP

Light blade

10

2

One-handed blade

10

5

Two-handed blade

10

10

Light metal-hafted weapon

10

10

One-handed metal-hafted weapon

10

20

Light hafted weapon

5

2

One-handed hafted weapon

5

5

Two-handed hafted weapon

5

10

Projectile weapon

5

5

Material

AC x 2

Hardness

Hit Points

Paper or cloth

0

2/inch of thickness

Buckler

10

5

Rope

0

2/inch of thickness

Light steel shield

10

10

Glass

1

1/inch of thickness

Heavy steel shield

10

20

Ice

0

3/inch of thickness

Tower shield

5

20

Leather or hide

2

5/inch of thickness

Object

Hardness

HP

Wood

5

10/inch of thickness

Rope (1 inch diam.)

0

2

Stone

8

15/inch of thickness

Simple wooden door

5

10

Iron or steel

10

30/inch of thickness

Small chest

5

1

Mithral

15

30/inch of thickness

Good wooden door

5

15

Adamantine

20

40/inch of thickness

Treasure chest

5

15

Strong wooden door

5

20

Masonry wall (1 ft. thick)

8

90

Hewn stone (3 ft. thick)

8

540

Chain

10

5

Manacles

10

10

Masterwork manacles

10

10

Iron door (2 in. thick)

10

60

Damage Energy Attacks. Acid and Thunder attacks deal damage to most objects just as they do to creatures; roll damage and apply it normally after a successful hit. Electricity and fire attacks deal half damage to most objects; divide the damage dealt by 2 before applying the hardness. Cold attacks deal one-quarter damage to most objects; divide the damage dealt by 4 before applying the hardness.

72

Ranged Weapon. Objects take half damage from ranged weapons (unless the weapon is a siege engine or something similar). Divide the damage dealt by 2 before applying the object’s hardness.

Armor

Trade Goods Value

Goods

1 cp

1 lb. of wheat

% 1

2 cp

1 lb. of flour or one chicken

2

5 cp

1 lb. of salt

3

1 sp

1 sq. yd. of canvas

4

5 sp

1 sq. yd. of cotton cloth

5

1 gp

1 lb. of ginger or one goat

500 gp

Tourmaline (transparent pale green , blue, brown , or red)

51

Alexandrite (transparent dark green)

52

Aquamarine (transparent pale blue-green)

53

Black pearl (opaque pure black)

54

Topaz (transparent golden yellow) 1000 gp

55 - 56

Black opal (translucent dark green with black mottling and golden flecks)

57

Blue sapphire (transparent blue-white to medium blue)

58

7-8 9

Emerald (transparent deep bright green)

59

6

2 gp

1 lb. of cinnamon or pepper, or one sheep

3 gp

1 lb. of cloves or one pig

5 gp

1 sq. yd. of linen

10 gp

1 sq. yd. of silk or one cow

11

15 gp

1 lb. of saffron or one ox

12

20 gp

1 lb. of iron

13

25 gp

1 lb. of silver

14

35 gp

1 lb. of etherium

50 gp

1 lb. of gold

17

500 gp

1 lb. of platinum

18

10

15 - 16

2000 gp

5000 gp

Opal (translucent pale blue with green and golden mottling)

60 - 61

Star ruby (translucent ruby with white starshaped center)

62

Black sapphire (translucent lustrous black with glowing highlights)

63

Works of Art Value

Description

%

100 gp

Carved bone statuette

64

Gemstones

Small gold bracelet

65 - 66

Value

Stone Description

%

Cloth-of-gold vestments

10 gp

Azurite (opaque mottled deep blue)

19

Copper chalice with silver filigree

68

Banded agate (translucent striped brown, blue, white, or red)

20

Embroidered silk handkerchief

69 70

Blue quartz (transparent pale blue)

Gold locket with a painted portrait inside 21

Hematite (opaque gray-black)

22

20 gp

Lapislazuli (opaque light and dark blue with yellow flecks)

30 gp

25

Obsidian (opaque black)

26

Turquoise (opaque light blue-green) 50

70 gp

90 gp

Bloodstone (opaque dark gray with red flecks)

100 gp

750 gp 29 30 - 31

Chrysoprase (translucent green)

33

36

Moonstone (translucent white with pale blue glow)

37

Quartz (transparent white, smoky gray, or yellow)

38

2500 gp

81

Silver-plated steellongsword with jet set in hilt

82

Small gold idol

83

86

Obsidian statuette with gold fittings and inlay

87

Painted gold war mask

88

Fine gold chain set with a fire opal

89

Embroidered glove set with jewel chips

42

Gold circlet set with four aquamarines

46

Jade (translucent light green, deep green , or white)

47 - 48

Jet (opaque deep black)

49

Pearl (opaque lustrous white, yellow, or pink)

50

7500 gp

84 - 85

Silver and gold brooch

Amber (transparent watery gold to rich gold)

Garnet (transparent red, brown-green, or violet)

77 - 78

Silver chalice set with moonstones

Platinum bracelet set with a sapphire

45

76

80

41

Coral (opaque crimson)

74 - 75

Box of turquoise animal figurines

Zircon (transparent pale blue-green)

43 - 44

73

79

Old masterpiece painting

39 - 40

71 - 72

Silk robe with gold embroidery

Gold dragon comb set with red garnets as eyes

34 - 35

Jasper (opaque blue, black, or brown)

Amethyst (transparent deep purple)

200

Silver necklace with a gemstone pendant

27 - 28

32

Star rose quartz (translucent rosy stone with whitestar-shaped center)

Large gold bracelet Bronze crown

Carnelian (opaque orange to red-brown) Citrine (transparent pale yellow-brown)

Gold ring set with bloodstones Carved ivory statuette

23 - 24

Moss agate (translucent pink or yellow-white with mossy gray or green markings) Tiger eye (translucent brown with golden center)

250 gp

67

90 91 - 92 93 94 - 95

A necklace string of small pink pearls

96

Jeweled gold crown

97

jeweled platinum ring

98

Small gold statuette set with rubies

99

Gold cup set with emeralds

100

73

Common Relics

Aligned Weapon Unholy

Relic

Dust of Dreams

Aligned Weapon Anarchic

1

Orb of Chains

Gloves of Storing

2

Potion of Healing

3

Goggles of the Moonlight

71 - 72

Handy Havesack

4

Armor of the Courtier

73 - 74

Mithral Weapon

5-6

Sustaining Spoon

75 - 76

Elemental Weapon Caustic

69 70

7

Returning Weapon

77

Wind Fan

8

Darkwood Weapon

78

Potion of Hill Giant Strenght

9

Reliquary Stone Luck

79 80

Potion of Climbing

Dimensional Shackles

10 - 11

Masterwork Ammunition +1

Armor of the Stubborn Bludgeoning

12 - 13

Oil of Sharpness

Belt of the Hill Giant Bottle of Air Armor of the Mountains

81 - 82

14

Elemental Weapon Frosted

83

15

Oil of Silence

84

16 - 17

Oil of timelessness

85

Ring of Feather Falling

18

Gem of Lights

Armor of Fumes

19

Potion of Growth

88

Elixir of Life

89

Shield of Violence

20 - 21

Candle of Truth

22

Shield of Attraction

Decanter of Endless Water

23

Lantern of Revealing

Goggles of the Unseen

24

Bracelet of Friends

Masterwork Shield +1

25

Animated Rope

Boots of the River

26

Elixir of Truth

Armor of the Stubborn Piercing

27

Chime of Interruption

Elemental Weapon Frosted

28

Shield of the Legion

Ring of Ethereal Vision

29 - 31

Armor of Influence

32 - 33

Next Table

Elixir of Love

34

Uncommon Relics

Ring of Sustenance

35

Relic

Bag of Holding +5

36

Boots of the Snow

37

Potion of Water Breathing

38 - 39

Dust of Tracelessness

40 - 41

Chime of Molten

42

Armor of Nightmares

43

Aligned Weapon Axiomatic

44

Armor of Fortification

45

Elixir of Fire Breath

46 - 47

Shield of Light

48 - 49

Mithral Armor

50

Boots of Silence

51

Stone of Alarm

52

Elemental Weapon Shocking

53

Slippers of the Spider

54

Potion of Resistance

55 - 56

Ring of the Friends Horn of Fogs

57 58 - 59

Aligned Weapon Holy

60

Prayer Bead Blessing

61

Immovable Rod

74

%

66 67 - 68

62 - 63

Armor of the Stubborn Slashing

64

Armor of Celestials

65

Ring of the Ghost Skin Dust of Choking

86 - 87

90 - 91 92 93 94 - 95 96 97 - 98 99 100

% 1-2 3

Amulet of Natural Armor +1

4-6

Wand of the Magus +1

7-9

Potion of Stone Giant Strenght

10

Amulet of Health

11 - 12

Keen Weapon

13 - 14

Armor of the Wilderness Prayer Bead Healing Consacrated Weapon Seeking Weapon Periapt of the Snakes Mace of Suppression Wand of Paralysis Armor of the Healthy

15 16 - 17 18 19 - 20 21 22 23 - 25 26

Mace of Explosion

27 - 30

Cloak of Ghosts

31 - 32

Dust of Witchbane Ring of Arcane Might 1 Dust of Disappearance Horn of Storms Masterwork Weapon +1 Masterwork Shield +2 Masterwork Ammunition +2

33 34 - 35 36 37 - 39 40 41 - 43 44

Circlet of Thoughts

45

Potion of Speed

16

Amulet of Mighty Fists +1

46

Ring of Evasion

17 - 20

47 - 48

Ring of Blinking

21 - 22

Mace of Fortunes Bag of Holding +10

49

Wand of Wonders

23

Mace of the Protector

50

Trumpet of Doom

24 - 25

Accurate Weapon

51

Ring of Invisibility

26 - 27

Bracers of Aiming

52

Adamantine Armor

28

53

Brooch of the Ghost Armor

Rod of Lordly Might

29

Spike of Lightning

54 - 55

Spike of Sunlight

30

Boots of the Winds

56 - 57

Mantle of Spell Resistance

31 - 32

Boots of the Clouds

58 - 59

Rod of Paradise

33 - 34

Ring of Mind Shielding

60

Adamantine Weapon

35 - 36

Periapt of Health

61

Masterwork Armor +2

37 - 40

Reliquary Stone Renewal

62 - 63

Masterwork Ammunition +3

41 - 42

Cloack of Charisma

64 - 65

Portable Hole

43 - 44

String of Force Blast

66 - 67

Rod of Rulership

Blade of Bloody Massacre

68

45

Reliquary Stone Awareness

46 - 47

69 - 70

Armor of the Deads

48 - 51

Armor of Fury

71

Bag of Holding +20

52 - 53

Belt of the Stone Giant

72

Crystal Ball

54 - 55

Spell Scroll 1-3rd Level

73

Reliquary Stone Sustenance

56

Armor of Vengeance

74

Potion of Invisibility

57

Bracers of the Faith

75 - 76

Ring of Arcane Might 2

58

Cloak of the Winds

77

Ring of Resistance

59

78 - 79

Blade of Wounding

60

Ring of the Aires

80 - 81

Masterwork Shield +3

61

Charm of the Berserker

82 - 83

Arrow of Slaying

62

Wand of Secrets

84 - 85

Gauntlet of Rust

63 - 66

86

Mace of Terrors

67

Guardian Shield

87

Cube of Force

Wand of Enemy Detection

88

Amulet of the Ancients

70

89

Ring of Regeneration

71

Potion of Heroism

Masterwork Armor +1

Headband of Intellect

Vestment Druid’s Periapt of Wisdom

90 - 91

68 - 69

Gem of Seeing

72 - 75

Bead of Force

92

Wand of Devastation

76 - 78

Potion of Greater Healing

93

Amulet of Natural Armor +2

79 - 80

Stone of Good Luck

94

String of Withering

81 - 82

Gloves of Dexterity

95 - 96

Belt of Wellbeing

83 - 84

Potion of Gaseus Form

97

Ring of Spell Storing

Reliquary Stone Protection

98

Spike of Venom

86 - 87

Potion of Clairvoyance

99

Spell Scroll 4-6th Level

88 - 89

Next Table

100

Prayer Bead Karma

Rare Relics Relic

%

Potion of Fire Giant Strenght

1

Ghost Weapon

2

Vest of Invisible Doors

3-6

Belt of the Fire Giant

7

Rod of the Extinguisher

8

Amulet of Mighty Fists +2

9

Rod of Overwhelming Power Masterwork Weapon +2 Ring of Rulership

Potion of Superior Healing

10 - 12 13 14 - 15

Wand of the Magus +2

85

90 91 - 92 93

Spike of Frost

94 - 95

String of Life Stealing

96 - 98

Necklace of Adaption Next table

99 100

Very Rare Relics Relic

%

Potion of Fire Giant Strenght

1

Ghost Weapon

2

Vest of Invisible Doors

3-6

75

Belt of the Fire Giant

7

Rod of the Extinguisher

8

Amulet of Mighty Fists +2

9

Rod of Overwhelming Power Masterwork Weapon +2 Ring of Rulership

13 14 - 15

Potion of Speed

16

Ring of Evasion

17 - 20

Ring of Blinking

21 - 22

Wand of Wonders

23

Trumpet of Doom

24 - 25

Ring of Invisibility

26 - 27

Adamantine Armor

28

Rod of Lordly Might

29

Spike of Sunlight

30

Mantle of Spell Resistance

31 - 32

Rod of Paradise

33 - 34

Adamantine Weapon

35 - 36

Masterwork Armor +2

37 - 40

Masterwork Ammunition +3

41 - 42

Portable Hole

43 - 44

Rod of Rulership

45

Relic Ring of Arcane Might 4

% 1-2

Trumpet of Heavens

3

Potion of Storm Giant Strenght

4

Belt of the Storm Giant

5 - 13

Spell Scroll 9th Level

14

Robe of the Archiwizard

15

Cube of Cunai

16 - 19

Mirror of Life Trapping

20 - 21

Blade of Beheading

22 - 27

Robe of the Archicleric

28 - 39

Armor of Etherealness

40 - 41

Talisman of Ultimate Evil

42 - 51

Sphere of Annihilation

52 - 55

Robe of the Archisorcer

56 - 57

Crystal Ball True Seeing

58 - 63

Ring of Spell Turning

64 - 68

Spehere of Annilhation

69 - 73

Talisman of Pure Good

74 - 76

Robe of the Archidruid

77 - 88

Reliquary Stone Regeneration

89 - 96

Reliquary Stone Awareness

46 - 47

Armor of the Deads

48 - 51

Bag of Holding +20

52 - 53

Random Treasure table

Crystal Ball

54 - 55

Reliquary Stone Mastery

97 - 100

Treasure

%

56

Adventuring Gear

1-21

Potion of Invisibility

57

Tools

22-41

Ring of Arcane Might 2

58

Armor

42-56

Ring of Resistance

59

Weapons

57-71

Blade of Wounding

60

Poison

72-76

Masterwork Shield +3

61

Common Relic

77-86

Arrow of Slaying

62

Uncommon Relic

87-93

Gauntlet of Rust

63 - 66

Rare Relic

94-97

Mace of Terrors

67

Very Rare Relic

98-99

68 - 69

Legendary Relic

100

Reliquary Stone Sustenance

Cube of Force Amulet of the Ancients

70

Ring of Regeneration

71

Gem of Seeing

72 - 75

Wand of Devastation

76 - 78

Amulet of Natural Armor +2

79 - 80

String of Withering

81 - 82

Belt of Wellbeing

83 - 84

Ring of Spell Storing

85

Spike of Venom

86 - 87

Spell Scroll 4-6th Level

88 - 89

Potion of Superior Healing Prayer Bead Karma Wand of the Magus +2

76

10 - 12

Legendary Relics

90 91 - 92 93

Spike of Frost

94 - 95

String of Life Stealing

96 - 98

Necklace of Adaption

99

Roll on the next Table

100

Relics

Identify and Attune to a Relic

Relics are gleaned from the hoards of conquered monsters or discovered in long-lost vaults. Such items grant capabilities a character could Rarely have otherwise, or they complement their owner’s capabilities in wondrous ways.

Some Relics are indistinguishable from their nonmagical counterparts, whereas other Relics display their nature conspicuously. Whatever a Relic’s appearance, handling the item is enough to give a character a sense that something is extraordinary about it. Discovering a Relic’s properties isn’t automatic, however. A character can focus on one Relic during a short rest, while being in physical contact with the item. At the end of the rest, the character may roll an Intelligence (Knowledge) Check with DC proportional of the rarity of the item: Common DC5, Uncommon DC10, Rare DC15, Very Rare DC20, or Legendary DC25.



Rarity Each Relic has a rarity: Common, Uncommon, Rare, Very Rare, or Legendary. Common Relics are the most plentiful. Some Legendary items , are unique. The game assumes that the secrets of creating the most powerful items arose centuries ago and were then gradually lost. However, even Uncommon items can’t be easily created. Thus, many Relics are well-preserved antiquities. Rarity provides a rough measure of an item’s power relative to other Relics. Each rarity corresponds to character level, as shown in the Relic Rarity table.

Magic Item Rarity Rarity

Character Level

Value

Common

3rd

500 gp

Uncommon

7th

5,000 gp

Rare

11th

15,000 gp

Very Rare

15th

50,000gp

Legendary

19th

-

If Successful the end of a short rest the creature gains an intuitive understanding of how to activate any magical properties of the item, including any necessary command words, if the relic need attunement the character also attunes to the Relic. Attunement it’s a bond with a Relic that must be formed before it can be used. Without becoming attuned to an item that requires attunement, a creature gains only its mundane characteristics unless its description states otherwise. An item can be attuned to only one creature at time and a creature can be attuned to no more than one relic of each three levels he has. Any attempt to attune another item fails; the creature must end its attunement to one item first. A creature’s attunement to an item ends if the no longer satisfies the prerequisites for attunement, if the item has been more than 100 feet away for 24 hours, if the creature dies, or if another creature attunes to the item.

Wearing and Wielding Relics

Armor and Shields

Using a Relic’s properties might mean wearing or wielding it. A Relic meant to be worn must be donned in the intended fashion: boots go on the feet, gloves on the hands, and so on. Refeer to the table for the available body slots for your character.

Armor of Celestials

Body Slots Location

Example

Head

Headband, hat, helmet

Eyes

Pair of eye lenses or goggles

Neck

Amulet, medallion, necklace

Shoulders

Cloak, cape, or mantle (over a robe or suit of armor)

Body

Robe or suit of armor (over a vest, vestment, or shirt)

Torso

Vest, vestment, or shirt

Waist

Belt, chaps (over a robe or suit of armor)

Arms

Bracers or bracelets

Hands

Gloves, or pair of gauntlets or one ring

Feet

Boots or shoes

Multiple Items of the Same Kind Use Common sense to determine whether more than one of a given kind of Relic can be worn. A character can’t normally wear more than one pair of footwear, one pair of gloves or gauntlets, one pair of bracers, one suit of armor, one item of head wear, and one cloak. Paired Items. Items that come in pairs- such as boots, bracers, gauntlets, and gloves-impart their benefits only if both items of the pair are worn.

Armor (any Medium), Common (requires attunement) This armor or magneficent facture, is adrorned with hevenly themes and can be worn under normal clothing without betraying its presence and allows a +4 maximum dexterity bonus to armor class, instead of +2.

Armor of Etherealness Armor, Legendary (requires attunement) While you’re wearing this armor, you can as an action step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. 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. When the duration ends, you immediately return to the plane you originated from in the spot you currently occupy.

Armor of Fortification Armor or Shield, Rarity Varies This suit of armor or shield produces a magical force that protects vital areas of the wearer more effectively. When a critical hit or sneak attack is scored on the wearer, there is a chance (25%: Common, 50% Uncommon, 75% Rare) that the critical hit or sneak attack is negated and damage is instead rolled normally.

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Armor of Fumes Armor, Common (requires attunement) This armor once for long rest could generate a tiny cloud of smoke, granting the wearer Three-Quarters Cover (20% miss chance) for 1d10 rounds.

Armor of Fury Armor, Uncommon (requires attunement) This armor allows to deal an additional 2d6 points of damage on any successful charge attack made by the wearer, including mounted charges. In addition if the w

Armor of Influence Armor, Common (requires attunement)

Armor of the Wilderness Armor, Uncommon (requires attunement) The wearer of a suit of armor or a shield with this ability preserves his armor bonus while in a wild shape. Armor and shields with this ability usually appear to be made covered in leaf patterns. While the wearer is in a wild shape, he can choose to have the wildshaped animal AC or retain the AC derived from his armor, the armor cannot be seen while in wild shape.

The armor bestows a dignified and commanding aura upon its owner. The wearer gains advantage to Persuasion and Performance checks while is wearing this armor.

Armor of Vengeance

Armor of Masks

This amor strikes back at foes who hit hard in melee. Each time the wearer takes 10 or more points of damage from a single melee attack, the armor deals 1d6 points of damage to the attacker. If the wearer is dropped to below 0 hit points by a melee attack, the armor strikes the attacker for 3d6 points of damage.

Armor, Common (requires attunement) This amor protects its wearer and his gear from divination spells, abilities and items. If a divination effect is attempted on the wearer, the origin of the effect must succeed a DC 15 Charisma, Intelligence or Wisdom Check (of his choice).

Armor of Nightmares Armor, Common (requires attunement) While wearing this armor, you have advantage on Intimidation Checks. In addition, the armor’s clawed gauntlets turn unarmed strikes with your hands into magic weapons that deal 1d10 slashing damage.

Armor of the Courtier Armor, Common You can 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. You decide what it looks like, but the armor retains its normal bulk and weight.

Armor of the Deads Armor, Rare (requires attunement) Once per long rest, someone wearing this amor who is struck with a death effect or necrotic damage can ignore the effect.

Armor of the Healty

Armor, Uncommon (requires attunement)

Guardian Shield Armor (any shield), Uncommon While holding this shield, you can activate it as a bonus action making it hover for 1 minute in your space to protect you as if you were wielding it, leaving your hands free.

Shield of Attraction Armor (any shield), Common Whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead.

Shiled of Light Shield, Common A shield with this ability flashes with a brilliant light up to twice per day upon command of the wielder. Anyone within 20 feet except the wielder must make a DC 14 Reflex save or be blinded for 1d4 rounds.

Shield of the Legion Shield, Common (requires attunement)

A character wearing a suit of armor or a shield with this property is immune to all types of diseases, whether natural or supernatural.

This shield is ringed by a series of scales that lock into a mesh when brought in contact with an ally’s shield that possesses the same ability. The wielder of a paired shield gains a +1 bonus to Armor Class for every adjacent ally also wielding a paired shield.

Armor of the Mountains

Shield of Violence

Armor, Uncommon (requires attunement)

Armor, Common While wearing this armor, if you suffer any attemp to be moved against your will along the ground, to be tripped, or to be disarmed, you have advantage to the check to resist those effects.

Armor of the Stubborn Armor, Common (requires attunement) While wearing this armor, you can speek a command word as a bonus action during your turn to gain resistence

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to one mundane damage type (Piercing, Slashing or Bludgeoning) for 1 minute. This kind of armor, however could only provide resistance to singular type of damage, deterimined randomly when you found this relic. Once you use this feature you can’t use it again until next dawn.

Shield, Common A shield with this special ability is designed to perform a shield bash. A bashing shield deals 1d8 extra damage on a shield bash.

Spellguard Shield, Very Rare (requires attunement) While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you.

Weapons Accurate Weapon Weapon, Uncommon (requires attunement) An accurate weapon helps its wielder correct his mistakes. When you miss the weapon provides advantage on your next attack roll with it.

Aligned Weapon Ammunition or Weapon, Common (requires attunement) Anarchic. An anarchic weapon is chaotically aligned and infused with the power of chaos. It deals an extra 1d6 points of damage against all of lawful alignment. Axiomatic. An axiomatic weapon is lawfully aligned and infused with the power of law. It deals an extra 1d6 points of damage against all of chaotic alignment. Holy. A holy weapon is imbued with holy power. It deals an extra 1d6 points of damage against all of evil alignment.

Blade of Wounding Weapon (any slashing), Rare (requires attunement) Hit points lost to this weapon’s damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature’s turns, it takes 1d4 necrotic damage for each time you’ve wounded i. The creature could make a DC 15 Constitution saving throw at the start of his turn to end the effect of all such wounds on itself on a success. Alternatively, a DC 15 Wisdom (Medicine) check, ends the effect of such wounds on it on a success.

Consacrated Weapon Weapon, Uncommon (requires attunement) This weapon is consacrated by the faith and counts as a monk weapon, and a monk could use his abilities through the weapon as if they were unarmed attacks. .

Unholy. An unholy weapon is imbued with unholy power. It deals an extra 1d6 points of damage against all of good alignment.

Elemental Weapon

Arrow of Slaying

Flaming. Upon command, a flaming weapon is sheathed in fire. A flaming weapon deals an extra 1d6 points of fire damage on a successful hit.

Ammunition, Rare

Ammunition or Weapon, Common (requires attunement)

Frosted. Upon command, a frost weapon is sheathed in icy cold. A frost weapon deals an extra 1d6 points of cold damage on a successful hit.

An arrow of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; If a creature belonging to the type, race, or group associated with an arrow of slaying takes damage from the arrow, the creature must make a DC 15 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one. Once an arrow of slaying deals its extra damage to a creature, is destroyed.

Shocking. Upon command, a shocking weapon is covered in electricity arcs. A shocking weapon deals an extra 1d6 points of electricity damage on a successful hit.

Blade of Beheading

Ghost Weapon

Weapon (any slashing), Legendary This weapon ignores resistance to damage. When you score a critical hit, make another Attack Roll. If the second roll still hit the target, your strike is unbelievably strong and kills the target. A creature is immune to this effect if it is immune to the weapon’s damage type, has Legendary actions, or the it’s more two size larger then you. Such a creature instead takes an extra 6d8 damage from the hit.

Blade of Bloody Massacre Weapon (any slashing), Uncommon Once per turn, when you hit a creature with an attack using this weapon, you can wound the target. At the start of each of the wounded creature’s turns, it takes 1d6 necrotic damage for each time you’ve wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) Check, ending the effect of such wounds on it on a success.

Blade of Separation Weapon (any slashing), Very Rare (requires attunement) When you attack an object with this Relic and hit, maximize your weapon damage dice against the target and ignore damage reduction. When you attack a creature with this weapon and roll a 20 on the Attack Roll, that target takes an extra 4d6 slashing damage. Then roll another d20. If you roll a 20, you chop off one of the target’s limbs.

Caustic. Upon command, a caustic weapon is sheathed in dripping acids. A caustic weapon deals an extra 1d6 points of acid damage on a successful hit.

Ammunition or Weapon, Rare A Ghost weapon ignores nonliving matter. Armor and shield bonuses to AC (including any enhancement bonuses to that armor) do not count against it because the weapon passes through armor. A brilliant energy weapon cannot harm undead, constructs, and objects.

Holy Avenger Weapon, Very Rare (requires attunement, good only) When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage. In addition, while you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.

Keen or Impact Weapon Ammunition or Weapon, Uncommon This ability increase by one the critical range of a weapon, scoring a critical hit on 19 or 20. This benefit doesn’t stack with any other effect that increase the critical range.

Mace of Explosions Weapon (any bludgeoning), Uncommon You can use a bonus action to speak this Relic command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an

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additional 40 feet. While the sword is ablaze, and you attack, it deals an extra 2d6 fire damage to any target within 5 feet centered on you. Any creature can make a DC15 Dexterity save to half the damage.

Mace of Fortunes Weapon (any bludgeoning), Uncommon If the weapon is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can’t be used again until the next dawn.

Mace of Suppression Weapon (any Bludgeoning), Uncommon When you roll a 20 on an attack roll made with this weapon, the target takes an extra 2d6 bludgeoning damage, or 4d6 bludgeoning damage if it’s a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed.

Mace of Terror Weapon (any bludgeoning), Rare (requires attunement) This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. The mace regains 1d3 expended charges daily at dawn. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. become frightened of you for 1 minute. While it is frightened in this way, a 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.

Mace of the Protector Weapon (any bludgeoning), Uncommon The first time you attack with this weapon on each of your turns, you can transfer some or all of your attack bonus to your Armor Class, instead of using the bonus on any attacks that turn. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.

Returning Weapon

Weapon (any piercing), Uncommon When you speak the command word, this Relic transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the end of lighting must make a Dexterity saving throw against your Attack Roll, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one.

Spike of Sunlight Weapon (any piercing), Rare (requires attunement) While grasping this Relic, you can use a bonus action to cause pure radiance to spring into existence. While the radiance exists, this Relic has the finesse property and deals radiant damage instead of piercing damage and an extra 2d8 radiant damage. The radiance emits bright light in a 15 foot radius and dim light for an additional 15 feet.

Spike of Thunder Weapon (any piercing), Very Rare This weapon has the following properties, when one used, it can’t be used again until the next dawn. Thunder. When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder, the target you hit must succeed on a DC 17 Constitution saving throw or become stunned until the end of your next turn. Lightning Strike. You can use an action to cause a bolt of lightning to leap from the staff’s in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one. Thunderclap. You can use an action to cause a deafening thunderclap, audible out to 600 feet. Each creature within 60 feet of you, must make a DC 17 Constitution saving throw. On a failed save, a creature takes 4d6 thunder damage and becomes deafened for 1 minute. On a successful save, takes half damage and isn’t deafened.

Spike of Venom Weapon (piercing weapon), Rare

This special ability can only be placed on a weapon that can be thrown. A returning weapon flies through the air back to the creature that threw it. It returns to the thrower just before the creature’s next turn.

You can use an action to cause thick, black poison to coat the weapon. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can’t be used this way again until the next dawn

Seeking Weapon

String of Force Blast

Weapon (any Thrown), Common

Ammunition or Weapon (any ranged), Uncommon

Weapon (any ranged), Uncommon

The weapon veers toward its target, negating any miss chances that would otherwise apply, such as from ThreeQuarters Cover. (The wielder still has to aim the weapon at the right square. Arrows mistakenly shot into an empty space, do not veer and hit invisible enemies).

This weapon has 10 charges. When you hit with a ranged attack using it, you can expend up to 3 of its charges. For each charge you expend, all target takes an extra 1d6 force damage within 5 feet. The staff regains 1d6 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes Mundane

Spike of Frost

String of Life Stealing

Weapon (any piercing), Rare (requires attunement) When you hit with an attack using this Relic the target takes an extra 3d6 cold damage. In addition, while you hold the weapon, you have resistance to fire damage. In addition, when you draw this weapon, you can extinguish all non mundane within 30 feet of you.

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Spike of Lightning

Weapon (any ranged), Rare (requires attunement) When you attack a creature with this Relic and roll a 20 on the Attack Roll, that target takes an extra 3d6 necrotic damage, provided that the target isn’t a construct or an undead. You gain temporary hit points equal to the extra damage dealt.

String of the Cursed Weapon (any ranged), Very Rare When you nock an projectile on this weapon, it whispers, “Swift defeat to my enemies.” When you use this weapon to make a ranged attack, you can, as a command phrase, say, “Swift death to you who have wronged me.” The target of your attack becomes your sworn enemy until it dies or until dawn seven days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn. When you make a ranged attack roll with this weapon against your sworn enemy, you have advantage on the roll. In addition, your target gains no benefit from cover, other than total cover, and you suffer no disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 piercing damage.

String of Withering Weapon (any ranged) , Rare (requires attunement) This weapon has 3 charges and regains 1d3 expended charges daily at dawn. On a hit, it deals damage as normal, and you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition you can spend an additional charge to force the target to succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability Check or saving throw that uses Strength or Constitution.

Rods and Wands Immovable Rod Rod, Common You can speek the command word to fix this rod in space. Until you or another creature uses an action speek the command word again, the rod doesn’t move, even if it is defying gravity. A creature can use an action to make a DC 30 Strength Check, moving the fixed rod up to 10 feet on a success.

Rod of Cancellation Rod, Very Rare (requires attunement) This dreaded rod is a bane to Relics, for its touch drains an item of all magical properties. The item touched must make a DC 23 Wisdom save to prevent the rod from draining it. If a creature is holding it, then the item can use the holder’s save in place of its own if better. In such cases, contact is made by making a melee touch attack roll.

Rod of Lordly Might Rod, Rare (requires attunement) The rod has properties associated with six different buttons that are set in a row along the haft. It has three other properties as well, detailed below. Drain Life. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failure, the target takes an extra 4d6 necrotic damage, and you regain a number of hit points equal to half that necrotic damage. This property can’t be used again until the next dawn. Paralyze. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Strength saving throw. On a failure, the target is paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. This

property can’t be used again until the next dawn. Terrify. While holding the rod, you can use an action to force each creature you can see within 30 feet of you to make a DC 17 Wisdom saving throw. On a failure, a target is frightened of you for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property can’t be used again until the next dawn.

Rod of Overwhelming Power Staff, Rare (requires attunement) The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, loses all other properties. On a 20, the staff regains 1d8 + 2 charges. When you roll any damage die, you can expend 1 charge to deal an extra 1d6 damage to the target. For each 1 charge you spend you have a cumulative 5% chance to provoke a magical explosion dealing 1d10 force damage and in a radious of 5 feet, for each charge spent, centred on you.

Rod of Paradise Rod, Rare While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die. Also, creatures don’t age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down). When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can’t be used again until ten days have passed.

Rod of Rulership Rod, Rare (requires attunement) You can use an action to present the rod and command obedience from Each creature of your choice that you can see within 120 feet of you. Each target must succeed on a DC 15 Wisdom saving throw or be charmed by you for 8 hours. While charmed in this way, the creature regards you as its trusted leader. If harmed by you or your companions, or commanded to do something contrary to its nature, a target ceases to be charmed in this way. The rod can’t be used again until the next dawn.

Rod of the Extinguisher Rod, Rare This rod can extinguish Medium-size or smaller nonmagical fires with simply a touch (an action). Extinguishing a Large or larger nonmagical fire, or a magic fire of Medium-size or smaller expends 1 charge. Continual magic flames, such as those of a weapon or a fire creature, are suppressed for 6 rounds and flare up again after that time. To extinguish an instantaneous fire spell, the rod must be within the area of the effect and the wielder must have

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used a ready action, effectively countering the entire spell. When applied to Large or larger magic fires, such as those caused by fireball, flame strike, or wall of fire, extinguishing the flames expends 2 charges from the rod.If the device is used upon a fire creature, a successful attack roll deals 6d6 points of damage to the creature. This requires 3 charges. The rod has 10 charges, renewed each day at dawn.

Rod of the Ravenous Staff, Very Rare (requires attunement) The staff may have maximum 10 charges. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d6 charges. While holding the staff, you can use your reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and consuming number of charges equal to the absorbed spell’s level. If don’t have enough charges to absorb the spell, you still consume all the charges and the spell is unaffected. Once the staff has assorbed a spell, you can recast it as an action with all the variables equal to the spell you absorbed when it was cast.

Wand of Devastation Wand, Very Rare (requires attunement) This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to blossoms with a low roar into an explosion of flame in a point within 150 feet. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw with DC 15 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.(save DC 15) from it. For each additional charge you expend the damage increases by 1d6 and the radious by 5 feet. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

Wand of Enemy Detection Wand, Uncommon (requires attunement) This wand has 7 charges. While holding it, you can use an action and expend 1 charge to speak its command word. For the next minute, you know the direction of the nearest creature hostile to you within 60 feet, but not its distance from you. The wand can sense the presence of hostile creatures that are ethereal, invisible, disguised, or hidden, as well as those in plain sight. The effect ends if you stop holding the wand.The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

Wand of Paralysis Wand, Uncommon (requires attunement) This wand has 6 charges. While holding it, you can use an action to expend 1 of its charges to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of you. The target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. At the end of each of the target’s turns, it can repeat the saving throw, ending the effect on itself on a success. The wand regains 1d6 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

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Wand of Secrets Wand, Uncommon The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn.

Wand of the Depths Wand, Very Rare (requires attunement) This appears to be a long, sinuous rod of unknown (but presumably organic) composition, ending in six “branches”. Upon command, these branches animate and grapple like tentacles, using their own attack bonus rather than the wielder’s bonus. The rod’s attacks count as an action for the wielder. The tentacle attacks follow all the normal rules for grapple attacks, with the exceptions: that the wielder need not move into the target’s space to maintain the grapple. The tentacle, not the wielder, is considered to be the grappler (and the wielder doesn’t suffer any of the drawbacks of grappling). Treat the rod as a Medium-size creature for purposes of the grapple check. Each tentacle has hardness 10, 20 hp, and a break DC of 30, it has an attack bonus of +10, deal 2d10+6 damage and have Stregnth 22, and a +10 Bonus to Strenght (Athletics) checks and a reach of 15 feet.. In addition, if at least three tentacles grapple a single target, it must succeed on a Wisdom saving throw DC 14 or become cursed, gaining permanent disadvantage on attacks, saves, and checks.

Wand of the Magus Wand, Rarity Varies (requires attunement, Mystic only) While holding this wand, you gain a bonus to spell attack rolls and Saves determined by the wand’s rarity (Uncommon +1, Rare +2, Very Rare +3).

Wand of Wonders Wand, Rare This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens. If the effect causes you to cast a spell from the wand, the spell’s save DC is 15. If the spell normally has a range expressed in feet, its range becomes 120 feet if it isn’t already.If an effect covers an area, you must center the spell on and include the target. If an effect has multiple possible subjects, the GM randomly determines which ones are affected. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into dust and is destroyed. d100

Effect

01-05

You cast slow.

06-10

You cast faerie fire.

11-15

You are stunned until the start of your next turn, believing something awesome just happened.

16-20

You cast gust of wind.

21-25

You cast detect thoughts on the target you chose. If you didn’t target a creature, you instead take 1d6 psychic damage.

26-30

You cast stinking cloud.

31-33

Heavy rain falls in a 60-foot radius centered on the target. The area becomes lightly obscured. The rain falls until the start of your next turn.

34-36

You cast lightning bolt.

37-46

You cast darkness.

47-49

You cast invisibility on yourself.

50-53

An 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.

54-58

A cloud of 600 oversized butterflies fills a 30-foot radius centered on the target. The area becomes heavily obscured. The butterflies remain for 10 minutes.

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

You shrink yourself as if you had cast enlarge/reduce on yourself.

66-69

You cast fireball.

70-79

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.

80-84

You enlarge a target chosen randomly 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.

85-87

Leaves grow from the target. If you chose a point in space as the target, leaves sprout from thecreature nearest to that point. Unless they are picked off, the leaves turn brown and fall off after 24 hours.

of the dust into the air, you and each creature that needs to breathe within 30 feet of you must succeed on a DC 15 Constitution saving throw or become unable to breathe, while sneezing uncontrollably. A creature affected in this way is incapacitated and suffocating. As long as it is conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effect on it on a success. The lesser restoration spell can also end the effect on a creature

Dust of Disappearance Dust, Uncommon Found in a small packet, this powder resembles Very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature.

Dust of Dreams Dust, Common When exposed to air, this dust creates a temporary, mildly toxic cloud that puts living creatures to sleep. You can throw a flask of sleep gas with a ranged touch attack with a range increment of 10 feet. On a direct hit, a living target must succeed on a Constitution save DC 15 or fall asleep for 1 round. After 1 round, the target must make another Constitution save DC 15 or sleep 1d4 additional minutes.

Dust of Tracelessness Dust, Common This normal-seeming dust is actually a magic powder that can conceal the passage of its possessor and his companions. Tossing a handful of this dust into the air causes a chamber of up to 100 square feet of floor space to become as dusty, dirty, and cobweb-laden as if it had been abandoned and disused for a decade. A handful of dust sprinkled along a trail causes evidence of the passage of as many as a dozen men and horses to be obliterated for 250 feet back into the distance. The results of the dust are instantaneous, and no magical aura lingers afterward from this use of the dust. Survival checks made to track a quarry across an area affected by this dust have a DC 20 higher than normal.

88-90

A stream of 1d4 × 10 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.

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 1minute. 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.

Dust of Witchbane

98-00

If you targeted a creature, it must make a DC 15 Constitution 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, 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.

This paste, which smells like tobacco, is refined from the stalks and leaves of the witchweed plant. When ignited it creates a 10-foot cube of light smoke that provides no Three-Quarters Cover. Anyone attempting to cast arcane spells within the smoke must succeed at a Concentration check with DC 10 + spell level. If the check fails, the spell is lost. The smoke loses its alchemical abilities after 5 rounds, and dissipates normally.

Potions and Dustes Dust of Choking Dust, Uncommon Found in a small container, this powder resembles very fine sand. It appears to be dust of disappearance, and an identify spell reveals it to be such. There is enough of it for one use. When you use an action to throw a handful

Dust, Uncommon

Elixir of Life Potion, Common This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture of vitamis that smells faintly of aloe. The jar and its contents weigh 1/2 pound. 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.

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Elixir of Love Potion, Common This sweet-tasting liquid causes the character drinking it to become charmed with the first creature she sees after consuming the draft if fails a DC 12 Wisdom saving throw. The charm effects wear off in 1 hour.

Elixir of Truth Potion, Common This elixir forces the individual drinking it to say nothing but the truth for 10 minutes if he fails a Wisdom or Charisma Saving Throw with DC 17. She is compelled to answer any questions put to her in that time, but with each question she is free to make a separate save.

Elixir of Fire Breath Potion, Common This strange elixir bestows upon the drinker the ability to spit gouts of flame. He can breathe fire up to three times, each time dealing 3d6 points of fire damage to a single target up to 25 feet away. The victim can attempt a Dexterity save (DC 12) for half damage. Unused blasts dissipate 1 hour after the potion is consumed. Most drinkers suffer from terrible heartburn afterward.

Oil of Sharpness Potion, Common This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item counts as a Relic and score a critical hit with 19 or 20.

Oil of Silence Potion, Common When applied to boots and armor, this noise-dampening oil provides a +2 alchemical bonus on Stealth checks. You can throw a flask of alchemical silence with a ranged touch attack with a range increment of 10 feet. A creature struck by a thrown flask of alchemical silence cannot speak louder than a whisper, and indeed some of his words become completely muffled. If thrown on a spellcaster, the target suffers a 20% chance of spell failure when casting any spell with a verbal component for 1d4rounds. The creature, however, does gain the benefits of the alchemical silence as detailed above.

Oil of Timelessness Potion, Common When applied to any matter that was once alive (leather, leaves, paper, wood, dead flesh, and so on), this oil allows that substance to resist the passage of time. Each year of actual time affects the substance as if only a day had passed. The coated object has advantage on all saving throws. The oil never wears off, although it can be magically removed (by dispelling the effect, for instance). One flask contains enough oil to coat eight Medium-size objects or an equivalent area.

Potion of Clairvoyance Potion, Rare When you drink this potion, 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

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unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remainsin place for the duration, and it can’t be attacked or otherwise interacted with. When you create the sensor, 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.

Potion of Climbing Potion, Common When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks you make to climb. The potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors.

Potion of Giant Strength Potion, rarity varies When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is equal to or greater than that score. Type

Strength

Rarity

Hill Giant

17

Common

Stone Giant

19

Uncommon

Fire Giant

21

Rare

Cloud Giant

23

Very Rare

Storm Giant

27

Legendary

Potion of Gaseous Form Potion, Rare When you drink this potion, you gain the following effect for 1 hour or until you end the effect as a bonus action. You transform along with everything you’re wearing and carrying, into a misty cloud for the duration. While in this form, your only movement is a flying speed of 10 feet.You can enter and occupy the space of another creature. You have resistance to nonmagical damage, and advantage on Strength, Dexterity, and Constitution saving throws. You can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. You can’t fall and remain hovering in the air even when stunned or otherwise incapacitated. While in the form of a misty cloud, You 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.

Potion of Growth Potion, Uncommon When you drink this potion, you gain the following effects for 1 hour. Your size doubles, and your weight is multiplied by eight. This growth increases its size by one category and your stregnth score by 2. If there isn’t enough room 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. Your weapons also grow to match its new size. While these weapons are enlarged, the target’s attacks with them deal 1d4 extra damage.

Potion of Healing Potion, rarity varies 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. Type

Rarity

HP Regained

Healing

Common

2d4 + 2

Greater healing

Uncommon

4d4 + 4

Superior healing

Rare

8d4 + 8

Supreme healing

Very Rare

10d4 + 20

Potion of Heroism Potion, Rare For 1 hour after drinking it, you gain 10 temporary hit points that last for 1 hour. For the same duration, Whenever you make an attack roll or a saving throw you can roll a d4 and add the number rolled to the attack roll or saving throw.

Potion of Invisibility This potion’s container looks empty but feels as though it holds liquid. When you drink it, you become invisible for 1 hour. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell.

Potion of Resistance Potion, Uncommon When you drink this potion, you gain resistance to one type of damage for 1 hour. The GM chooses the type or determines it randomly from the options below. Damage Type

1 2 3 4 5

Spell levels doubled

Uncommon

1st

Rare

2rd

Very Rare

3th

Legendary

4th

Ring of Arcane Duels Ring, Very Rare (requires attunement) This potent ring is typically made of gold and set with small spheres of silver. The wearer becomes cognizant of all spellcasting that occurs within 60 feet, and she can identify the spell being cast on a successful Knowlege check DC 12 + spell level. If this identification succeeds, the wearer can choose once per long rest to have the ring counterspell or can change the target or the point of effect of the spell to any target or point within 60 feet (including herself). If the wearer chooses an illegal target, the spell functions normally and the redirection is wasted.

Ring of Blinking Ring, Rare (requires attunement)

Potion, Very Rare

d10

Rarity

d10

Damage Type

Acid

6

Necrotic

Cold

7

Poison

Fire

8

Psychic

Force

9

Radiant

Lightning

10

Thunder

Potion of Speed Potion, Very Rare When you drink this potion, you gain the following effect for 1 minute. Your speed is doubled, and you gain a +2 bonus to AC, advantage on Dexterity saving throws, and an additional action on each of your turns, although you can make only one attack roll with it. When the effect ends, the target can’t move or take actions until after its next turn.

Potion of Water Breathing Potion, Common You can breathe underwater for 1 hour after drinking this potion. Its cloudy green fluid smells of the sea.

Rings Rings of Arcane Might Ring, Rarity Varies (requires attunement) This special ring comes in four kinds based on their rarity. The wearer’s arcane spells per day are doubled for one specific spell level, as shown by the table.

On command, this ring makes the wearer blink between ethereal and material plane. Physical attacks against you have a 50% miss chance. If the attack is capable of striking ethereal creatures, the miss chance is only 20% (for Three-Quarters Cover) and if the attacker can see invisible creatures, the miss chance is also only 20%. (For an attacker who can both see and strike ethereal creatures, there is no miss chance.) Likewise, your own attacks have a 20% miss chance, since you sometimes go ethereal just as you are about to strike. Any individually targeted spell has a 50% chance to fail against you while you’re blinking unless your attacker can target invisible, ethereal creatures. Your own spells have a 20% chance to activate just as you go ethereal, in which case they typically do not affect the Material Plane. While blinking, you take only half damage from area attacks. While blinking, you can step through (but not see through) solid objects You can move at only three-quarters speed. Since you spend about half your time on the Ethereal Plane, you can see and even attack ethereal creatures. You interact with ethereal creatures roughly the same way you interact with material ones. An ethereal creature is invisible, incorporeal, and capable of moving in any direction, even up or down. As an incorporeal creature, you can move through solid objects, including living creatures. Force effects and abjurations affect you normally. Their effects extend onto the Ethereal Plane from the Material Plane, but not vice versa. An ethereal creature can’t attack material creatures, and spells you cast while ethereal affect only other ethereal things. Certain material creatures or objects have attacks or effects that work on the Ethereal Plane. Treat other ethereal creatures and objects as material.

Ring of Ethereal Vision Ring, Common On command, this ring gives its possessor the ability to see into and through solid matter and Ethereal plane. Vision range is limited 10 feet, and can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Using the ring is exhausting, causing the wearer 1 point of Constitution damage per minute after the first 10 minutes of use in a single day

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Ring of Evasion

Ring of Spell Storing Ring, Rare (requires attunement)

Ring, Rare (requires attunement) This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead.

Ring of Feather Falling Ring, Common When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling.

Ring of Invisibility Ring, Rare (requires attunement) While wearing this ring, you can turn invisible as an action. Anything you are wearing or carrying is invisible with you. You remain invisible until the ring is removed, until you attack or cast a spell, or until you use a bonus action to become visible again.

Ring of Mind Shielding Ring, Uncommon (requires attunement) While wearing this ring, you are immune to other creatures that can read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it. You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die.

Ring of Regeneration Ring, Rare (requires attunement) While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time.

Ring of Resistance Ring, Rare (requires attunement) When you wear this ring you have resistance to one damage type while wearing this ring. The GM chooses the type or determines it randomly from the options below. d10

Damage Type

d10

Damage Type

1

Acid

6

Necrotic

2

Cold

7

Poison

3

Fire

8

Psychic

4

Force

9

Radiant

5

Lightning

10

Thunder

Rod of Rulership Rod, Rare (requires attunement) You can use an action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of you. Each target must succeed on a DC 15 Wisdom saving throw or be charmed by you for 8 hours, but they could make another save after 4 hours. While charmed in this way, the creature regards you as its trusted leader. If harmed by you or your companions, or commanded to do something contrary to its nature, a target ceases to be charmed in this way. The rod can’t be used again until the next dawn.

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This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can’t hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.

Ring of Spell Turning Ring, Legendary (requires attunement) While wearing this ring, you have advantage on saving throws against any spell that targets only you (not in an area of effect). In addition, if you roll a 20 for the save and the spell is 7th level or lower, the spell has no effect on you and instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster.

Ring of Sustenance Ring, Common (requires attunement) This ring continually provides its wearer with lifesustaining nourishment. The ring also refreshes the body and mind, so that its wearer needs only sleep 2 hours per day to gain the benefit of 8 hours of sleep. The ring must be worn for a full week before it begins to work. If it is removed, the owner must wear it for another week to reattune it to himself.

Ring of the Aires Ring, Uncommon (requires attunement) This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its charges to attack one creature you can see within 60 feet of you. The ring produces a force blast that makes an Attack Roll with a +5 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and is pushed 5 feet away from you.

Ring of the Friends Ring, Common These curious rings always come in pairs. A friend shield ring without its mate is useless. Either wearer of one of a pair of the rings can, as a bonus action, activate his ring to recieve half of the incoming damage of the owner of the paired ring, making him subject only to half the damage. Once each long rest, one of the two wearers could also redirect a single targeted spell to himself.

Ring of the Ghost Skin Ring, Uncommon (requires attunement) This pair of black iron rings must be worn as a set, one on either hand with no other magic ring, to function. They sheathe their wearer in a field of magical force, granting an AC of 14 plus the creature dexterity. This sheath is harmful to the touch: Any creature whose bare flesh contacts the wearer takes 1d4 points of damage. The wearers unarmed strikes gain deal an additional 1d4 points of damage.

Wondrous Items Amulet of Health Wondrous item, Uncommon Your Constitution score is 17 while you wear this amulet. It has no effect on you if your Constitution is already 17 or higher.

Amulet of the Ancients Wondrous item, Rare (requires attunement) While you are wearing this amulet if you are knocked out during a fight, one warrior spirit from the Valhalla appears within 60 feet to avenge you. Use the statistics of a berserker for the Spirit. He returns to Valhalla after 1 minute or when drops to 0 hit points. Once the spirit is called, he can’t return again until 7 days have passed. In addition this amulet grant you proficency to Medium Armor, Shields and the Martial weapon used by the Spirit.

Amulet of Mighty Fists Wondrous item, Rarity Varies This amulet grants an bonus of +1 to +3 (+1 Uncommon, +2 Rare, +3 Very Rare) on attack and damage rolls with unarmed attacks and natural weapons.

Amulet of Natural Armor Wondrous item, Rarity Varies This amulet, usually crafted from bone or beast scales, toughens the wearer’s body, giving him an bonus to his unarmed armor class from +1 to +3 (+1 Uncommon, +2 Rare, +3 Very Rare), depending on the kind of amulet.

Animated Rope Wondrous item, Uncommon This 60-foot length of silk rope weighs 3 pounds and can hold up to 3,000 pounds. If you hold one end of the rope and use an action to speak the command word, the rope animates. As a bonus action, you can command the other end to move toward a destination you choose. That end moves 10 feet on your turn when you first command it and 10 feet on each of your turns until reaching its destination, up to its maximum length away, or until you tell it to stop. Alternatively you can use an action to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained, you can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity Check (target’s choice). On a success, the creature is no longer restrained by the rope.

Bag of Holding Wondrous item, Rarity Varies This appears to be a common cloth sack about 2 feet by 4 feet in size. The bag of holding opens into a nondimensional space. Regardless of what is put into the bag, it occupies 1 Slot, the bonus encumbrance, depend on the bag’s rarity, 5 Slot for Common, 10 for Uncommon and 20 for a Rare Bag of Holding.

Bead of Force Wondrous Item, Uncommon This small black sphere measures 3/4 of an inch in diameter and weighs an ounce.You can use an action to

throw the bead up to 60 feet. The bead explodes on impact and is destroyed. Each creature within a 10-foot radius of where the bead landed must succeed on a DC 15 Dexterity saving throw or take 5d4 force damage. Afterwards, a sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save, or are partially within the area, are pushed away from the center of the sphere until they are no longer inside it, taking 1d10 Bludgeoning damage for each 5 feet traveled. Only breathable air can pass through the sphere’s wall. No attack or other effect can. An enclosed creature can use its action to push against the sphere’s wall, moving the sphere up to half the creature’s walking speed. The bead of force can be used 1d4 times, after that many times it loses it’s powers and become nonmagical.

Belt of the Giant Wondrous item, rarity varies While wearing this Belt, your Strength score changes to a fixed score. If your Strength is already equal to or greater than the belt’s score, the item has no effect on you. Six varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. Type

Strength

Rarity

Hill Giant

15

Common

Stone Giant

17

Uncommon

Fire Giant

21

Rare

Cloud Giant

24

Very Rare

Storm Giant

27

Legendary

Belt of Wellbeing Wondrous item, Rare While wearing this belt, you Constitution score increases by 2, to a maximum of 20. In addition you have advantage on saving throws against poison, and resistance against poison damage.

Boots of Silence Wondrous item, Common These soft boots enable the wearer to move quietly, granting a advantage on Stealth checks.

Boots of the Clouds Wondrous item, Uncommon While you wear these boots, you can rise vertically, up to 20 feet. You can move only by pushing or pulling against a fixed object or surface within reach, which allows it to move as if it were climbing. You can change altitude by up to 20 feet in either direction as part of your move.

Boots of the River Wondrous item, Common (requires attunement) While you wear these boots, you can use a bonus action and click the boots’ heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the Attack Roll. If you click your heels together again, you end the effect. When the boots’ property has been used for a total of 10 minutes, they ceases to function until you finish a long rest.

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Boots of the Snow Wondrous Item, Common (requires attunement)

Wondrous item, Uncommon (requires attunement)

These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits: You have resistance to cold damage, ignore difficult terrain created by ice or snow and you can tolerate freezing temperatures without any additional protection.

An iron band, this simple Brooch generates a large shieldsized (and shield-shaped) wall of force that stays with the ring and can be wielded by the wearer as if it were a normal shield (+2 AC). This special creation, since it can be activated and deactivated at will (a free action).

Boots of the Winds

Candle of Truth

Wondrous item, Rare (requires attunement)

Wondrous item, Common

While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. The boots regain 2 hours of flying capability for every 12 hours they aren’t in use.

This white tallow candle, when burned, produce a zone of 10 feet radious centered on the candle where anyone that fails a Charisma saving throw with DC13 must say the truth. The zone lasts for 1 hour, as the candle burns. If the candle is snuffed before that time, the effect is canceled and the candle ruined.

Bottle of Air

Charm of the Berserker

Wondrous item, Common This item appears to be a normal glass bottle with a cork. When taken to any airless environment it retains air within it at all times, continually renewing its contents. The bottle can even be shared by multiple characters who pass it around. Breathing out of the bottle is an action, but a character so doing can then act for as long as she can hold her breath.

Bottle of Souls Wondrous item, Very Rare Once opened the bottle activate a portal to the Ethereal Plane that is only about 1/2 inch wide. This portal has an almost limitless amount of pull, sucking a single creature or object through the gate unless it succeeds at a Dexterity Saving Throw DC 24. The weapon gets its name because the target drawn through the portal is sucked through in a spiral pattern. For most living creatures, this is a blood-red spiral as their body is liquefied into a spiral-shaped stream, then drawn through the very small portal in a single round. Objects, unless they are extraordinarily malleable, are destroyed. Creatures die instantly unless they are amorphous (such as oozes).

Bracelet of Friends Wondrous item, Common This silver charm bracelet has four charms upon it when created. The owner may give one charm to one person When the bracelet is grasped and the name of the keyed individual is spoken, the charm glows, becomes warm and starts to vibrate, producing a light hum. This property function at any distance, until the bracelet and the charms are on the same plane of existence. The owner of the bracelet could also send one word through the charm, doing so the bracelet cease to function until next down.

Bracers of Aiming Wondrous item, Uncommon While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons.

Bracers of the Faith Wondrous item, Uncommon (requires attunement) While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.

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Brooch of the Ghost Armor

Wondrous item, Uncommon Any character that wear this charm could entry into a state as the barbarian rage once for long rest. They could remain in this state for 1d10 round, then they suffer a exaustion level. Barbarian characters with this charm, instead, could use their rage feature one more time each long rest.

Chime of Interruption Wondrous item, Common This instrument can be struck once every 10 minutes, and its resonant tone lasts for 1 minute. While the chime is resonating, no spell requiring a verbal component can be cast within a 30-foot radius of it unless the caster can make a Concentration check with DC 10.

Chime of Molten Wondrous item, Common This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 5 feet of you that can be opened, such as a door, lid, or lock. The Chime issues a molten spray, and one lock or latch on the object brakes. The chime can be used one time. After, it cracks and becomes useless.

Circlet of Thoughts Wondrous item, Uncommon The Circlet has 3 charges. While wearing it, you can use an action and expend 1 charge to read toughts of one creature within 30 feet of you (save DC 13). The medallion regains 1d3 expended charges daily at dawn.

Cloak of Charisma Wondrous item, Uncommon This lightweight and fashionable cloak has a highly decorative silver trim. Your Charisma score is 17 while you wear this amulet. It has no effect on you if your Charisma is already 17 or higher.

Cloak of the Ghosts Wondrous item, Uncommon While you wear this cloak, it projects an hologram that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on Attack Rolls against you. If you take damage, the property ceases to function until the start of your next turn.

Cloak of the Winds Wondrous item, Uncommon (requires attunement) While wearing this cloak, you can use an action to speak its command word. This turns the cloak into a flowing mass of tissue around you for 1 hour or until you repeat the command word as an action. The Cloak give you a flying speed of 60 feet. When the effect ends, you can’t use it again for 1d12 hours.

Crystal Ball Wondrous item, Rarity Varies (requires attunement)

has a different effect. If the cube has insufficient charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier is centered on you, moves with you, and lasts for 1 minute, until you use an action to press the cube’s sixth face, or the cube runs out of charges. You can change the barrier’s effect by pressing a different face of the cube and expending the requisite number of charges, resetting the duration. If your movement causes the barrier to come into contact with a solid object that can’t pass through the cube, you can’t move any closer to that object as long as the barrier remains.

The typical crystal ball is a Rare item, is about 6 inches in diameter. While touching it, you can can see and hear a particular Location you choose that is on the same plane of existence as you. The Crysital Ball 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 within the location, remaining within 10 feet of it for the duration. The following crystal ball variants and have additional properties.

Face

Charges

1

1

Gases, wind, and fog can’t pass through the barrier.

2

2

Nonliving matter can’t pass through the barrier. Walls, floors, and ceilings can pass through at your discretion.

3

3

Living matter can’t pass through the barrier.

Crystal Ball of Mind Reading (Very Rare). You can use an action to you can read the thoughts (save DC 17) while you are scrying with the crystal ball, targeting creatures you can see within 30 feet of the spell’s sensor. You don’t need to concentrate on this detect thoughts to maintain it during its duration, but it ends if scrying ends.

4

4

Spell effects can’t pass through the barrier.

5

5

Nothing can pass through the barrier. Walls, floors, and ceilings can pass through at your discretion.

6

0

The barrier deactivates.

Effect

Crystal Ball of Telepathy (Very Rare). While scrying with the crystal ball, you can communicate telepathically with creatures you can see within 30 feet of the spell’s sensor. You can also use an action to suggest a course of activity (limited to a sentence or two) and influence (save DC 17) through the sensor on one of those creatures. You don’t need to concentrate on this suggestion to maintain it during its duration, but it ends if scrying ends. Once used, the suggestion power of the crystal ball can’t be used again until the next dawn.

Decanter of Endless Water

Crystal Ball of True Seeing (Legendary). While scrying with the crystal ball, you have truesight with a radius of 120 feet centered on the spell’s sensor.

Geyser. Produces a 20-foot-long, 1-foot-wide stream at 30 gallons per round. The geyser effect causes considerable back pressure, requiring the holder to make a DC 12 Strength check to avoid being knocked down. The force of the geyser deals 1d8 bludgeoning damage in a 20 feet line. The command word must be spoken to stop it.

Cube of Cunai Wondrous item, Legendary The cube of Cunai is an ancient relic of a poweful mage, dedited to crafting. The cube of Cunai appears to be a square box made of expensive veneers and once open, you can put inside any relic you own. The cube, over 24 hours dissipate the relic, producing a liquid essence that contains its magical properties. This unguent once poured over any other items grants it the properties of the dissolved relic. This process however is far from perfect, more a relic is Rare, more is difficult to dissolve: Common relics have 90% chance, Uncommon 70%, Rare 50%, Very Rare 30% and Legendary 10%. Even if the process is unsuccessful any relic once put into the Cube of Cunai is destroyed. Items that recieve the essence of a relic, nd ist properties, become themself a relic of the same rarity of the dissolved one.

Cube of Force Wondrous item, Rare This cube is about an inch across. Each face has a distinct marking on it that can be pressed. The cube starts with 6 charges, and it regains 1d6 expended charges daily at dawn. You can use an action to press one of the cube’s faces, expending a number of charges based on the chosen face, as shown in the Cube of Force Faces table. Each face

Wondrous Item, Common If the stopper is removed from this ordinary-looking flask and a command word spoken, an amount of fresh or salt water pours out. Separate command words determine the type as well as the volume and velocity. Stream. Pours out 1 gallon per round. Fountain. Produces a 5 gallons per round vertical steam.

Dimensional Shackles Wondrous Item, Common You can use an action to place these shackles on an incapacitated creature. The shackles adjust to fit a creature of Small to Large size. In addition to serving as mundane manacles, the shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They don’t prevent the creature from passing through an interdimensional portal. You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a success, the creature breaks free and destroys the shackles.

Gauntlet of Rust Wondrous item, Rare This single metal gauntlet looks rusted and pitted but is actually quite powerful. Once per day, any iron or iron alloy item you touch becomes instantaneously rusted, pitted, and worthless, effectively destroyed. into a 3-foot radius a

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3-foot-radius volume. Relics are immune to this effect. You may employ your rusting grasp in combat with a successful melee attack. Rusting grasp used in this way instantaneously destroys 1d12 points of Armor Class gained from metal armor (to the maximum amount of protection the armor offered) through corrosion. Weapons in use by an opponent, on the other hand, are more difficult to grasp. You must succeed on a melee touch against the weapon, a metal weapon that is hit is destroyed.

Gem of Lights Wondrous item, Common This prism has 50 charges. While you are holding it, you can use an action to speak one of its command words to cause one of the following effects: • The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. It lasts until you use a bonus action to repeat the command word or until you use another function. • The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet. The creature must succeed on a DC 12 Constitution save or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. • The third command word expends 5 charges and causes the gem to flare with blinding light in a 30-foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word.

Gem of Seeing Wondrous item, Rare (requires attunement) This gem has 3 charges. As an action, you can speak the gem’s command word and expend 1 or all charges. For the next 10 minutes, if you spend 1 charge you have Blindsight out of 60 feet. If you spend 3 charges you have truesight out to 120 feet. The gem regains 1d3 charges daily at dawn.

Gloves of Dexterity Wondrous item, Uncommon (requires attunement) Your Dexterity score is 17 while you wear those gloves. It has no effect on you if your Dexterity is already 17 or higher.

Glove of Storing

Wondrous item, Common A backpack of this sort appears to be well made, well used, and quite ordinary. However When the wearer reaches into it for a specific item, that item is always on top. Thus, retrieving any specific item from a haversack don’t count as the free manipulation of a turn, neither use any action.

Headband of Intellect Wondrous item, Uncommon (requires attunement) Your Intelligence score is 17 while you wear this headband. It has no effect on you if your Intelligence is already 17 or higher.

Horn of Fogs Wondrous item, Common This small bugle allows its possessor to blow forth a thick cloud of heavy fog similar to that of an obscuring mist spell. The fog covers a 10-foot square next to the horn blower each round that the user continues to blow the horn; fog clouds travel 10 feet each round in a straight line from the emanation point unless blocked by something substantial such as a wall. The device makes a deep, foghorn-like noise, with the note dropping abruptly to a lower register at the end of each blast. The fog dissipates after 3 minutes. A moderate wind disperses the fog in 4 rounds; a strong wind disperses the fog in 1 round.

Horn of Storms Wondrous item, Uncommon You can use an action to speak the horn’s command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn’t deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6. Each use of the horn has a 30 percent chance of causing the horn to explode. The explosion deals 5d6 fire damage to the blower and destroys the horn.

Lantern of Revealing Wondrous item, Common

On command, one item held in the hand wearing the glove disappears. The item can occupy maximum 2 slots. With a snap of the fingers wearing the glove, the item reappears. A glove can only store one item at a time. Storing or retrieving the item is a free action.

While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5- foot radius.

Goggles of the Moonlight

Mantle of Spell Resistance

Wondrous item, Common

Wondrous item, Common While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.

Goggles of the Unseen Wondrous item, Common These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) Checks that rely on sight within that range.

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Handy Haversack

Wondrous Item, Rare (requires attunement) You have advantage on saving throws against spells while you wear this cloak.

Manual of Bodily Health Wondrous item, Very Rare This book contains health and diet tips. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Constitution score increases by 2, as does your maximum for that score. Then the manual ceases to function.

Manual of Gainful Exercise Wondrous item, Very Rare

Necklace of Adaptation Wondrous item, Rare

This book describes fitness exercises. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Strength score increases by 2, as does your maximum for that score. Then the manual ceases to function.

This necklace is a heavy chain with a platinum medallion. The magic of the necklace wraps the wearer in a shell of fresh air, making him immune to all harmful vapors and gases and allowing him to breathe, even underwater or in a vacuum.

Manual of Quickness of Action

Orb of Chains

Wondrous item, Very Rare This book contains coordination and balance exercises. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Dexterity score increases by 2, as does your maximum for that score. Then the manual ceases to function.

Mirror of Life Trapping Wondrous Item, Legendary When this 4-foot-tall mirror is viewed indirectly, its surface shows faint images of creatures. The mirror weighs 50 pounds, and it has AC 11, 10 hit points, and vulnerability to bludgeoning damage. It shatters and is destroyed when reduced to 0 hit points.If the mirror is hanging on a vertical surface and you are within 5 feet of it, you can use an action to speak its command word and activate it. It remains activated until you use an action to speak the command word again.Any creature other than you that sees its reflection in the activated mirror while within 30 feet of it must succeed on a DC 15 Charisma saving throw or be trapped, along with anything it is wearing or carrying, in one of the mirror’s twelve extradimensional cells. This saving throw is made with advantage if the creature knows the mirror’s nature. An extradimensional cell is an infinite expanse filled with thick fog that reduces visibility to 10 feet. Creatures trapped in the mirror’s cells don’t age, and they don’t need to eat, drink, or sleep. A creature trapped within a cell can escape using magic that permits planar travel. Otherwise, the creature is confined to the cell until freed. If the mirror traps a creature but its twelve extradimensional cells are already occupied, the mirror frees one trapped creature at random to accommodate the new prisoner. If the mirror is shattered, all creatures it contains are freed. While within 5 feet of the mirror, you can use an action to speak the name of one creature trapped in it or call out a particular cell by number. The creature named or contained in the named cell appears as an image on the mirror’s surface. You and the creature can then communicate normally.In a similar way, you can use an action to speak a second command word and free one creature trapped in the mirror. The freed creature appears, along with its possessions, in the unoccupied space nearest to the mirror.

Mirror of Opposition Wondrous item, Very Rare This item resembles a normal mirror about 4 feet long and 3 feet wide. It can be hung or placed on a surface and then activated by speaking a command word. The same command word deactivates the mirror. If a creature sees its reflection in the mirror’s surface, an exact duplicate of that creature comes into being. This opposite immediately attacks the original. The duplicate has all the possessions and powers of its original (including magic). Upon the defeat or destruction of either the duplicate or the original, the duplicate and her items disappear completely. The mirror functions up to four times per day.

Wondrous item, Common This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to activate it’s controls and throw the sphere at a Large or smaller creature you can see within 30 feet of you. As the sphere moves through the air, it opens into a tangle of metal chains. Make a ranged Attack Roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the chains to contract and become a sphere once more. A creature, including the one restrained, can use an action to make a DC 15 Strength Check to break the iron chains. On a success, the item is destroyed, and the restrained creature is freed. If the Check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed. Once the bands are used, they can’t be used again until the next dawn.

Periapt of Health Wondrous item, Uncommon You are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the effects of the disease are suppressed you while you wear the pendant.

Periapt of the Snakes Wondrous Item, Uncommon This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, poisons have no effect on you. You are immune to the poisoned condition and have immunity to poison damage

Periapt of the Undying Wondrous item, Very Rare (requires attunement) While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.

Periapt of Wisdom Wondrous item, Uncommon (requires attunement) Your Wisdom score is 17 while you wear those periapt. It has no effect on you if your Wisdom is already 17 or higher.

Portable Hole Wondrous item, Rare This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 50 to Encumbrance Slots. The bag itself uses 4 Encumbrance Slots, regardless of its contents. Retrieving an item from the bag requires an action. If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane.

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If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.

Prayer Beads Wondrous Item, Rarity Varies This item appears to be a normal string of prayer beads until the owner casts a divine spell. Once that occurs, the owner instantly knows the powers of the prayer beads and how to activate them. Each bead power can be used once per day, by meditiating about 1 hour in advance. Type

Rarity

Special Bead Ability

Blessing

Common

Wearer can gain advantage on any roll.

Healing

Uncommon

Wearer can heal 1.5 times the rolled number of hit points with a spell.

Karma

Rare

Wearer casts his spells as they were 1 level higher for 1 minute.

Smiting

Very Rare

Wearer maximixe any dice roll for one round.

Reliquary Stones Wondrous item, rarity varies When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1 feet and confers a benefit to you. Another creature must use an action to grasp or net the stone to separate it from you, either by making an Attack Roll against AC 24 or a successful DC 24 Dexterity (Sleight of Hand) Check, ending its effect. Agility (Very Rare). Your Dexterity score increases by 2, to a maximum of 20, while this deep red sphere orbits your head. Awareness (Rare). You can’t be surprised while this dark blue rhomboid orbits your head. Fortitude (Very Rare). Your Constitution score increases by 2, to a maximum of 20, while this pink rhomboid orbits your head. Insight (Very Rare). Your Wisdom score increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head.

Wondrous item, Rare This robe is adorned with eyelike trinkets, moving and blinking anytime. Even if you close or avert your own eyes, you are never considered to be doing so while wearing this robe. While you wear the robe, you gain the following benefits: The robe lets you see in all directions, and you have advantage on Wisdom (Perception) checks that rely on sight. • You have darkvision out to a range of 120 feet. You can see invisible creatures and objects, as well as see into the Ethereal Plane, out to a range of 120 feet.

Robe of the Archimystic Wondrous Item, Legendary (requires attunement) This elegant garment is made from exquisite cloth of white, gray, or black and adorned with silvery runes. The robe’s color accents corresponds to the type of Mystic for which the item was created. A Gold robe was made for Cleric, Green for Druids, Red for Sorcerers, and Blue for Wizard. You can’t attune to a robe of the archmagi that doesn’t correspond to your archetype. You gain these benefits while wearing the robe: if you aren’t wearing armor, your base Armor Class is 15 + your Dexterity modifier. You have advantage on saving throws against spells and other magical effects. Your spell save DC and spell attack bonus each increase by 2.

Slippers of the Spider Wondrous item, Common While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don’t allow you to move this way on a slippery surface, such as one covered by ice or oil.

Stone of Alarm Wondrous item, Common This stone cube, when given the command word, affixes itself to any object. If that object is touched thereafter by anyone who does not first speak that same command word, the stone emits a piercing screech for 1 hour that can be heard up to a quarter-mile away (assuming no intervening barriers).

Intellect (Very Rare). Your Intelligence score increases by 2, to a maximum of 20, while this marbled scarlet and blue sphere orbits your head.

Stone of Good Luck

Leadership (Very Rare). Your Charisma score increases by 2, to a maximum of 20, while this marbled pink and green sphere orbits your head.

While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.

Luck (Common). You can gain advantage on any one roll, Once you use this ability the Stone loses its powers. Mastery (Legendary). Your proficiency bonus increases by 1 while this pale green prism orbits your head. Protection (Uncommon). You gain a +1 bonus to AC while this dusty rose prism orbits your head. Regeneration (Legendary). You regain 15 hit points every hour this pearly white spindle orbits your head Renewal (Uncommon). When you are rolling hit dice during a long or short rest, you have advantage to the roll. Strength (Very Rare). Your Strength score increases by 2, to a maximum of 20. Sustenance (Rare). You don’t need to eat or drink while this clear spindle orbits your head.

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Robe of Thousand Eyes

Wondrous Item, Uncommon (requires attunement)

Sphere of Annihilation Wondrous item, Legendary This 2-foot-diameter black sphere is a hole in the multiverse, hovering in space and stabilized. The sphere obliterates all matter it passes through and all matter that passes through it. Anything else that touches the sphere but isn’t wholly engulfed and obliterated by it takes 4d10 force damage. The sphere is stationary until someone controls it. If you are within 60 feet of an uncontrolled sphere, you can use an action to make a DC 25 Intelligence (Relic) Check. On a success, the sphere levitates in one direction of your choice, up to a number of feet equal to 5 × your Intelligence Modifier (minimum 5 feet). On a failure, the sphere moves 10 feet toward you. A creature whose space the sphere enters must succeed on a DC 13 Dexterity saving throw or

be touched by it, taking 4d10 force damage. If you attempt to control a sphere that is under another creature’s control, you make an Intelligence Check contested by the other creature’s Intelligence Check. The winner of the contest gains control of the sphere and can levitate it as normal.

Sustaining Spoon Wondrous item, Common This unremarkable eating utensil is typically fashioned from horn. If the spoon is placed in an empty container the vessel fills with a thick, pasty gruel. Although this substance has a flavor similar to that of warm, wet cardboard, it is highly nourishing and contains everything necessary to sustain any herbivorous, omnivorous, or carnivorous creature. The spoon can produce sufficient gruel each day to feed up to four humans.

Talisman of Pure Good Wondrous item, Legendary (requires attunement) This talisman is a mighty symbol of goodness. A creature that is neither good nor evil in alignment takes 6d6 radiant damage upon touching the talisman. An evil creature takes 8d6 radiant damage upon touching the talisman. The talisman has 7 charges. If you are wearing or holding it, you can use an action to expend 1 charge from it and choose one creature you can see on the ground within 120 feet of you. If the target is of evil alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman disperses into motes of golden light and is destroyed.

Talisman of Ultimate Evil Wondrous item, Legendary (requires attunement) This item symbolizes unrepentant evil. A creature that is neither good nor evil in alignment takes 6d6 necrotic damage upon touching the talisman. A good creature takes 8d6 necrotic damage upon touching the talisman. The talisman has 7 charges. If you are wearing or holding it, you can use an action to expend 1 charge from the talisman and choose one creature you can see on the ground within 120 feet of you. If the target is of good alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman dissolves into foul-smelling slime and is destroyed.

Tome of Clear Thought Wondrous item, Very Rare This book contains memory and logic exercises. If you spend 48 hours over a period of 6 days studying the book’s contents, your Intelligence score and the maximum for that score increases by 2. The manual then ceases to function.

Tome of Leadership and Influence Wondrous item, Very Rare This book contains guidelines for influencing and charming others. If you spend 48 hours over a period of 6 days studying the book’s contents, your Charisma score core and the maximum for that score increases by 2. The manual then ceases to function.

Tome of Understanding Wondrous item, Very Rare This book contains intuition and insight exercises. If you spend 48 hours over a period of 6 days studying the book, your Wisdom score increases by 2, as does your maximum for that score. The manual then ceases to function

Trumpet of Doom Wondrous item, Rare This small brass trumpet is engraved with interwoven patterns of feathers and flames. The trumpet emits a haunting blare that fills evil enemies with a terrible sense of dread. All Good or Neutral creatures within 100 feet that can hear the trumpet’s blare must succeed a Wisdom Saving Throw with DC 15 or are shaken for 1 minute. The trumpet can be blown up to three times per day.

Trumpet of Heavens Wondrous item, Legendary This finely wrought trumpet plays beautifully in the hands of any talented trumpeter. The horn could be played only one time each week with a DC 15 Perform check. The song that emits remove any curse, disease or exaustion, and heals completely all creatures within 360 feet of the horn. Evil creatures cannot benefit from these effects, they hear nothing at all when the horn plays.

Vest of Invisibile Doors Wondrous item, Rare This Vest smells faintly of brimstone. While wearing it, you can use it to teleport in a place you can see within 500 feet. This property of the cape can’t be used again until the next dawn. When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination.

Vestment, Druid’s Wondrous Item, Uncommon This light garment is worn over normal clothing or armor. Most such vestments are green, embroidered with plant or animal motifs. When this item is worn by a Druid, the character can use Wild Shape one additional time each day.

Well of Many Worlds Wondrous Item, Rare This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. You can use an action to unfold and place the well of many worlds on a solid surface, where upon it creates a two-way portal to another world or plane of existence. Each time the item opens a portal, the GM decides where it leads. You can use an action to close an open portal by taking hold of the edges of the cloth and folding it up. Once the well of many worlds has opened a portal, it can’t do so again for 1d8 hours.

Wind Fan Wondrous Item, Common A wind fan appears to be nothing more than a wood and cloth. By uttering the command word, its possessor causes the fan to generate air movement equal to a moderate wind. The fan can be used once per day, for each additional use there is a 20% cumulative chance that the device tears into useless, nonmagical tatters.

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Chapter 6 - Customization Options T

HE COMBINATION OF ABILITY SCORES, RACE, class, and background defines your character’s capabilities in the game, and the personal details you create set your character apart from every other character. Even within your class and race, you have options to finetune what your character can do. But this chapter is for players who—with the DM’s permission—want to go a step further. This chapter defines two optional sets of rules for customizing your character: multiclassing and feats. Multiclassing lets you combine classes together, and feats are special options you can choose instead of increasing your ability s cores as you gain levels. Your DM decides whether these options are available in a campaign.

Multiclassing Multiclassing 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 you 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.

The experience point cost to gain a level is always based on your total character level, as shown in the Character Advancement table, not your level in a particular class. So, if you are a Cleric 6/fighter 1, you must gain enough XP to reach 8th level before you can take your second level as a Fighter or your seventh level as a Cleric.

Hit Points and Hit Dice You gain the hit points from your new class as described for levels after 1st. You gain the 1st-level hit points for a class only when you are a 1st-level character. You add together the Hit Dice granted by all your Classes to form your pool of Hit Dice. If the Hit Dice are the same die type, you can simply pool them together. If your Classes give you Hit Dice of different types, keep track of them separately. If you are a Paladin 5/cleric 5, for example, you have five d10 Hit Dice and five d8 Hit Dice.

Proficiency Bonus Your proficiency bonus is always based on your total character level, as shown in the Character Advancement table in chapter 1, not your level in a particular class. For example, if you are a fighter 3/rogue 2, you have the proficiency bonus of a 5th-level character, which is +3. Proficiencies When you gain a level in a class other than your first, you gain only some of that class’s starting proficiencies, as shown in the Multiclassing Proficiencies table.

Multiclassing Proficiencies Class

Proficiencies Gained

Barbarian

Shields, simple weapons, martial weapons

Prerequisites

Fighter

Light armor, medium armor, shields, simple weapons, martial weapons

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 Multiclassing Prerequisites table.

Paladin

Light armor, medium armor, shields, simple weapons, martial weapons

Ranger

Light amor, medium armor, shields, simple weapons, martial weapons

Inventor

One skill from the class skill list, one tool

For example, a Barbarian who decides to multiclass into the druid class must have both Strength and Wisdom scores of 15 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.

Multiclassing Prerequisites

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Experience Points

Class

Ability Score Minimum

Barbarian

Strength 13

Fighter

Strength 13 or Dexterity 13

Paladin

Strength 13 and Charisma 13

Ranger

Strength 13 or Dexterity 13

Inventor

Intelligence 13

Monk

Dexterity 13 and Wisdom 13

Rogue

Dexterity 13

Bard

Charisma 13

Mystic

Intelligence, Charisma, Wisdom or Constitution 13

Monk

-

Rogue

Light armor, one skill from the class’s skill list, thieves’ tools

Bard

Light Armor, One skill of your choice, one musical insturment

Mystic

Knowledge Skill

Class Features When you gain a new level in a class, you get its features for that level. A few features, however, have additional rules when you’re multiclassing: Channel Divinity, Extra Attack, Unarmored Defense, and Spellcasting.

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).

Unarmored Defense

Athlete

If you already have the Unarmored Defense feature, and you would gain it again from another class, you can choose which one to use.

You have undergone extensive physical training to gain the following benefits:

Spellcasting Your capacity for spellcasting depends partly on your combined levels in your spellcasting Class and partly on your individual levels in those Classes. For each three levels you have in another class advance by one level on the spell slots chart aviable in your Mystic Class. However you don’t gain any other feature of the Mystic class in this way (both spells known and class features).

Feats A feat represents a talent or an area of expertise that gives a character special capabilities. It embodies training, experience, and abilities beyond what a class provides. At certain levels, your class gives you the Ability Score Improvement feature, you can forgo taking that feature to take a feat of your choice instead.

• Increase your Strength or Dexterity score by 1, to a maximum of 20. • When you are prone, standing up uses only 5 feet of your movement. Climbing doesn’t halve your speed. • You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.

Bountiful Luck Whenever an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll

Brawny You become stronger, gaining the following benefits: • Increase your Strength score by 1, to a maximum of 20. • You gain proficiency in the Athletics skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.

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.

• You count as if you were one size larger for the purpose of special attacks.

For example, the Grappler feat requires a Strength of 13 or higher. If your Strength is reduced below 13 you can’t benefit from the feat until your Strength is restored.

• If you make a successful Shove attempt against a foe, you can make a single melee attack as a Bonus Action dealing 1 additional damage for each 5 feet your moved that foe.

Actor

• If you Disarm successfully a foe you can make a single melee attack as a Bonus Action.

Skilled at mimicry and dramatics, you gain the following benefits:

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

• Increase your Charisma score by 1, to a maximum of 20. • You have advantage on Charisma (Deception) and Charisma (Performance) Checks when trying to pass yourself off as a different person. • You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) Check contested by your Charisma (Deception) Check allows a listener to determine that the effect is faked.

Alert Always on the lookout for danger, you gain the following benefits: • You gain a +5 bonus to initiative. • You can’t be surprised while you are conscious. • Other creatures don’t gain advantage on Attack Rolls against you as a result of being hidden from you.

Arcanist You study the arcane arts, gaining the following benefits: • Increase your Intelligence score by 1, to a maximum of 20. • You gain proficiency in the Arcana skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. • You learn the Prestidigitation and Detect Magic spells. You can cast them once each long rest without expending a spell slot.

Combat Brute You employ strength and leverage to great effect in battle.

Combat Expertise Prerequisite: Dexterity 13 or higher • When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you. make to disarm your opponent. • When you use the attack action you can take disavantage on your Attack Roll and give disadvantage to all creatures that try to hit you this turn.

Crossbow Expert Thanks to extensive practice with the crossbow, you gain the following benefits: • You ignore the loading quality of crossbows with which you are proficient. • Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged Attack Rolls. • When you use the Attack action and attack with a one handed weapon, you can use a bonus action to attack with a loaded hand crossbow you are holding.

Determination You are filled with a determination that can draw the unreachable within your reach. You gain the following benefits: • Increase one ability score of your choice by 1, to a maximum of 20.

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• When you make an attack roll, an ability check, or a saving throw, you can do so with advantage. Once you use this ability, you can’t use it again until you finish a short or long rest.

Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.

Diplomat

You can select this feat multiple times. Each time you do so, you must choose a different damage type.

You master the arts of diplomacy, gaining the following benefits:

Empathic

• Increase your Charisma score by 1, to a maximum of 20. • You gain proficiency in the Persuasion skill. If you are already proficient in this skill, you add double your proficiency bonus to checks you make with it. • If you spend 1 minute talking to someone who can understand what you say, you can make a Charisma (Persuasion) check contested by the creature’s Wisdom (Insight) check. If the creature is fighting, your check automatically fails. If your check succeeds, the target is charmed.

Defensive Duelist Prerequisite: Dexterity 13 or higher When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.

Dual Wielder You master fighting with two weapons, gaining the following benefits: • You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand. • You can use two-weapon fighting even when the onehanded melee weapons you are wielding aren’t light. • You can draw, stow or otherwise manipulate two onehanded weapons when you would normally be able to draw, stow or manipulate only one.

Dungeon Delver Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits: • When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2). • You have advantage on Wisdom (Perception) and Intelligence (Investigation) Checks made to detect the presence of secret doors. • You have advantage on saving throws made to avoid or resist traps. • You have resistance to the damage dealt by traps.

Durable Hardy and resilient, you gain the following benefits: • Increase your Constitution score by 1, to a maximum of 20. • When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).

Elemental Adept Prerequisite: The ability to cast at least one spell When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder.

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You possess keen insight into how other people think and feel. You gain the following benefits: • Increase your Wisdom score by 1, to a maximum of 20. • You gain proficiency in the Insight skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. • You can use your action to try to get uncanny insight about one humanoid you can see within 30 feet of you. Make a Wisdom (Insight) check contested by the target’s Charisma (Deception) check. If your check succeeds, you have advantage on attack rolls and ability checks against the target until the end of your next turn.

Eyes in the Back of your Head Your superior battle sense helps minimize the threat of flanking attacks. • Attackers do not gain the usual advantage on their Attack Rolls when flanking you. And Rogues can’t qualify sneak attacks if an its ally it’s within 5ft. of you. (But he can qualify for sneak attacks by other means). • Increase your Wisdom score by 1, to a maximum of 20.

Grappler Prerequisite: Strength 13 or higher You’ve developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits: • You have advantage on Attack Rolls against a creature you are grappling. • You can use your action to try to pin a creature grappled by you. To do so, make another grapple Check. If you succeed, you and the creature are both restrained until the grapple ends. • Creatures that are one size larger than you don’t automatically succeed on Checks to escape your grapple.

Great Weapon Master You’ve learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits: • On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action. • Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a - 5 penalty to the Attack Roll. If the attack hits, you add +10 to the attack’s damage.

Grudge-Bearer You have a deep hatred for a particular kind of creature. Choose two races of humanoid. You gain those benefits: • Increase your Strength, Constitution, or Wisdom score by 1, to a maximum of 20. • During the first round of any combat against your chosen foes, your attack rolls against any of them have advantage.

• When any of your chosen foes makes an opportunity attack against you, it makes the attack roll with disadvantage. • Whenever you make an Intelligence (Knowledge) check to recall information about your chosen foes, you add double your proficiency bonus to the check.

Healer You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:

Keen Mind You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits. • Increase your Intelligence score by 1, to a maximum of 20. • You always know which way is north. • You always know the number of hours left before the next sunrise or sunset. • You can accurately recall anything you have seen or heard within the past month.

• When you use a healer’s kit to stabilize a dying creature, that creature also regains 1 hit point.

Lightly Armored

• As an action, you can spend one use of a healer’s kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature’s maximum number of Hit Dice. The creature can’t regain hit points from this feat again until it finishes a short or long rest.

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

Heavily Armored

Lucky

Prerequisite: Proficiency with medium armor You have trained to master the use of heavy armor, gaining the following benefits: • Increase your Strength score by 1, to a maximum of 20. • You gain proficiency with heavy armor.

Heavy Armor Master Prerequisite: Proficiency with heavy armor You can use your armor to deflect strikes that would kill others. You gain the following benefits: • Increase your Strength score by 1, to a maximum of 20.

You have trained to master the use of light armor, gaining the following benefits:

• You gain proficiency with light armor.

You have inexplicable luck that seems to kick in at just the right moment. • You have 3 luck points. Whenever you make an Attack Roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. • You can also spend one luck point when an Attack Roll is made against you. Roll a d20, and then choose whether the attack uses the attacker’s roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled. You regain your expended luck points when you finish a long rest.

• While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from non magical weapons is reduced by 3.

Mage Slayer

Immortal

You have practiced techniques useful in melee combat against spell casters, gaining the following benefits:

You have the blood of heroes flowing through your veins. You gain the following benefits:

• When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.

• Increase your Constitution score by 1, to a maximum of 20. • Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).

Inspiring Leader Prerequisite: Charisma 13 or higher You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can’t gain temporary hit points from this feat again until it has finished a short or long rest.

Investigator You have an eye for detail. You gain the following benefits: • Increase your Intelligence score by 1, to a maximum of 20. • You gain proficiency in the Investigation skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. • You can take the Search action as a bonus action.

• When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration. • You have advantage on saving throws against spells cast by creatures within 5 feet of you.

Magic Initiate Choose a Mystic Archetype: cleric, druid, sorcerer or wizard. • You learn two cantrips of your choice from that class’s spell list. • In addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again. Your spellcasting ability for these spells depends on the class you chose: Charisma for sorcerer; Constitution for cleric; Wisdom for druid; or Intelligence for wizard.

Martial Adept You have martial training that allows you to perform special combat maneuvers. You gain the following benefits: • You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make

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a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your Proficiency Bonus + your Strength or Dexterity modifier (your choice). • If you already have superiority dice, you gain one more; otherwise, you have one superiority die, which is a d6. You regain your expended superiority dice when you finish a short or long rest.

Medic You master the physician’s arts, gaining the following benefits: • Increase your Wisdom score by 1, to a maximum of 20. • You gain proficiency in the Medicine skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. • During a short or long rest, you can clean and bind the wounds of up to six willing humanoids. Make a DC 15 Wisdom (Medicine) check for each creature. On a success, if a creature spends a Hit Die during this rest, that creature can forgo the roll and instead regain the maximum number of hit points the die can restore. A creature can do so only once per rest, regardless of how many Hit Dice it spends.

Medium Armor Master Prerequisite: Proficiency with medium armor You have practiced moving in medium armor to gain the following benefits: • Wearing medium armor doesn’t impose disadvantage on your Dexterity (Stealth) Checks. • When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.

Menacing You become fearsome to others, gaining the following benefits: • Increase your Charisma score by 1, to a maximum of 20. • You gain proficiency in the Intimidation skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. • When you take the Attack action on your turn, you can replace one attack with an attempt to demoralize one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Intimidation) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the target is frightened until the end of your next turn. If your check fails, the target can’t be frightened by you in this way for 1 hour.

Mobile You are exceptionally speedy and agile. You gain the following benefits: • Your speed increases by 10 feet. • When you use the Dash action, difficult terrain doesn’t cost you extra movement on that turn. • When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Moderately Armored Prerequisite: Proficiency with light armor You have trained to master the use of medium armor and shields, gaining the following benefits:

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• Increase your Strength or Dexterity score by 1, to a maximum of 20. • You gain proficiency with medium armor and shields.

Mounted Combatant You are a dangerous foe to face while mounted. While you are mounted and aren’t incapacitated, you gain the following benefits: • You have advantage on melee Attack Rolls against any unmounted creature that is smaller than your mount. • You can force an attack targeted at your mount to target you instead. • If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Nimbleness You are uncommonly nimble for your race. You gain the following benefits: • Increase your Strength or Dexterity score by 1, to a maximum of 20. • Increase your walking speed by 5 feet. • You gain proficiency in the Acrobatics or Athletics skill. If you’re already proficient in the skill, your proficiency bonus is doubled for any check you make with it.

Observant Quick to notice details of your environment, you gain the following benefits: • Increase your Intelligence or Wisdom score by 1, to a maximum of 20. • If you can see a creature’s mouth while it is speaking a language you understand, you can interpret what it’s saying by reading its lips. • You gain advantage to your Wisdom (Perception) or passive Intelligence (Investigation) checks

Perceptive You hone your senses until they become razor sharp. You gain the following benefits: • Increase your Wisdom score by 1, to a maximum of 20. • You gain proficiency in the Perception skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. • Being in a lightly obscured area doesn’t impose disadvantage on your Wisdom (Perception) checks if you can both see and hear.

Poison Master You are specialized in brewing potions, choose three poisons you know. • The initial and secondary damage dealt by poisons selected that you create and use increases by 1 point per die of damage. • You can craft and or harvest poison more quickly and efficiently: you can craft up to the double of the daily potion value and expend ¼ of the base value in raw materials.

Polearm Master You can keep your enemies at bay with reach weapons. You gain the following benefits: • When you take the Attack action and attack with only a

glaive, halberd, or quarterstaff, you can use a bonus action to make a melee attack with the opposite end of the weapon. The weapon’s damage die for this attack is a d4, and the attack deals bludgeoning damage. • While you are wielding a glaive, halberd, pike, or quarterstaff, other creatures provoke an opportunity attack from you when they enter your reach.

Prodigy You have a knack for learning new things. You gain the following benefits: • Increase one ability score of your choice by 1, to a maximum of 20. • You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice

Resilient Choose one ability score. You gain the following benefits: • Increase the chosen ability score by 1, to a maximum of 20.

Sentinel You have mastered techniques to take advantage of every drop in any enemy’s guard, gaining the following benefits: When you hit a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn. Creatures within 5 feet of you provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn’t have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

Sharpshooter You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits: • Attacking at long range doesn’t impose disadvantage on your ranged weapon Attack Rolls. • Your ranged weapon attacks ignore half cover and threequarters cover.

• You gain proficiency in saving throws using the chosen ability.

• Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a - 5 penalty to the Attack Roll. If the attack hits, you add +10 to the attack’s damage.

Ritual Caster

Shield Hentusiast

Prerequisite: Intelligence or Wisdom 13 or higher You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them. When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following Archetypes: cleric, druid, sorcerer, or wizard. You must choose your spells from that class’s spell list, and the spells you choose must have the ritual tag. The class you choose also determines your spellcasting ability for these spells: Charisma for sorcerer; Constitution for cleric; Wisdom for druid; or Intelligence for wizard If you come across a spell in written form, such as a magical spell scroll or a wizard’s spellbook, you might be able to add it to your ritual book. The spell must be on the spell list for the class you chose, the spell’s level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. 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.

Prerequisite: Shield Mastery You research and study of shield fighting style is complete. • When you perform a shield bash, you may still apply the shield’s shield bonus to your AC. • You can use a shields without suffering any penality.

Shield Master You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield: • If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield. • If you aren’t incapacitated, you can add your shield’s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you. • If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw.

Silver Tongued You develop your conversational skill to better deceive others. You gain the following benefits:

Savage Attacker

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

Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.

• You gain proficiency in the Deception skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.

Second Chance

• When you take the Attack action on your turn, you can replace one attack with an attempt to deceive one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Deception) check contested by the target’s Wisdom (Insight) check. If your check succeeds, your movement doesn’t provoke opportunity attacks from the target and your attack rolls against it have advantage; both benefits last until the end of your next turn or until you use this ability on a different target. If your check fails, the target can’t be deceived by you in this way for 1 hour.

Fortune favors you. You gain the following benefits: • Increase your Dexterity, Constitution, or Charisma score by 1, to a maximum of 20. • When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can’t do so again until you finish a short or long rest

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

Skulker Prerequisite: Dexterity 13 or higher You are expert at slinking through shadows. You gain the following benefits: • You can try to hide when you are lightly obscured from the creature from which you are hiding. • When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn’t reveal your position. • Dim light doesn’t impose disadvantage on your Wisdom (Perception) Checks relying on sight.

Spell Sniper Prerequisite: The ability to cast at least one spell You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits: When you cast a spell that requires you to make an attack roll, the spell’s range is doubled. Your ranged spell attacks ignore half cover and three-quarters cover. You learn one cantrip that requires an attack roll. Choose the cantrip from the cleric, druid, sorcerer, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you choose from.

Stealthy You know how to hide. You gain the following benefits: • Increase your Dexterity score by 1, to a maximum of 20. • You gain proficiency in the Stealth skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. • If you are hidden, you can move up to 10 feet in the open without revealing yourself if you end the move in a position where you’re not clearly visible.

Tavern Brawler Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits: • Increase your Strength or Constitution score by 1, to a maximum of 20. • You are proficient with improvised weapons and unarmed strikes. • Your unarmed strike uses a d6 for damage. • When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.

Tough Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.

Tricky You prefer to play dirty during combat, developing always new tequinques and strategies to overcome enemies toughter then you. You gain the following benefits: • You can use the Feint, Overrun and tumble action as as a bonus action during your turn.

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• Increase Intelligence or Dexterity ability scores by 1, to a maximum of 20.

True Believer Your deity rewards your unquestioning faith and dedication. By granting every long rest the use of a Relic for one hour without succeeding the Attunement Ritual.

Unstoppable • When you perform a bull rush you do not provoke an attack of opportunity from the defender. You also gain a +4 bonus on the opposed Strength Check you make to push back the defender. • When you attempt to overrun an opponent, the target may not choose to avoid you. You also gain a +4 bonus on your Strength Check to knock down your opponent.

War Caster Prerequisite: The ability to cast at least one spell You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits • You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. • You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. • When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

Weapon Master You have practiced extensively with a variety of weapons, gaining the following benefits: • Increase your Strength or Dexterity score by 1, to a maximum of 20. • You gain proficiency with four weapons of your choice.

Wood Magic You learn the magic of the primeval woods. • You learn one Druid cantrip of your choice. • You also learn Longstrider and Pass without Trace, each of which you can cast once without expending a spell slot. You regain the ability to cast the spell in this way when you finish a long rest. Wisdom is your spellcasting ability for these spells.

Chapter 7 - Using Abitliy Scores S

even ability scores provide a quick description of every creature’s physical and mental characteristics:

• Strength, measuring physical power • Dexterity, measuring agility • Constitution, measuring endurance

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.

• Intelligence, measuring reasoning and memory

Difficulty Classes

• Wisdom, measuring perception and insight

DC

Task Difficulty

Description

0

Routine

Anyone can do this basically every time.

3

Easy

Most people can do this most of the time.

6

Simple

Typical task requiring focus, but most people can usually do this.

9

Standard

Requires full attention: but most people succeed the task

Ability Scores and Modifiers

12

Moderate

Trained people succeed

15

Demanding

Even trained people sometimes fail.

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. Adventurers can have scores as high as 20, and monsters and divine beings can have scores as high as 30.

18

Challenging

Normal people almost never succeed.

21

Formidable

Impossible without skills or great effort.

24

Heroic

A task worthy of tales told for years afterward.

27

Immortal

A task worthy of legends that last lifetimes.

30

Impossible

A task that normal humans couldn’t consider (but one that doesn’t break the laws of physics).

• Charisma, measuring force of personality • Fortune, measuring luck or unluck. 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.Then there is a seventh ability: fortune rarely used in Checks but we’ll discuss it later.

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 the ability modifiers for the range of possible ability scores, from 1 to 30.

Ability Modifiers Score

Modifier

Score

Modifier

1

-5

16-17

+3

2-3

-4

18-19

+4

4-5

-3

20-21

+5

6-7

-2

22-23

+6

8-9

-1

24-25

+7

10-11

+0

26-27

+8

12-13

+1

28-29

+9

14-15

+2

30

+10

To determine an ability modifier without consulting the table, subtract 10 from the ability score and then divide the total by 2 (round down). Because ability modifiers affect almost every Attack Roll, ability Check, and saving throw, ability modifiers come up in play more often than their associated scores, they even affect the number of Effort roll you can make.

Checks A Check tests a character’s innate talent and training in An ability check tests a character’s or creature innate talent and training in an effort to overcome a challenge. The GM calls for an ability check when a character attempts an action (other than an attack) that has a chance of failure. When the outcome is uncertain, the dice determine the

Making a Check 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.

Taking 10 and Passive Checks When your character is not being threatened or distracted, you may choose to take 10. Instead of rolling 1d20 for the check, calculate your result as if you had rolled a 10. For many routine tasks, taking 10 makes them automatically successful, thus 10 it’s the dice value for a passive check. Distractions or threats (such as combat) make it impossible for a character to take 10. In most cases, taking 10 is purely a safety measure —you know (or expect) that an average roll will succeed so you elect to settle for the average roll (a 10). Taking 10 is especially useful in situations where a particularly high roll wouldn’t help.

Taking 20 When you have plenty of time (generally 2 minutes for a skill that can normally be checked in 1 round), you are faced with no threats or distractions, and the skill being attempted carries no penalties for failure, you can take 20. In other words, eventually you will get a 20 on 1d20 if you roll enough times. Instead of rolling 1d20 for the skill check, just calculate your result as if you had rolled a 20. Taking 20 means you are trying until you get it right, and it assumes that you fail many times before succeeding. Taking 20 takes twenty times as long as making a single check would take. Since taking 20 assumes that the character will fail many times before succeeding, if you did attempt to take 20 on a skill that carries penalties for failure, your character would automatically incur those penalties.

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Contests Sometimes one character’s or monster’s efforts are directly opposed to another’s. This can occur when both of them are trying to do the same thing and only one can succeed, such as attempting to snatch up a magic ring that has fallen on the floor. This situation also applies when one of them is trying to prevent the other one from accomplishing a goal—for example, when a monster tries to force open a door that an adventurer is holding closed. In situations like these, the outcome is determined by a special form of ability check, called a contest. Both participants in a contest make ability checks appropriate to their efforts. They apply all appropriate bonuses and penalties, but instead of comparing the total to a DC, they compare the totals of their two checks. The participant with the higher check total wins the contest. That character or monster either succeeds at the action or prevents the other one from succeeding.

Proficiency Bonus Characters have a proficiency bonus determined by level, as detailed in chapter 1. Monsters also have this bonus, which is incorporated in their 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.

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.

Occasionally, your proficiency bonus might be multiplied or divided (doubled or halved, for example) before you apply it. 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.

Working Together

Degrees of Success

Sometimes two or more characters team up to attempt a task. The character who’s leading the Check—or the one with the highest ability modifier—can make an ability Check with advantage, reflecting the help provided by the other characters.

When determining how much information a Check or gives a character, the degree of success is important to the task. To determine how much greater the success is, compare the result to the DC or opposed Check results.

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 in that task. Moreover, a character can help only when two or more individuals working together would actually be productive. Some tasks, such as threading a needle, are no easier with help.

Group Checks When a number of individuals are trying to accomplish something as a group, the DM 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 Standard or Rush. 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 or fail as a group.

Advantage and Disadvantage Sometimes a Special ability or spell tells you that you have advantage or disadvantage on an ability check, a saving throw, or an Attack roll. When that happens, you roll a second d20 when you make the roll. Use the higher of the two rolls if you have advantage, and use the lower roll if you have disadvantage. 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.

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If circumstances cause a roll to have both advantage and disadvantage, you are considered to have neither of them, and you roll one d20. 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.

If the Check beats the DC by 3 or more, the character has achieved a greater success, and he gets a bonus result. If he exceeds the Check result by 9 or more, he has achieved a perfect success, and he gets all a even greater result.

Degrees of Failure Usually failure itself is a sufficient problem and does not need to be compounded. However, failure can sometimes cause additional problems, such as a setting off a trap or alerting a sentry to the characters’ presence. When such consequences exist, a Check that fails by 3 or more causes them to occur.

Success at a Cost Failure can be tough, but the agony is compounded when a character fails by the barest margin. When a character fails a roll by only 1 or 2, you can allow the character to succeed at the cost of a complication or hindrance. For example: a character manages to get her sword past a bandit defenses and turn a near miss into a hit, but the enemy twists its shield and disarms her. When you introduce costs such as these, try to make them obstacles and setbacks that change the nature of the adventuring situation. In exchange for success, players must consider new ways of facing the challenge.

Critical Success or Failure Rolling a 20 or a 1 on an ability Check or a saving throw doesn’t normally have any special effect. However, you can choose to take such an exceptional roll into account when adjudicating the outcome. It’s up to you to determine how this manifests in the game. An easy approach is to increase the impact of the success or failure.

Saving Throws A saving throw—also called a save—represents an attempt to resist 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 o f harm. Making a Saving Throw is a Check, so in order to make a saving throw, roll a d20 and add the appropriate ability modifiers. A saving throw can be modified by a situational bonus or penalty and can be affected by advantage and disadvantage, as determined by the DM. The Difficulty Class for a saving throw is determined by the effect that causes it. The result of a successful or failed saving throw is also detailed in the effect that allows the save.

Skills Checks Each ability covers a broad range of capabilities, including skills that a character or a 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 chapter for examples of how to use a skill associated with an ability. Sometimes, the DM might ask for an ability Check using a specific skill—for example, “Make a Wisdom (Perception) Check.”. 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.

Strength Strength measures bodily power, athletic training, and the extent to which you can exert raw physical force.

Athletics Your Strength (Athletics) Check covers difficult situations you encounter while climbing, jumping, or swimming. Examples include the following activities:

Climb With a successful Climb check, you can advance up, down, or across a slope, a wall, or some other steep incline (or even a ceiling with handholds) at one-quarter your normal speed. A slope is considered to be any incline at an angle measuring less than 60 degrees; a wall is any incline at an angle measuring 60 degrees or more. A Climb check that fails by 4 or less means that you make no progress, and one that fails by 5 or more means that you fall from whatever height you have already attained. The DC of the check depends on the conditions of the climb.

Climbing is part of movement, so it’s generally part of a move action (and may be combined with other types of movement in a move action). Each move action that includes any climbing requires a separate Climb check. Climb DC

Example Surface or Activity

6

A slope too steep to walk up, or a knotted rope with a wall to brace against.

9

A rope with a wall to brace against, or a knotted rope, or a rope affected by the rope trick spell.

12

A surface with ledges to hold on to and stand on, such as a very rough wall or a ship’s rigging.

15

Any surface with adequate handholds and footholds (natural or artificial), such as a very rough natural rock surface or a tree, or an unknotted rope, or pulling yourself up when dangling by your hands.

18

An uneven surface with some narrow handholds and footholds, such as a typical wall in a dungeon or ruins.

21

A rough surface, such as a natural rock wall or a brick wall.

24

An overhang or ceiling with handholds but no footholds.

30

A perfectly smooth, flat, vertical surface

Catching a Falling Character While Climbing: If someone climbing above you or adjacent to you falls, you can try to catch him if he is within your reach. To catch him requires an Athletics Check against character’s Armor Class melee attack against the falling character. Success indicates that you catch the falling character. However, his total weight including equipment cannot exceed your heavy load limit, or you automatically fall.

Jump A Jump check is included in your movement, so it is part of a move action. If you run out of movement mid-jump, your next action must be a move action to complete the jump. Distance moved by jumping is counted against your normal maximum movement in a round. Your Jump check is modified by your speed. If your speed is 30 feet then no modifier based on speed applies to the check. If your speed is less than 30 feet, you take disadvantage for every 10 feet of speed less than 30 feet. If your speed is greater than 30 feet, you gain advantage for every 10 feet beyond 30 feet. Vertical Strike: You can use a wall or other terrain feature to assist a jump you make as part of an attack. By taking to the air, you force an opponent to guard against an attack from an unexpected direction. Make a Atletics check opposed by your foe’s base attack check. If you succeed, your opponent loses his Dexterity bonus to defense against your attacks for the rest of your action. You must make a standing jump of at least 10 feet (DC 20) to gain this benefit; if you fail, you do not gain the benefits of the vertical strike, even if your Jump check beats your opponent’s base attack check. You must move this distance as normal and may suffer attacks of opportunity.

Ride If you attempt to ride a creature that is ill suited as a mount, you take disadvantage on your Ride checks. Mounting or dismounting normally is a move action. Other checks are a move action, a free action, or no action at all, as noted above. Typical riding actions don’t require checks. You can saddle, mount, ride, and dismount from a mount without a problem.

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Swim Make a Swim check once per round while you are in the water. Success means you may swim at up to one-half your speed (as a full-round action) or at one-quarter your speed (as a move action). If you fail by 4 or less, you make no progress through the water. If you fail by 5 or more, you go underwater. Each hour that you swim, you must make a DC 20 Swim check or take a level of Exaustion. If you are underwater, you must hold your breath. You can hold your breath for a number of rounds equal to twice your Constitution score, but only if you do nothing other than take move actions or free actions. If you take a standard action or a full-round action, the remainder of the duration for which you can hold your breath is reduced by 1 round. After that period of time, you must make a DC 10 Constitution check every round to continue holding your breath. Each round, the DC for that check increases by 1. If you fail the Constitution check, you begin to drown. Water

Swim DC

Calm water

9

Rough water

15

Stormy water

21

Use Rope Most tasks with a rope are relatively simple, throwing a grappling hook is a standard action that provokes an attack of opportunity. Tying a knot, tying a special knot, or tying a rope around yourself one-handed is a full-round action that provokes an attack of opportunity. Splicing two ropes together takes 5 minutes. Binding a character takes 1 minute.

Size and Strength. Larger creatures can bear more weight, whereas Tiny creatures can carry less. For each size category above Medium, add half of the creature’s carrying capacity and the amount it can push, drag, or lift. For a Tiny creature, reduce by half these its capacity.

Dexterity Dexterity measures reflexes, and balance.

hand-eye

coordination,

agility,

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 DM might also call for a Dexterity (Acrobatics) Check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips.

Balance You can walk on a precarious surface. A successful check lets you move at half your speed along the surface for 1 round. A failure by 4 or less means you can’t move for 1 round. A failure by 5 or more means you fall. A Balance check doesn’t require an action; it is made as part of another action or as a reaction to a situation.

Use Rope DC

Task

Surface

Balance DC

10

Tie a firm knot

7-12 inches wide or uneven flagstone

12

12

Secure a grappling hook

2-6 inches wide or hewn stone floor

15

15

Tie a special knot, such as one that slips, slides slowly, or loosens with a tug

Less than 2 inches wide or sloped or angled floor

24

Use Rope vs Escape Artist

Bind a creature

Strength Checks A Strength Check can model any attempt to lift, push, pull, or break something, to force your body through a space, or to otherwise apply brute force to a situation.

Attack Rolls and Damage You add your Strength modifier to your Attack Roll and your damage roll when attacking with a melee weapon. 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 with throw weapons.

Carrying Capacity You can carry without any disadvantage items occupying a total of Encumbrance Slots equal to 10 plus your Strenght ability Score. If you exceed this limit you incurr into Disadvantage on Strenght and Dexterity Checks and Attacks. Anyhow, an humanoid creature can’t carry more of 30 slots of equipment with him. If the Encumbrance of an item is not listed, a small one occupies 1 Slot, a medium 3 and a big 6 Slots, a bigger item like an human body costs 10 slots instead.

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Push, Drag, or Lift. You can push, drag, or lift an encumbrance score up to 2.5 times your strenght score .While pushing or dragging items in excess of your carrying capacity, your speed drops to 5 feet.

Being Attacked while Balancing. You are considered flat-footed while balancing, since you can’t move to avoid a blow, and thus you lose your Dexterity bonus to AC (if any). If you take damage while balancing, you must make another Balance check against the same DC to remain standing. Perilous Balance: If your DM judges it feasible, you can shake or disturb the object that you must balance upon. In return for taking disadvantage on your Acrobatics Check, you keep your balance and inflict Disadvantage of all Acrobatics Checks that others must make on this surface until your next turn.

Tumble You can land softly when you fall or tumble past opponents (see Chapter 9 – Combat). When falling treat the fall as if it were shorter than it really is when determining damage. Tumbling Mobility: You can make an Acrobatics Check as a part of your Move Action to move through difficult terrain without penalty. The Difficulty Class for this Check is 9, but each square of difficult terrain beyond the first increases the DC by 3. You make one Acrobatics Check and compare the result to each square’s Difficulty Class separately. If your result meets or beats the DC, you move through the square as if it were normal terrain, if you fail you stop at your current position.

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.

Steal Any Sleight of Hand check normally is a standard action. However, you may perform a Sleight of Hand check as a bonus action by taking a disadvantage on the check. You can also try again if you score a faliure but a second Sleight of Hand attempt against the same target (or while you are being watched by the same observer who noticed your previous attempt) impose disadvantage. When you use this skill under close observation, your skill check is opposed by the observer’s Spot check. The observer’s success doesn’t prevent you from performing the action, just from doing it unnoticed. you can plant or steal an object on or from a target, conceal an object on your person. To hide a small object (including a light weapon or an easily concealed ranged weapon, such as a dart, sling, or hand crossbow) on your body. Your Sleight of Hand check is opposed by the Spot check of anyone observing you or the Search check of anyone frisking you. Drawing a hidden weapon is a standard action and doesn’t provoke an attack of opportunity. If you try to take something from another creature, you must make a Sleight of Hand copposed to a Perception check to detect the attempt. An opponent who succeeds on this check notices the attempt, may use it’s reaction to interrupt you with an opposed Sleight of Hand check or with an Attack of Opportunity.

Escape Artist Making an Escape Artist check to escape from rope bindings, manacles, or other restraints (except a grappler) requires 1 minute of work. Escaping from a net or an animate rope, command plants, control plants, or entangle spell is a full-round action. Escaping from a grapple or pin is a standard action. Squeezing through a tight space takes at least 1 minute, maybe longer, depending on how long the space is. Restraint

Escape Artist DC

Ropes

Binder’s Use Rope check with Disadvantage

Manacles

24

Tight space

21

Grappler

Grappler’s Atlethics check result

Open Lock Attempting an Open Lock check without a set of thieves’ tools imposes a disadvantage on the check, even if a simple tool is employed. Opening a lock is a full-round action. Lock

DC

Very simple lock

18

Average lock

21

Good lock

24

Amazing lock

27

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.

Hide Your Hide check is opposed by the Spot check of anyone who might see you. Normally, you make a Hide check as part of movement, so it doesn’t take a separate action. You can move up to one-half your normal speed and hide at no penalty. When moving at a speed greater than one-half but less than your normal speed, you take disadvantage. It’s practically impossible to hide while attacking, running or charging. You need cover or Three-Quarters Cover in order to attempt a Hide check. If people are observing you, even casually, you can’t hide. You can run around a corner or behind cover so that you’re out of sight and then hide, but the others then know at least where you went. If your observers are momentarily distracted, though, you can attempt to hide. 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 DM 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. Creating a Diversion to Hide. You can use Bluff to help you hide. A successful Bluff check can give you the momentary diversion you need to attempt a Hide check while people are aware of you.

Move Silently Your Move Silently check is opposed by the Listen check of anyone who might hear you. You can move up to one-half your normal speed at no penalty. When moving at a speed greater than one-half but less than your full speed, you take disadvantage. It’s practically impossible to move silently while running or charging.

Dexterity Checks A Dexterity Check can model any attempt to move nimbly, quickly, or quietly, or to keep from falling on tricky footing..

Attack Rolls and Damage  You add your Dexterity modifier to your Attack Roll and your damage roll when attacking with a ranged weapon, such as a sling or a longbow. You can also add your Dexterity modifier to your Attack Roll and your damage roll when attacking with a melee weapon that has the finesse property, such as a dagger or a rapier.

Armor Class  Depending on the armor you wear, you might add some or all of your Dexterity modifier to your Armor Class, as described in chapter 5.

Initiative At the beginning of every combat, you roll initiative by making a Dexterity Check. Initiative determines the order of creatures’ turns in combat, as described in chapter 9.

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Constitution Constitution measures health, stamina, and vital force.

Concentration You must make a Concentration check whenever you might potentially be distracted (by taking damage, by harsh weather, and so on) while engaged in some action that requires your full attention. Such actions include casting a spell, concentrating on an active spell, or using a skill that would provoke an attack of opportunity. In general, if an action wouldn’t normally provoke an attack of opportunity, you need not make a Concentration check to avoid being distracted. Excluding environmentalf factors, the DC for this Check is equal to the damage sustained or the DC of the spell suffered. Making a Concentration check doesn’t take an action; it is either a free action (when attempted reactively) or part of another action (when attempted actively). If the Concentration check succeeds, you may continue with the action as normal. If the check fails, the action automatically fails and is wasted. If you were in the process of casting a spell, the spell is lost. If you were concentrating on an active spell, the spell ends as if you had ceased concentrating on it. If you were directing a spell, the direction fails but the spell remains active. A skill use also fails, and in some cases a failed skill check may have other ramifications as well. Concentration DC

Distraction

Damage dealt

Damaged during the action

9 + half of continuous Taking continuous damage during the damage last dealt action. Spell’s save DC

Distracted by nondamaging spell.

12

Vigorous motion.

15

Violent motion.

21

Extraordinarily violent motion

15

Entangled.

20

Grappling or pinned. (You can cast only spells without somatic components for which you have any required material component in hand.)

9

Clerics use Constitution as their spellcasting ability, which helps determine the saving throw DCs of Spells they cast.

Hit Points Your Constitution modifier contributes to your hit points. Typically, you add your Constitution modifier to each Hit Die you roll for your hit points. If your Constitution modifier changes, your hit point maximum changes as well, as though you had the new modifier from 1st level. For example, if you raise your Constitution score when you reach 4th level and your Constitution modifier increases from +1 to +2, you adjust your hit point maximum as though the modifier had always been +2

Intelligence Intelligence measures mental acuity, accuracy of recall, and the ability to reason.

Knowledge Knowledge actually encompasses a number of unrelated skills. Knowledge represents a study of some body of lore, possibly an academic or even scientific discipline. Making a Knowledge check doesn’t take an action, you simply know the answer. Differently from the other skills, proficency into the single branches of the Knowledge Skill is obtained separately: whenever you gain proficency into the Knowledge skill, choose one of the specialities. Spellcraft. You can identify spells and magic effects. The DCs for Spellcraft checks relating to various tasks are summarized on the table below. Spellcraft DC

Task

15 + spell level

Identify a spell being cast. (You must see or hear the spell’s verbal or somatic components.) No action required. No retry.

Weather is a high wind carrying blinding rain or sleet.

12 + spell level

Learn a spell from a spellbook or scroll (wizard only). Requires 8 hours.

12

Weather is wind-driven hail, dust, or debris.

12 + spell level

Prepare a spell from a borrowed spellbook (wizard only). One try per day.

Spell’s save DC

Weather caused by a spell

18 + spell level

Identify a spell that’s already in place and in effect. You must be able to see or detect the effects of the spell. No retry.

18 + spell level

After rolling a saving throw against a spell targeted on you, determine what that spell was. No action required. No retry.

30

Understand a strange or unique magical effect, such as the effects of a magic stream. Time required varies. No retry.

Focused Determination: You can push pain and other distractions from your mind, allowing you to act while ignoring penalties or altered statuses that you may suffer from. As an action, make a Consitution Check with DC 21. Success allows you to ignore the penalty until the end of your next turn.

Constitution Checks Constitution Checks are uncommon, 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 DM might call for a Constitution Check when you try to accomplish tasks like hold your breath , march or labor for hours without rest, go without sleep, survive without food or water, quaff an entire stein of ale in one go

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Cleric Spellcasting

Arcana Your Arcana check measures your ability to recall lore about arcane Spells, Relics, magical traditions, The Planes of Existence, and the inhabitants of those planes

History Your History check measures your ability to recall lore about historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations.

Nature Your Nature check measures your ability to recall lore about terrain, Plants and animals, the weather, and natural cycles and druidic magic.

Religion Your Religion check measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults and divine magic.

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.

Appraise You can appraise common or well-known objects with a DC 12 Appraise check. Failure means that you estimate the value at 50% to 150% (2d6+3 times 10%,) of its actual value. Appraising a rare or exotic item requires a successful check against DC 15, 20, or higher. If the check is successful, you estimate the value correctly; failure means you cannot estimate the item’s value. Appraising an item takes 1 minute (ten consecutive full-round actions).

Decipher Script You can decipher writing in an unfamiliar language or a message written in an incomplete or archaic form. The base DC is 20 for the simplest messages, 25 for standard texts, and 30 or higher for intricate, exotic, or very old writing. If the check succeeds, you understand the general content of a piece of writing about one page long (or the equivalent). If the check fails, make a DC 10 Wisdom check to see if you avoid drawing a false conclusion about the text. (Success means that you do not draw a false conclusion; failure means that you do.) Deciphering the equivalent of a single page of script takes 1 minute (ten consecutive full-round actions).

Search You generally must be within 10 feet of the object or surface to be searched. The table below gives DCs for typical tasks involving the Search skill. It takes a full-round action to search a 5-foot-by-5-foot area or a volume of goods 5 feet on a side. Uncover Weakness: As an Action you can make an Investigation Check recall information about or finde weakneses of a creature you can see within 30ft. Make an Investigation Check, opposed by your opponent’s Attack Roll or Armor Class. If you succeed, gain Advantage on Attack Rolls against that creature until the end your next turn.

Craft The Craft skill is specifically focused on creating something. You know how to use the tools of your trade, how to perform the craft’s daily tasks, how to supervise untrained helpers, and how to handle common problems. The basic function of the Craft skill, however, is to allow you to make an item. The DC depends on the complexity of the item to be created. The DC, your check results, and

the price of the item determine how long it takes to make a particular item. The item’s finished price also determines the cost of raw materials. All crafts require artisan’s tools to make the appropriate check. To determine how much time and money it takes to make an item, follow these steps: First, find the item’s price. Put the price in silver pieces (1 gp = 10 sp) and pay one-third of the item’s price for the cost of raw materials. Then, make an Craft check, representing one week’s workwhen your culative check result equals the price of the item in sp, then you have completed the item. If the result × the DC doesn’t equal the price, then it represents the progress you’ve made this day. Each day, you make more progress until your total reaches the price of the item in silver pieces. Repairing Items. Generally, you can repair an item by making checks against the same DC that it took to make the item in the first place. The cost of repairing an item is one-fifth of the item’s price.

Disable Device The DC depends on how tricky the device is. Disabling (or rigging or jamming) a fairly simple device has a DC of 10; more intricate and complex devices have higher DCs. If the check succeeds, you disable the device. If it fails by 4 or less, you have failed but can try again. If you fail by 5 or more, something goes wrong. If the device is a trap, you spring it. If you’re attempting some sort of sabotage, you think the device is disabled, but it still works normally. Device

Time

DC

Example

Simple

1 round

10

Jam a lock

Tricky

1d4 rounds

15

Sabotage a wagon wheel

Difficult

2d4 rounds

20

Disarm a trap, reset a trap

Wicked

2d4 rounds

25

Disarm a complex trap, cleverly sabotage a device

Forgery Forgery requires writing materials appropriate to the document being forged, enough light or sufficient visual acuity to see the details of what you’re writing, wax for seals, and some time. To forge a document on which the handwriting is not specific to a person, you need only to have seen a similar document before. To forge a signature, you need an autograph of that person to copy. To forge a longer document written in the hand of some particular person, a large sample of that person’s handwriting is needed. Your Forgery check is opposed by the Investigation check of the person who examines the document to check its authenticity. Forging a very short and simple document takes about 1 minute. A longer or more complex document takes 1d4 minutes per page.

Spellcasting Ability Wizards use Intelligence as their spellcasting ability, which helps determine the saving throw DCs of Spells they cast.

Intelligence Checks An Intelligence Check comes into play when you need to draw on logic, education, memory, or deductive reasoning. The DM might call for an Intelligence Check when you try to accomplish tasks like communicate with a creature without using word, win a game of skill

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Speak Language  You start at 1st level knowing one language (based on your race), plus an additional number of languages equal to your starting Intelligence bonus. If you have a negative intelligence modifier you can speak your language but not read it and count as a illiterate. You can forgo a skill proficency to become literate. A literate character can read and write any language she speaks. Each language has an alphabet, though sometimes several spoken languages share a single alphabet.

Wisdom Wisdom reflects how attuned you are to the world around you and represents perceptiveness and intuition.

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. rying to gain information with Insight generally takes at least 1 minute. Task

Sense Motive DC

Hunch

20

Sense enchantment

25 or 15

Discern secret message

Varies

Hunch. This use of the skill involves making a gut assessment of the social situation. You can get the feeling from another’s behavior that something is wrong, such as when you’re talking to an impostor. Alternatively, you can get the feeling that someone is trustworthy. The DC for this check is 20, or otherwhise a opposed check with the opponent’s Deception. Sense Enchantment. You can tell that someone’s behavior is being influenced by an enchantment effect (by definition, a mind-affecting effect), even if that person isn’t aware of it. The usual DC is 25, but if the target is dominated (see dominate person), the DC is only 15 because of the limited range of the target’s activities. Discern Secret Message. You may use Sense Motive to detect that a hidden message is being transmitted via the Bluff skill. In this case, your Sense Motive check is opposed by the Bluff check of the character transmitting the message. If you succeed by 4 or less, you know that something hidden is being communicated, but you can’t learn anything specific about its content. If you beat the DC by 5 or more, you intercept and understand the message. If you fail by 4 or less, you don’t detect any hidden communication. If you fail by 5 or more, you infer some false information.

Medicine A Wisdom (Medicine) Check lets you try to stabilize a dying companion or diagnose an illness. Providing first aid, treating a wound, or treating poison is a standard action. Treating a disease. Providing long-term care requires 8 hours of light activity. First Aid. You usually use first aid to save a dying character. If a character has 0 hit points, you can make him or her stable with a DC 15 medicine check. A stable character regains no hit points but stops making death saving throws.

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Long-Term Care. Providing long-term care means treating a wounded person for a day or more. If your Heal check is successful, the patient recovers hit points or ability score points (lost to ability damage) at increased rate: the creature regains 1.5 times the hp from long or short rests; and 2 ability score points for a full 8 hours of rest in a day, or 4 ability score points for each full day of complete rest. You can tend as many as six patients at a time. You need a few items and supplies bandages, salves, and so on. Giving long-term care counts as light activity for the healer. You cannot give long-term care to yourself. Treat Poison. To treat poison means to tend a single character who has been poisoned and who is going to take more damage from the poison (or suffer some other effect). Every time the poisoned character makes a saving throw against the poison, you make a Heal check. The poisoned character uses your check result or his or her saving throw, whichever is higher. Treat Disease. To treat a disease means to tend a single diseased character. Every time he or she makes a saving throw against disease effects, you make a Heal check. The diseased character uses your check result or his or her saving throw, whichever is higher. Task

Heal DC

First aid

15

Long-term care

15

Treat poison

Poison’s save DC

Treat disease

Disease’s save DC

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.

Listen Your Listen check is either made against a DC that reflects how quiet the noise is that you might hear, or it is opposed by your target’s Move Silently check. Every time you have a chance to hear something in a reactive manner (such as when someone makes a noise or you move into a new area), you can make a Listen check without using an action. Trying to hear something you failed to hear previously is a move action. Listen DC

Sound

9

People talking understanding what is being said

12

A person in medium armor walking trying not to make any noise

15

An unarmored person walking trying not to make any noise

18

People whispering

24

A cat stalking

30

An owl gliding in for a kill

Battle Sense: You can attempt a Perception Check as a Move Action, to gain a better sense of the situation on a battlefield. You hear the stomp of booted feet, the whistle of a sword drawn back to strike, or the creak of a readied bow. Anyone who have or gains the benefits of flanking against

you must make a Attack Roll opposed by your Perception Check result. If this Attack Roll fails, the attacker loses the benefits of the flank until the end of your next turn.

Spot The Spot skill is used primarily to detect characters or creatures who are hiding. Typically, your Spot check is opposed by the Hide check of the creature trying not to be seen. Sometimes a creature isn’t intentionally hiding but is still difficult to see, so a successful Spot check is necessary to notice it. A Spot check result higher than 20 generally lets you become aware of an invisible creature near you, though you can’t actually see it.Every time you have a chance to spot something in a reactive manner you can make a Spot check without using an action. Trying to spot something you failed to see previously is a move action. To read lips, you must concentrate for a full minute before making a Spot check, and you can’t perform any other action (other than moving at up to half speed) during this minute Spot is also used to detect someone in disguise, and to read lips when you can’t hear or understand what someone is saying. Spot checks may be called for to determine the distance at which an encounter begins. A penalty applies on such checks, depending on the distance between the two individuals or groups, and an additional penalty may apply if the character making the Spot check is distracted (not concentrating on being observant). Condition

Penalty

Per 10 feet of distance

-1

Spotter distracted

Disadvantage

Read Lips. To understand what someone is saying by reading lips, you must be within 30 feet of the speaker, be able to see him or her speak, and understand the speaker’s language. (This use of the skill is language-dependent.) The base DC is 15, but it increases for complex speech or an inarticulate speaker. You must maintain a line of sight to the lips being read. If your Spot check succeeds, you can understand the general content of a minute’s worth of speaking, but you usually still miss certain details. If the check fails by 4 or less, you can’t read the speaker’s lips. If the check fails by 5 or more, you draw some incorrect conclusion about the speech. The check is rolled secretly in this case, so that you don’t know whether you succeeded or missed by 5.

Survival The DM might ask you to make a Wisdom (Survival) Check to follow tracks, hunt wild game, guide your group through frozen wastelands, identify signs that live nearby, predict the weather, or avoid quicksand and other natural hazards. A single Survival check may represent activity over the course of hours or a full day. DC

Task

10

Get along in the wild. Move up to one-half your overland speed while hunting and foraging (no food or water supplies needed). You can provide food and water for one other person for every 2 points by which your check result exceeds 10.

15

Keep from getting lost or avoid natural hazards, such as quicksand.

15

Predict the weather up to 24 hours in advance. For every 5 points by which your Survival check result exceeds 15, you can predict the weather for one additional day in advance.

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 DM might call for a W isdom (Animal Handling) Check. You also make a Wisdom (Animal Handling) Check to control your mount when you attempt a risky maneuver.

Track To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow. You move at half your normal speed (or at your normal speed with a -5 penalty on the check, or at up to twice your normal speed with a -20 penalty on the check). The DC depends on the surface and the prevailing conditions. If you fail a Survival check, you can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching. Surface

DC

Very soft ground

9

Soft ground

12

Firm ground

15

Hard ground

21

Every 24 hours since the trail was made

+1

Every hour of rain since the trail was made

+1

Fresh snow cover since the trail was made

+10

Overcast or moonless night

+6

Moonlight

+3

Fog or precipitation

+3

Tracked party hides trail

+5

Spellcasting Ability Druids, use Wisdom as their spellcasting ability, which helps determine the saving throw DCs of Spells they cast.

Wisdom Checks A Wisdom Check might reflect an effort to read body language, understand someone’s feelings, notice things about the environment, the DM might call for a Wisdom Check when you try to accomplish tasks like get a gut feeling about what course of action to follow

Charisma 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.

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.

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Bluff

Disguise

A Bluff check is opposed by the target’s Insight check. See the accompanying table for examples of different kinds of bluffs and the modifier to the target’s Sense Motive check for each one. A Bluff check made as part of general interaction always takes at least 1 round (and is at least a full-round action), but it can take much longer if you try something elaborate.

Your Disguise check result determines how good the disguise is, and it is opposed by others’ Spot check results. If you don’t draw any attention to yourself, others do not get to make Spot checks. If you come to the attention of people who are suspicious (such as a guard who is watching commoners walking through a city gate), it can be assumed that such observers are taking 10 on their Spot checks.

A Bluff check made to feint in combat or create a diversion to hide is an action. A Bluff check made to deliver a secret message doesn’t take an action; it is part of normal communication.Generally, a failed Bluff check in social interaction makes the target too suspicious for you to try again in the same circumstances, but you may retry freely on Bluff checks made to feint in combat. Retries are also allowed when you are trying to send a message, but you may attempt such a retry only once per round.

Creating a disguise requires 1d3×10 minutes of work, you get only one Disguise check per use of the skill, even if several people are making Spot checks against it. The Disguise check is made secretly, so that you can’t be sure how good the result is. The effectiveness of your disguise depends in part on how much you’re attempting to change your appearance. If you are impersonating a particular individual, those who know what that person looks like get a bonus on their Spot checks according to the table below. Furthermore, they are automatically considered to be suspicious of you, so opposed checks are always called for.

Favorable and unfavorable circumstances weigh heavily on the outcome of a bluff. Two circumstances can weigh against you: The bluff is hard to believe, or the action that the target is asked to take goes against its self-interest, nature, personality, orders, or the like. If it’s important, you can distinguish between a bluff that fails because the target doesn’t believe it and one that fails because it just asks too much of the target. Example Circumstances

Bluff Check

The target wants to believe you.

Advantage

The bluff is believable and doesn’t affect the target much.

-

The bluff is a little hard to believe or puts the target at some risk.

Disadvantage

The bluff is hard to believe or puts the target at significant risk.

2 Disadvantage

The bluff is way out there, almost too incredible to consider.

3 Disadvantage

If the Insight check succeeds by 10 or less, then the target didn’t so much see through the bluff as prove reluctant to go along with it. A target that succeeds by 11 or more has seen through the bluff. A successful Bluff check indicates that the target reacts as you wish, at least for a short time (usually 1 round or less) or believes something that you want it to believe. Bluff, however, is not a suggestion spell. Feinting in Combat. You can also use Bluff to mislead an opponent in melee combat (so that it can’t dodge your next attack effectively). See Chapter 9 - Combat. Creating a Diversion to Hide. You can use the Bluff skill to help you hide. A successful Bluff check against an Insight or Perception check gives you the momentary diversion you need to attempt a Hide check while people are aware of you. This usage does not provoke an attack of opportunity. Delivering a Secret Message. You can use Bluff to get a message across to another character without others understanding it. The DC is 15 for simple messages, or 20 for complex messages, especially those that rely on getting across new information. Failure by 4 or less means you can’t get the message across. Failure by 5 or more means that some false information has been implied or inferred. Anyone listening to the exchange can make a Insight check opposed by the Bluff check you made to transmit in order to intercept your message (see Sense Motive). Encode Message: You can create a simple cipher to hide a message’s true meaning. Anyone reading the message must make a Investigation Check against your Bluff check to attempt to understand it. Anyone who knows the cipher can read it automatically.

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Usually, an individual makes a Spot check to see through your disguise immediately upon meeting you and each hour thereafter. If you casually meet many different creatures, each for a short time, check once per day or hour, using an average Spot modifier for the group.

Intimidation When you attempt to influence someone through overt threats, hostile actions, and physical violence, the DM 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. hanging another’s behavior requires 1 minute of interaction. Intimidating an opponent in combat is an action. You can change another’s behavior with a successful check. Your Intimidate check is opposed by the target’s Wisdom or Charisma Saving Throw. If you beat your target’s check result, you may treat the target as friendly, but only for the purpose of actions taken while it remains intimidated. The effect lasts as long as the target remains in your presence, and for 1d6×10 minutes afterward. After this time, the target’s default attitude toward you shifts to unfriendly (or, if normally unfriendly, to hostile). If you fail the check by 5 or more, the target provides you with incorrect or useless information, or worse. Demoralize Opponent: As an Action you can use an Intimidation Check to weaken an opponent’s resolve in combat. The result of your Intimidation Check is the Difficulty Class that your target must achieve using his choice of a Wisdom or Charisma Saving Throw. If you win, the target becomes frightened for a number of rounds equal to 1 + your Charisma modifier. You can Intimidate only an opponent that you threaten in melee combat and that can see you.

Persuasion When you attempt to influence someone or a group of people with tact, social graces, or good nature, the DM 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

Diplomacy You can change the attitudes of others (nonplayer characters) with a successful Diplomacy check; see the Influencing NPC Attitudes sidebar, below, for basic DCs. In negotiations, participants roll opposed Diplomacy checks, and the winner gains the advantage. Opposed checks also resolve situations when two advocates or diplomats plead opposite cases in a hearing before a third party. Changing others’ attitudes with Diplomacy generally takes at least 1 full minute (10 consecutive full-round actions). In some situations, this time requirement may greatly increase. A rushed Diplomacy check can be made as a full-round action, but you take disadvantage on the check. Initial Attitude

New Attitude (DC to achieve) Hostile

Unfriendly

Indifferent

Friendly

Hostile

20 or Less

21

24

30

Unfriendly

14 or Less

Indifferent

15

18

21

11 or Less

12

15

8 or Less

9

Friendly

Make Request. If a creature’s attitude toward you is at least indifferent, you can make requests of the creature. This is an additional Diplomacy check, using the creature’s current attitude to determine the base DC, with one of the following modifiers. Once a creature’s attitude has shifted to helpful, the creature gives in to most requests without a check, unless the request is against its nature or puts it in serious peril. Some requests automatically fail if the request goes against the creature’s values or its nature, subject to GM discretion. Request Give simple advice or directions

-

Give dangerous aid

24

Memorable performance. In a prosperous city, you can earn 5d10 gp/day. In time, you may come to the attention of noble patrons and develop a national reputation.

Distract: Your Performance Check can distract creatures, drawing their attention away from your allies. In a noncombat situation, you may make a Perform Check opposed by your target’s Wisdom Saving Throw. If any of the creatures you target succeed in this save, they all do. If the audience fails its save, they suffer disadvantage to all Perception Checks while you continue to entertain them. Inspire Courage: As an Action you can start a Performance Check with DC 24 that inspires you and your allies to fight with greater determination and focus. To be affected, an ally must be able to hear you sing. The effect lasts for as long as your allies hear you and uses a Bonus Action to mantain. An affected ally receives advantage to attack rols and Wisdom Saving Throw. You can attempt to use Perform in this manner once per encounter.

Charisma Checks A Charisma Check might arise when you try to influence or entertain others, when you try to make an impression or tell a convincing lie, or when you are navigating a tricky social situation.

Spellcasting Ability Sorcerers, use Charisma as their spellcasting ability, to determine the saving throw DCs of Spells they cast.

Advantage

Give simple aid Give lengthy or complicated aid

Great performance. In a prosperous city, you can earn 4d10 gp/day. In time, you may be invited to join a professional troupe and may develop a regional reputation.

Diplomacy Check

Give detailed advice Reveal an unimportant secret

21

Disadvantage Disadvantage 2 Disadvantage

Reveal secret knowledge

2 Disadvantage

Give aid that could result in punishment

3 Disadvantage

Gather Informations An evening’s time, a few gold pieces for buying drinks and making friends, and a DC 10 Gather Information check get you a general idea of a city’s major news items, assuming there are no obvious reasons why the information would be withheld. A typical Gather Information check takes 1d4+1 hours. The higher your check result, the better the information. If you want to find out about a specific rumor, or a specific item, or obtain a map, or do something else along those lines, the DC for the check is 15 to 25, or higher.

Performance Your Charisma (Performance) Check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment. DC

Performance

9

Routine performance. Trying to earn money by playing in public is essentially begging. You can earn 1d10 gp/day.

15

Enjoyable performance. You can earn 2d10 gp/day.

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Chapter 8 - Adventuring Delving into the ancient tomb of horrors. slipping through the back alleys of Waterdeep, hacking a fresh trail through the thick jungles on the Isle of Dread—these are the things that D&D adventures are made of. Your character in the game might explore forgotten ruins and uncharted lands, uncover dark secrets and sinister plots, and slay foul monsters. And if all goes well, your character will survive to claim rich rewards before embarking on a new adventure. This chapter covers the basics of the adventuring life, from the mechanics of movement to the complexities of social interaction. The rules for resting are also in this chapter, along with a discussion of the activities your character might pursue between adventures. Whether adventurers are exploring a dusty dungeon or the complex relationships of a royal court, the game follows a natural rhythm, as outlined in the book’s introduction: 1. The DM describes the environment. 2. The players describe what they want to do. 3. The DM narrates the results of their actions. Typically, the DM uses a map as an outline of the adventure, tracking the characters’ progress as they explore dungeon corridors or wilderness regions. The DM’s notes, including a key to the map, describe what the adventurers find as they enter each new area. Sometimes, the passage of time and the adventurers’ actions determine what happens, so the DM might use a timeline or a flowchart to track their progress instead of a map.

Time In situations where keeping track of the passage of time is important, the DM determines the time a task requires. The DM might use a different time scale depending on the context of the situation at hand. In a dungeon environment, the adventurers’ 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 on 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 Baldur’s Gate to Waterdeep, 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 described in chapter 9.

Movement Swimming across a rushing river, sneaking down a dungeon corridor, scaling a treacherous mountain slopr all sorts of movement play a key role in D&D adventures. The DM 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 DM can summarize movement between encounters: “After killing the guardian at the entrance to the ancient stronghold, you consult your map, which leads you through miles of echoing corridors to a chasm bridged

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by a narrow stone arch.” Sometimes it’s important, though, to know h ow long it takes to get from one spot to another, whether the answer is in days, hours, or minutes. The rules for determining travel time depend on two factors: the speed and travel pace of the creatures moving and the terrain they’re moving over.

Speed 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 lifethreatening situation. The following rules determine how far a character or monster can move in a minute, an hour, or a day.

Travel Pace While traveling, a group of adventurers can move at a normal, fast, or slow pace, as shown on the Travel Pace table. The table states how far the party can move in a period of time and whether the pace has any effect. A fast pace makes characters less perceptive, while a slow pace makes it possible to sneak around and to search an area more carefully (see the “Activity While Traveling” section later in this chapter for more information). Forced March. The Travel Pace table assumes that characters travel for 8 hours in 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 (see appendix A). 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 larger 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 (see chapter 5), 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. Pace

Minute

Hour

Day

Effect

Fast

400 feet

4 miles

-5 penalty to passive 30 miles 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 adventurers 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 Movement through dangerous dungeons or wilderness areas often involves more than simply walking. Adventurers might have to climb, crawl, swim, or jump to get where they need to go. Climbing , Swimming , and Crawling. While climbing or swimming, each foot of movement costs 1 extra foot (2 extra feet in difficult terrain), unless a creature has a climbing or swimming speed. At the DM’s option, climbing a slippery vertical surface or one with few handholds requires a successful Strength (Athletics) Check. Similarly, gaining any distance in rough water might require a successful Strength (Athletics) Check. 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 your DM’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 DM 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 1/2 times your height.

Activity While Traveling As adventurers travel through a dungeon or the wilderness, they need to remain alert for danger, and some characters might perform other tasks to help the group’s journey.

Marching Order The adventurers should establish a marching order. A marching order makes it easier to determine which characters are affected by traps, which ones can spot hidden enemies, and which ones are the closest to those enemies when a fight breaks out. A character might occupy the front rank, one or more middle ranks, or the back rank. Characters in the front and back ranks need enough room to travel side by side with others in their rank. When space is too tight, the marching order must change, usually by moving characters to a middle rank. Fewer Than Three Ranks. If an adventuring party arranges its marching order with only two ranks, they are a front rank and a back rank. If there’s only one rank, it’s considered a front rank.

Stealth While traveling at a slow pace, the characters can move stealthily. As long as they’re not in the open, they can try to surprise or sneak by other creatures they encounter. See the rules for hiding in chapter 7.

Noticing Threats Use the Wisdom (Perception) scores of the characters to determine whether anyone in the group notices a hidden threat. The DM might decide that a threat can be noticed only by characters in a particular rank. For example, as the characters are exploring a maze of tunnels, the DM might decide that only those characters in the back rank have a chance to hear or spot a stealthy creature following the group, while characters in the front and middle ranks cannot. While traveling at a fast pace, characters take a 5 penalty to their passive Wisdom (Perception) scores to notice hidden threats. Encountering Creatures. If the DM determines that the adventurers encounter other creatures while they’re traveling, it’s up to both groups to decide what happens next. Either group might decide to attack, initiate a conversation, run away, or wait to see what the other group does. Surprising Foes. If the adventurers encounter a hostile creature or group, the DM determines whether the adventurers or their foes might be surprised when combat erupts. See chapter 9 for more about surprise.

Other Activities Characters who turn their attention to other tasks as the group travels are not focused on watching for danger. These characters don’t contribute their passive Wisdom (Perception) scores to the group’s chance of noticing hidden threats. However, a character not watching for danger can do one of the following activities instead, or some other activity with the DM’s permission. Navigate. The character can try to prevent the group from becoming lost, making a Wisdom (Survival) Check when the DM calls for it. (The Dungeon Master’s Guide has rules to determine whether the group gets lost.) Draw a Map. The character can draw a map that records the group’s progress and helps the characters get back on course if they get lost. No ability Check is required. Track. A character can follow the tracks of another creature, making a Wisdom (Survival) Check when the DM calls for it. (The Dungeon Master’s Guide has rules for tracking.) Forage. The character can keep an eye out for ready sources of food and water, making a Wisdom (Survival) Check when the DM calls for it. (The Dungeon Master’s Guide has rules for foraging.)

Environment Hazards 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.

Acid Corrosive acids deals 1d6 points of damage per round of exposure except in the case of total immersion (such as into a vat of acid), which deals 10d6 points of damage per round. An attack with acid, such as from a hurled vial or a monster’s spittle, counts as a round of exposure.

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The fumes from most acids are inhaled poisons. Those who come close enough to a large body of acid to dunk a creature in it must make a DC 13 Constitution save or take 1 point of Constitution damage. All such characters must make a second save 1 minute later or take another 1d4 points of Constitution damage.

exposure, except in the case of total immersion (such as when a character falls into the crater of an active volcano), which deals 20d6 points of damage per round. Damage from magma continues for 1d3 rounds after exposure ceases, but this additional damage is only half of that dealt during actual contact (that is, 1d6 or 10d6 points per round).

Cold

Heat

Whenever the temperature is at or below 0 degrees Fahrenheit, a creature exposed to the cold must succeed on a DC 10 Constitution saving throw at the end of each hour or gain one level of exhaustion. Creatures with resistance or immunity to cold damage automatically succeed on the saving throw, as do creatures wearing cold weather gear (thick coats, gloves, and the like) and creatures naturally adapted to cold climates.

When the temperature is at or above 100 degrees Fahrenheit, a creature exposed to the heat and without access to drinkable water must succeed on a Constitution saving throw at the end of each hour or gain one level of exhaustion. The DC is 5 for the first hour and increases by 1 for each additional hour. Creatures wearing medium or heavy armor, or who are clad in heavy clothing, have disadvantage on the saving throw.

Darkness

Ice

Darkvision allows characters and monsters to see perfectly well without any light at all, but characters with normal vision (or low-light vision, for that matter) can be rendered completely blind by putting out the lights.

Slippery ice is difficult terrain. When a creature moves onto slippery ice for the first time on a turn, it must succeed on a DC 10 Dexterity (Acrobatics) Check or fall prone. Thin ice has a weight tolerance of 50 encumbrance slots per 10-foot-square area. Whenever the total weight on an area of thin ice exceeds its tolerance, the ice in that area breaks. All creatures on broken ice fall through.

A creature blinded by darkness can make a Wisdom (Perception) Check to Listen as a Bonus Action each round in order to locate foes (DC equal to opponents’ Dexterity (Stealth) Checks). A successful Check lets a blinded character hear an unseen creature “over there somewhere.” It’s almost impossible to pinpoint the location of an unseen creature. A Wisdom (Perception) Check that beats the DC by 21 reveals the unseen creature’s square (but the unseen creature still has Total Cover from the blinded creature).

Falling A fall from a great height is one of the most common hazards facing an adventurer. At the end of a fall, a creature takes 1d6 bludgeoning damage for every 10 feet it fell, to a maximum of 20d6. The creature lands prone, unless it avoids taking damage from the fall. Just as characters take damage when they fall more than 10 feet, so too do they take damage when they are hit by falling objects. For each 40 pounds (18kg) of an object’s weight, the object deals 1d6 points of damage, provided it falls at least 10 feet. Distance also comes into play, adding an additional 1d6 points of damage for every 10-foot increment it falls beyond the first (to a maximum of 20d6 points of damage). Objects smaller than 20 pounds also deal damage when dropped, but they must fall farther to deal the same damage. For example an object weighting 10 pounds must fall for 40 foot to deal 1d6 damage. Objects weighing less than 1 pound do not deal damage no matter how far they have fallen.

Fire Characters exposed to burning oil, bonfires, and such can find their clothes, hair, or equipment on fire. Characters at risk of catching fire are allowed a DC 15 Dexterity save to avoid this fate. If a character’s clothes or hair catch fire, he takes 1d6 points of damage immediately. In each subsequent round, the burning character must make another Dexterity saving throw. Failure means he takes another 1d6 points of damage that round. Success means that the fire has gone out. A character on fire may automatically extinguish the flames by jumping into enough water to douse himself. If no body of water is at hand, rolling on the ground or smothering the fire with cloaks permits the character another save with a advantage. Lava or magma deals 2d6 points of damage per round of

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Quicksand A quicksand pit covers the ground in roughly a 10-footsquare area and is usually 10 feet deep. When a creature enters the area, it sinks ld4 + 1 feet into the quicksand and becomes restrained. At the start of each of the creature’s turns, it sinks another 1d4 feet. As long as the creature isn’t completely submerged in quicksand, it can escape by using its action and succeeding on a Strength Check. The DC is 10 plus the number of feet the creature has sunk into the quicksand. A creature that is completely submerged in quicksand can’t breathe. A creature can pull another creature within its reach out of a quicksand pit by using its action and succeeding on a Strength Check. The DC is 5 plus the number of feet the target creature has sunk into the quicksand.

Razorvine Razorvine is a plant that grows in wild tangles and hedges. It also clings to the sides of buildings and other surfaces as ivy does. A 10-foot-high, 10-foot-wide, 5-foot-thick wall or hedge of razorvine has AC 11, 25 hit points, and immunity to bludgeoning, piercing, and psychic damage. When a creature comes into direct contact with razorvine for the first time on a turn, the creature must succeed on a DC 10 Dexterity saving throw or take 5 (1d10) slashing damage from the razorvine’s bladelike thorns.

Smoke A character who breathes heavy smoke must make a Constitution save each round (DC 15, +1 per previous Check) or spend that round choking and coughing. A character who chokes for 2 consecutive rounds takes 1d6 points of damage. Smoke obscures vision, giving half cover to characters within it.

Strong Wind A strong wind imposes disadvantage on ranged weapon Attack Rolls and Wisdom (Perception) Checks that rely on hearing. A strong wind also extinguishes open flames, disperses fog, and makes flying nearly impossible. A strong wind in a desert can create a sandstorm that imposes

disadvantage on Wisdom (Perception) Checks that rely on sight. The wind can create a stinging spray of sand or dust, fan a large fire, heel over a small boat, and blow gases or vapors away. If powerful enough, it can even knock characters down interfere with ranged attacks, or impose penalties on some skill Checks. The table here presented describes the wind force and the related penalities to ranged attacks and wind effect for size of affected creature or object. To resist the wind effect a creature must succeed a Constitution or Strenght Saving Throw or suffer the wind effects. Light Wind. A gentle breeze, having little or no game effect.

Hurricane

Tornado

Impossible

Impossible

Moderate Wind. A steady wind with a 50% chance of extinguishing small, unprotected flames, such as candles. Strong Wind. Gusts that automatically extinguish unprotected flames (candles, torches, and the like). Such gusts impose a -2 penalty on ranged Attack Rolls and on Listen Checks. Severe Wind. In addition to automatically extinguishing any unprotected flames, winds of this magnitude cause protected flames to dance wildly and have a 50% chance of extinguishing these lights. Ranged weapon attacks and Listen Checks are at a -4 penalty. Windstorm. Powerful enough to bring down branches if not whole trees, windstorms automatically extinguish unprotected flames and have a 75% chance of blowing out protected flames, such as those of lanterns. Ranged weapon attacks are impossible, and even siege weapons have a -4 penalty on Attack Rolls. Listen Checks are at a -8 penalty due to the howling of the wind. Hurricane. All flames are extinguished. Ranged attacks are impossible (except with siege weapons, which have a -8 penalty on Attack Rolls). Listen Checks are impossible: All characters can hear is the roaring of the wind. Hurricaneforce winds often fell trees. Tornado. All flames are extinguished. All ranged attacks are impossible, as are Listen Checks. Instead of being blown away, characters in close proximity to a tornado who fail their Fortitude saves are sucked toward the tornado. Those who come in contact with the actual funnel cloud are picked up and whirled around for 1d10 rounds, taking 6d6 points of damage per round, before being violently expelled (falling damage may apply). While a tornado’s rotational speed can be as great as 300 mph, the funnel itself moves forward at an average of 30 mph (roughly 250 feet per round). A tornado uproots trees, destroys buildings, and causes other similar forms of major destruction. Wind Force

Attacks

Creature

Wind Effect

Any

None

Moderate

Any

None

Strong

Tiny or smaller

Knocked down

Small or larger

None

Tiny

Blown away

Light

Severe

Windstorm

-2

-4

Impossible

Small

Knocked down

Medium

Checked

Large or larger

None

Small or smaller

Blown away

DC

10

15

18

Medium

Knocked down

Large or Huge

Checked

Gargantuan

None

Medium or smaller

Blown away

Large

Knocked down

Huge

Checked

Gargantuan or Colossal

None

Large or smaller

Blown away

Huge

Knocked down

Gargantuan or Colossal

Checked

20

30

Checked. Creatures are unable to move forward against the force of the wind. Flying creatures are blown back 1d6×5 feet. Knocked Down. Creatures are knocked prone by the force of the wind. Flying creatures are instead blown back 1d6×10 feet. Blown Away. Creatures on the ground are knocked prone and rolled 1d4×10 feet, taking 1d4 points of damage per 10 feet. Flying creatures are blown back 2d6×10 feet and take 2d6 points of nonlethal damage due to battering and buffeting.

Suffocating A creature can hold its breath for a number of rounds equal to 1 + its Constitution modifier. When a creature runs out of breath, it drops to 0 hit points and is dying. 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.

Swimming Any character can wade in relatively calm water that isn’t over his head, no Check required. Similarly, swimming in calm water only requires a Strenght (Atlethics) Checks with a DC of 10. Trained swimmers can just take 10. (Remember, however, that armor or heavy gear makes any attempt at swimming much more difficult.) By contrast, fast-moving water is much more dangerous. On a successful DC 15 Strenght (Atlethics) Check or a DC 15 Strength Check, it deals 1d3 points of damage per round (1d6 points of lethal damage if flowing over rocks and cascades). On a failed Check, the character must make another Check that round to avoid going under and begin suffocating.

Vision and Light The most fundamental tasks of adventuring—noticing danger, finding hidden objects, hitting an enemy in combat, and targeting a spell, to name just a few— rely heavily on a character’s ability to see. Darkness and other effects that obscure vision can prove a significant hindrance. A given area might be lightly or heavily obscured. In a lightly obscured area, such as dim light, patchy fog, or moderate foliage, creatures have disadvantage on Wisdom (Perception) Checks that rely on sight. A heavily obscured area—such as darkness, opaque fog, or dense foliage—blocks vision entirely. A creature in a heavily obscured area effectively suffers from the blinded condition (see appendix A). The presence or absence of light in an environment creates three categories of illumination: bright light, dim light, and darkness.

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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 also counts as dim light. A particularly brilliant full moon might bathe the land in dim light. Darkness creates a heavily obscured area. Characters face darkness outdoors at night (even most moonlit nights), within the confines of an unlit dungeon or a subterranean vault, or in an area of magical darkness.

Blindsight A creature with blindsight can perceive its surroundings without relying on sight, within a specific radius. Creatures without eyes, such as oozes, and creatures with echolocation or heightened senses, such as bats and true dragons, have this sense.

Darkvision Many creatures in the w orlds of D&D, especially those that dwell underground, have darkvision. Within a specified range, a creature with darkvision can see in darkness as if the darkness w ere dim light, so areas of darkness are only lightly obscured as far as that creature is concerned. However, the creature can’t discern color in darkness, only shades of gray.

Truesight A creature with truesight can, out to a specific range, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceives the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the creature can see into the Ethereal Plane.

Food and Water Characters who don’t eat or drink suffer the effects of exhaustion (see appendix A). Exhaustion caused by lack of food or water can’t be removed until the character eats and drinks the full required amount.

Food A character needs one pound of food per day and can make food last longer by subsisting on half rations. Eating half a pound of food in a day counts as half a day without food. A character can go without food for a number of days equal to 3 + his or her Constitution modifier (minimum 1). At the end of each day beyond that limit, a character automatically suffers one level of exhaustion. A normal day of eating resets the count of days without food to zero.

Water A character needs one gallon of water per day, or two gallons per day if the weather is hot. A character who drinks only half that much water must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion at the end of the day. A character with access to even less water automatically suffers one level of exhaustion at the end of the day. If the character already has one or more levels of exhaustion, the character takes two levels in either case.

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Resting Heroic though they might be, adventurers can’t spend every hour of the day in the thick of exploration, social interaction, and combat. They need rest—time to sleep and eat, tend their wounds, refresh their minds and spirits for spellcasting, and brace themselves for further adventure. Adventurers can take short rests in the midst of an adventuring day and a long rest to end the day.

Short Rest A short rest is a period of downtime, at least 1 hour long, during which a character during which a character sleeps or performs light activity like eating, drinking, reading, and tending to wounds. A character can regain up to one third (rounded up) of his Hit Dice at the end of a short rest. For each Hit Die spent in this way, the player rolls the die 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 finishing a long rest, as explained below.

Long Rest A long rest is a period of extended downtime, at least 8 hours, 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 marching, fighting, 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 hit points from the all unspent Hit Dices and then refill the Hit Dice pool up to the character’s maximum number of Hit Dice, which is equal to the character’s level. In addition characters regain also 1 point of ability damage.

Chapter 9 - Combat The clatter of a sword striking against a shield. The terrible rending sound as monstrous claws tear through armor. The sharp tang of blood in the air, cutting through the stench of vile monsters. Roars of fury, shouts of triumph, cries of pain. Combat in D&D can be chaotic, deadly, and thrilling. This chapter provides the rules you need for your characters and monsters to engage in combat, whether it is a brief skirmish or an extended conflict in a dungeon or on a field of battle. Throughout this chapter, the rules address you, the player or Dungeon Master. The Dungeon Master controls all the monsters and nonplayer characters involved in combat, and each other player controls an adventurer. “You” can also mean the character or monster that you control.

The Order of Combat



A typical combat encounter is a clash between two sides, a flurry of weapon swings, feints, parries, and footwork. 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.

Surprise A band of adventurers sneaks up on a bandit camp, springing from the trees to attack them. A gelatinous cube glides down a dungeon passage, unnoticed by the adventurers until the cube engulfs one of them. In these situations, one side of the battle gains surprise over the other. The DM determines who might be surprised. If neither side tries to be stealthy, they automatically notice each other. Otherwise, the DM 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 the combat, and you can’t take a reaction until that turn ends. A m ember of a group can be surprised even if the other members aren’t.

Initiative Initiative determines the order of turns during combat. When combat starts, every participant makes a Dexterity Check to determine their place in the initiative order. The DM makes one roll for an entire group of identical creatures, so each member of the group acts at the same time.

Your Turn 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 described in the “Actions in Combat” section later in this chapter. Many class features and other abilities provide additional options for your action. The “Movement and Position” section later in this chapter gives the rules for your move. You can forgo moving, taking an action, or doing anything at all on your turn. If you can’t decide what to do on your turn, consider taking the Dodge or Ready action, as described in “Actions in Combat.”

Bonus Actions Various class features 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 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 w hen you have more than one available. You choose when to take a bonus action during your turn, unless the bonus action’s timing is specified, and anything that deprives you of your ability to take actions also prevents you from taking a bonus action.

Other Activity on Your Turn Your turn can include a variety of flourishes that require neither your action nor your move. You can communicate however you are able, through brief utterances and gestures, as you take your turn. You can also interact with one object or feature of the environment for free, during either your move or your action. For example, you could open a door during your move as you stride toward a foe, or you could draw your weapon as part of the same action you use to attack. If you want to interact with a second object, you need to use your action. Some items and other special objects always require an action to use, as stated in their descriptions. The DM 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 DM could reasonably expect you to use an action to open a stuck door or turn a crank to lower a drawbridge.

Movement and Position

The DM 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.

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.

If a tie occurs, the DM decides the order among tied DM-controlled creatures, and the players decide the order among their tied characters. The DM can decide the order if the tie is between a monster and a player character.

However you’re moving, you deduct the distance of each part of your move from your speed until it is used up or until you are done moving. The “Special Types of Movement’’ section in chapter 8 gives the particulars movement types.

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Breaking Up Your Move You can break up your movement on your turn, using some of your speed before and after your action. For example, if you have a speed of 30 feet, you can move 10 feet, take your action, and then move 20 feet. Moving between Attacks. If you take an action that includes more than one weapon attack, you can break up your movement even further by moving between those attacks. For example, a fighter who can make two attacks with the Extra Attack feature and who has a speed of 25 feet could move 10 feet, make an attack, move 15 feet, and then attack again. Using Different Speeds. If you have more than one speed, 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.

Difficult Terrain Combat rarely takes place in bare rooms or on featureless plains. Boulder-strewn caverns, briarchoked 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.

The larger creature can dislodge the smaller creature as an action knocking it off, scraping it against a wall, or grabbing and throwing it- by making a Strength (Athletics) Check contested by the smaller creature’s Strength (Athletics) or Dexterity (Acrobatics) Check. The climbing creature must repeat the contest Check every turn or fall off on failure.

Flanking Flanking gives combatants a simple way to gain advantage on Attack Rolls against a common enemy. A creature can’t flank an enemy that it can’t see. A creature also can’t flank while it is incapacitated. A Large or larger creature is flanking as long as at leas

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.

Flanking on Squares. When a creature and at least one of its allies are adjacent to an enemy and on opposite sides or corners of the enemy’s space, they flank that enemy, and each of them has advantage on melee Attack Rolls against that enemy. When in doubt about whether two creatures flank an enemy on a grid, trace an imaginary line between the centers of the creatures’ spaces. If the line passes through opposite sides or corners of the enemy’s space, the enemy is flanked.

Being Prone

Creature Size

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, a condition described in appendix A.

Each creature takes up a different amount of space. The Size Categories table shows how much space a creature of a particular s ize controls in combat. Objects sometimes use the same size categories.

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 and provokes attacks of opportunity. For example, if your speed is 30 feet, you must spend 15 feet of movement to stand up. You can’t stand up if you don’t have enough movement left or if your speed is 0. To move while prone, you must crawl or use magic such as teleportation. Every foot of movement while crawling costs 1 extra foot. Crawling 1 foot in difficult terrain, therefore, costs 3 feet of movement.

Moving Around other Creatures You can move through a nonhostile 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, as explained later in the chapter.

Climb onto a Bigger Creature A creature at least two size category larger can be treated as terrain for the purpose of jumping onto its back or clinging to a limb. After making any ability Checks necessary to get into position and onto the larger creature, .

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Then, the smaller creature uses its action to make a Strength (Athletics) or Dexterity (Acrobatics) Check contested by the target’s Strength (Athletics). If it wins the contest, the smaller creature successfully moves into the target creature’s space and clings to its body. While in the target’s space, the smaller creature moves with the target and has advantage on Attack Rolls against it. The smaller creature can move around within the larger creature’s space, treating the space as difficult terrain.

Size

Space

Tiny

2 by 2 ft.

Small

5 by 5 ft.

Medium

5 by 5 ft.

Large

10 by 10 ft.

Huge

15 by 15 ft.

Gargantuan

20 by 20 ft. or larger

Space A creature’s space is the area in feet that it effectively controls in combat, not an expression of its physical dimensions. A typical Medium creature isn’t 5 feet wide, for example, but it does control a space that wide. 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. Squeezing into a Smaller Space. A creature can squeeze through a space that is large enough for a creature one size smaller than it. 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

Playing on a Grid

Dash

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

When you take the Dash action, you gain extra movement for the current turn. The increase equals your speed, after applying any modifiers. 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.

Squares. Each square on the grid represents 5 feet. Speed. Rather than moving foot by foot, move square by square on the grid. This means you use your speed in 5-foot segments. This is particularly easy if you translate your speed into squares by dividing the speed by 5. For example, a speed of 30 feet translates into a speed of 6 squares. If you use a grid often, consider writing your speed in squares on your character sheet.

Disengage If you take the Disengage action, your movement doesn’t provoke opportunity attacks for the rest of the turn.

Entering a Square. To enter a square, you must have at least 1 square of movement left, even if the square is diagonally adjacent to the square you’re in. If a square costs extra movement, as a square of difficult terrain does, you must have enough movement left to pay for entering it. For example, you must have at least 2 squares of movement left to enter a square of difficult terrain.

Dodge

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

Feint

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

Actions



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 DM tells you whether that action is possible and what kind of roll you need to make, if any, to determine success or failure.

Aim If you are weilding a ranged weapon and not engaged in melee combat, you could spend your action to aim to a target with a Wisdom (Perception) Check opposed to your target’s Dexterity (Acrobatics), or Charisma (Deception) Check. If you succeed, you gain advantage on you first ranged attack roll. If you make another attak before your next turn or you shoot at another target, you will lose the advantage gained in this fashon.

Attack The most common action to take in combat is the Attack action, whether you are swinging a sword, firing an arrow from a bow, or brawling with your fists. With this action, you make one melee or ranged attack. See the “Attacks” section for the rules that govern attacks. Certain features, such as the Extra Attack feature of the fighter, allow you to make more than one attack with this action.

Cast a Spell Spellcasters such as wizards and clerics, as well as many Monsters, have access to Spells and can use them to great 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.

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.

To feint, make a Charisma (Deception) Check opposed by a Dexterity (Acrobatics) or Wisdom (Insight) Check by your target. If your Check result exceeds your target’s Check result, the, on your next turn, you gain advantage on you first melee attack roll. When feinting in this way against a nonhumanoid you take disadvantage on your Check.

Help You can lend your aid to another creature in the completion of a task. When you take the Help action, the creature you aid gains advantage on the next ability Check it makes to perform the task you are helping with, provided that it makes the Check before the start of your next turn. Alternatively, you can aid a friendly creature in attacking a creature within 5 feet of you. If your ally attacks the target before your next turn, the first Attack Roll is made with advantage.

Hide When you take the Hide action, you make a Dexterity (Stealth) Check in an attempt to hide, following the rules in chapter 7 for hiding. If you succeed, you gain certain benefits, as described in the “Unseen Attackers and Targets” section later in this chapter.

Overrun When a creature tries to move through a hostile creature’s space, the mover can try to force its way through. As an action, the mover makes a Strength (Athletics) Check contested by the hostile creature’s Strength (Athletics). The creature with the bigger size has Advantage for the Overrun check. If the mover wins the contest, it can move through the hostile creature’s space once this turn.

Ready Sometimes you want to wait for a particular circumstance before you act. To do so, you can take the Ready action on your turn so that you can act later in the round using your reaction. First, you decide what perceivable circumstance will trigger your reaction. Then, you choose the action you will take in response to that trigger, or you choose to move up to your speed in response to it. 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.

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Search When you take the Search action, you devote your attention to finding something. Depending on the nature of your search, the DM might have you make a Wisdom (Perception) Check or an Intelligence (Investigation) Check.

Tumble When a creature tries to move through a hostile creature’s space, the mover can try to bypass the opponent by tumblign over it. As an action, the mover makes a Dexterity (Acrobatics) Check contested by the hostile creature’s Dexterity (Acrobatics) Check. The creature with the bigger size has Disadvantage for the Tumble check (both if it is the moving or resisting creature). If the mover wins the contest, it can move through the hostile creature’s space once this turn.

Use an Object You normally interact with an object while doing something else, such as when you draw a sword as part of an attack. When an object requires your action for its use, you take the Use an Object action. This action is also useful when you want to interact with more than one object on your turn.

Reactions



Certain special abilities 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. 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.

Evade If a ranged or melee attack hits you, before damage is rolled, you can spend your reaction to make a Dexterity (Acrobatics) and compare it to the incoming Attack Roll. If your Check surpass the Attack Roll you succeed to evade the incoming attack, negating the damage. In any case, you fall prone on your position.

Opportunity Attacks 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 interrupts the provoking creature’s movement, occurring right before the creature leaves your reach. You can avoid provoking an opportunity attack by taking the Disengage action. You don’t provoke an opportunity attack when someone or something moves you without using your movement, action, or reaction.

Parry If a melee attack hits you, before damage is rolled, you can spend your reaction to make a Strenght (Athletics) check and compare it to the incoming Attack Roll to parry the incoming attack wth your Weapon. You can’t use a weapon lighter then the attacking one. If your Check surpass the Attack Roll you parry the incoming attack, negating the damage. In any case, you have disadvantage on attack rolls, until the end of your next turn.

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Attacks Whether you’re striking with a melee weapon, firing a weapon at range has a simple structure. 1. Choose a target. Pick a target within your attack’s range: a creature, an object, or a location. 2. Determine modifiers. The DM determines whether the target has cover and whether you have advantage or disadvantage against the target. Special abilities, and other effects can apply penalties or bonuses to your Attack Roll. 3. Resolve the attack. You make the Attack Roll. On a hit, you roll damage, unless the particular attack has rules that specify otherwise. Some attacks cause special effects in addition to or instead of damage. If during an action you’re making an Attack Roll, you’re making an attack.

Attack Rolls When you make an attack, your Attack Roll determines whether the attack hits or misses. To make an Attack Roll, roll a d20 and add the appropriate modifiers. If the total of the roll plus modifiers equals or exceeds the target’s Armor Class (AC), the attack hits. The AC of a character is determined at character creation, whereas the AC of a monster is in its stat block.

Modifiers to the Roll When a character makes an Attack Roll, the two most common modifiers to the roll are an ability modifier and the character’s proficiency bonus. When a monster makes an Attack Roll, it uses whatever modifier is provided in its stat block. Ability Modifier. The ability modifier used for a melee weapon attack is Strength, and the ability modifier used for a ranged weapon attack is Dexterity. Weapons that have the finesse or thrown property break this rule. Proficiency Bonus. You add your proficiency bonus to your Attack Roll when you attack using a weapon with which you have proficiency.

Rolling 1 or 20 Sometimes fate blesses or curses a combatant, causing the novice to hit and the veteran to miss. If the d20 roll for an attack is a 20, the attack hits regardless of any modifiers or the target’s AC. In addition, the attack is a critical hit, as explained later in this chapter. If the d20 roll for an attack is a 1, the attack misses regardless of any modifiers or the target’s AC, and any adiacent enemy of the creature is entitled to do an opportunity attack.

Touch Attacks Some attacks disregard armor, including shields and natural armor. In these cases, the attacker makes a touch Attack Roll (either ranged or melee). When you are the target of a touch attack, your AC doesn’t include any armor bonus, shield bonus, or natural armor bonus. All other modifiers, such as your size modifier, Dexterity modifier, and deflection bonus, or the Barbarian and Monk Armor Class bonuses apply normally.

Cover Walls, trees, creatures, and other obstacles can provide cover during combat, making a target more difficult to harm. A target can benefit from cover only when an attack or other effect originates on the opposite side of the cover.

There are three degrees of cover. If a target is behind multiple sources of cover, only the most protective degree of cover applies; the degrees aren’t added together.

Half Cover 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. Half Cover gives the subject of a successful attack a 10% chance that the attacker missed because of it. If the attacker hits, the attacker must make a miss chance percentile roll to confirm the hit. Multiple Half Covers do not stack.

Three-Quarters Cover 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. Three-Quarters Cover gives the subject of a successful attack a 25% chance that the attacker missed because of the Three-Quarters Cover. If the attacker hits, the attacker must make a miss chance percentile roll to confirm the hit. Multiple Three-Quarters Cover conditions do not stack.

Total Cover Combatants often try to escape their foes’ notice by hiding or lurking in darkness. When you attack a target that you can’t see - If you have line of effect to a target but not line of sight - he is considered to have Total Cover from you. This is true whether you’re guessing the target’s location or you’re targeting a creature you can hear but not see. Normally you can’t attack an opponent that has Total Cover, though you can attack into a square that you think he occupies. A character with Total Cover has a 50% miss chance. If the target isn’t in the location you targeted, you automatically miss, but the DM typically just says that the attack missed, not whether you guessed the target’s location correctly. Unseen Attackers. When a creature can’t see you, you have advantage on Attack Rolls against it. If you are hidden— both unseen and unheard—when you make an attack, you give away your location when the attack hits or misses.

Ranged Attacks When you make a ranged attack, you fire a bow or a crossbow, hurl a handaxe, or otherwise send projectiles to strike a foe at a distance. A monster might shoot spines from its tail.

Range You can make ranged attacks only against targets within a specified range. If a ranged attack 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 range.

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 or some other means, you have disadvantage on the Attack Roll if you are within 5 feet of a hostile creature who can see you and who isn’t incapacitated.

Melee Attacks Used in hand-to-hand combat, a melee attack allows you to attack a foe within your reach. A melee attack typically u ses a handheld weapon such as a sword, a warhammer, or an axe. A typical monster makes a melee attack when it strikes with its claws, horns, teeth, tentacles, or other body part. 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.

All Out Attack The character makes a furious melee attack, exposing himself to danger in order to land a forceful blow. You gain disadvantage on all your Attack Rolls, but you gain Advantage on the damage rolls, in addition until your next turn you can’t take any reaction.

Cleave When a melee attack reduces an undamaged creature to 0 hit points, any excess damage from that attack might carry over to another creature nearby. The attacker may target another creature within reach and, if the original Attack Roll would hit it, applies any remaining damage to it. If that creature is reduced to 0 hit points too, repeat this process, carrying over the remaining damage until there are no valid targets.

Charge When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature. If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack’s damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).

Special Attacks While the ranged and melee attack actions cover the typical methods for mayhem and violence, there are other types of attacks you can use to defeat your enemies as well. Warriors do not simply stand in place and trade blows. Rather, they rely on a variety of daring actions and stunts to overcome foes. If a special attack action provokes an attack of opportunity, its description notes that fact.

Disarm Using the Attack Action, you can make a special Melee Touch Attack to knock a weapon or another item from a target’s grasp. If you’re able to make multiple attacks with the Attack action, this attack replaces one of them. If the attack succeeds you deal no damage and compare your Attack Roll with the target’s Strength (Athletics), Dexterity (Sleight of Hand) or Wisdom (Insight) Check. If the attacker wins the contest, the defender drops the item. The creature that has an heavier weapon and/or hold with two hands, gain advantage on its Check, Disarming Weapons (Chapter 5 – Equipment) can prevent that.

Flurry You gain an additional, highly inaccurate attack, with you Attack Action. Although you have Disadvantage on all your Attack Rolls until the beginning of your next turn.

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Grapple When you want to grab a creature or wrestle with it, you can use the Attack Action to make a special Unarmed Melee Touch Attack. If you’re able to make multiple attacks with the Attack action, this attack replaces one. The target of your grapple must be no more than one size larger than you, and the larger one gains advantage. If the attack succeeds you deal no damage and compare your Attack Roll with the target’s Strength (Athletics), Dexterity (Sleight of Hand) or Charisma (Deception). If you succeed, you and the target gain the grappled condition (see appendix A) as grappler and grappled creatures. 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 (Sleight of Hand) 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. Damage Your Opponent. if you are grappling, you can deal damage to your opponent equivalent to an unarmed strike, without any attack roll.

Shield Bash You can use your Bonus Action to make a melee attack with your shield, using it as an off-hand weapon. If you use your shield as a weapon, you lose its AC bonus until your next action (usually until the next round) and you don’t add your ability modifier to the damage of the bonus attack, unless that modifier is negative.

Shove Using the Attack Action, you can make a Melee Touch Attack to shove a creature to push it away from you. If you’re able to make multiple attacks with the Attack action, this attack replaces one. The target of your shove must be no more than one size larger than you, and the larger one gains advantage. If the attack succeeds you deal no damage and nd compare your Attack Roll with the target’s Strength (Athletics), Dexterity (Acrobatics) Check or Charisma (Deception). If you win the contest, you can push it 10 feet away from you for each 3 points more of the defender’s check (Rounded down, minimum 5 feet).

Trip You can try to trip an opponent with an Unarmed Melee Touch Attack. If you’re able to make multiple attacks with the Attack action, this attack replaces one. The target of your trip attempt must be no more than one size larger than you, and the larger one gains advantage. If the attack succeeds you deal no damage and compare your Attack Roll with the target’s Strength (Athletics), Dexterity (Acrobatics) or Wisdom (Insight) Check. If the attacker wins the contest, the defender falls prone. You can make Trip Attacks also with Tripping Weapons in (chapter 5 – Equipment).

Two-Weapon Fighting When you take the Attack Action, you can use a Bonus Action to attack with a light weapon that you’re holding in your off-hand. You don’t add your ability modifier to the damage of the bonus attack, unless that modifier is negative.

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Damage



The thrust of a sword, a well-placed arrow, all have the potential to damage, or even kill, the hardiest of creatures.

Damage Rolls Each weapon 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. Masterwork weapons, special abilities, and other factors can grant a bonus to damage. When attacking with a weapon, you add your ability modifier—the same modifier used for the Attack Roll— to the damage. If some other effect deals damage to more than one target at the same time, roll the damage once for all of them

Critical Hits When you score a critical hit, you get to roll extra dice for the attack’s damage against the target. Roll all of the attack’s damage dice twice and add them together. Then add any relevant modifiers as normal. If the attack involves other damage dice, such as from the rogue’s Sneak Attack feature, you roll those dice twice as well.

Damage Types Different attacks 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. 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 spear and the frigid blast of a white dragon’s breath deal cold damage. Fire. Flames to deal fire damage. Force. Force is pure energy focused into a damaging form. Lightning. A lightning bolt and a blue dragon’s breath deal lightning damage. Necrotic. Necrotic damage, dealt by certain undead withers matter and even the soul. Piercing. Puncturing and impaling attacks, including spears and monsters’ bites, deal piercing damage. Poison. Venomous stings and the toxic gas of a green dragon’s breath deal poison damage. Psychic. Mental abilities deal psychic damage. Radiant. Radiant damage, sears the flesh like fire and overloads 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, deals thunder damage.

Resistance and Vulnerability If a creature or an object has resistance to a damage type, damage of that type is halved. If a creature or an object has vulnerability to a damage type, damage of that type is doubled. Resistance and Vulnerability are applied after modifiers to damage and rounded up in both cases. Multiple instances of resistance or vulnerability that affect the same damage type count as only one instance.

Injury and Death



Injury and the risk of death are constant companions of those who explore fantasy gaming worlds.

Hit Points Hit points represent a combination of physical and mental durability, the will to live, and luck. Creatures with more hit points are more difficult to kill. Those with fewer hit points are more fragile. A creature’s current hit points can be any number from the 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.

Temporary Hit Points Some 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 your 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. Unless a feature that grants you temporary hit points has a duration, they last until they’re depleted or one hour 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.

Dropping

to

0 Hit Points

When you drop to 0 hit points, you either die outright or fall unconscious, as explained in the following sections.

Sudden Death & Unconsciousness When an Attack reduces you to 0 hit points and there is damage remaining, if the remaining damage equals or exceeds your Constitution Modifier multiplied for your Character Levels, you are killed outright. Instead, if damage reduces you to 0 hit points and fails to kill you, you fall unconscious (see appendix A) at 0 hit point, and dying. Uncounciousness and Dying statuses end when you regain any hit points.

Knocking a Creature Out Sometimes an attacker wants to incapacitate a foe, rather than deal 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 at 0 hit points and is stable.

Dying 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. Roll a d20: If the roll is 10 or higher, you succeed. Otherwise, you fail. A success or failure has no effect by itself. On your third success, you become stable (see below). On your third failure, you die. The successes and failures don’t need to be consecutive; keep track of both until you collect three of a kind. The number of both is reset to zero when you regain any hit points or become stable. Rolling 1 or 20: When you make a death saving throw and roll a 1 on the d20, it counts as two failures. If you roll a 20 on the d20, you regain 1 hit point. Damage at 0 Hit Points: If you take any damage while you have 0 hit points, you suffer a death saving throw failure. If the damage is from a critical hit, you suffer one additional failure for each extra critical die rolled.

Stabilizing a Creature A dying 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 15 Wisdom (Medicine) Check (see chapter 8 - Using Ability Scores). 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 1d4 hit points after 1 hour.

Mounted Combat



A knight charging into battle on a warhorse, enjoys the benefits of speed and mobility that a mount can provide. Any willing creature that is at least one size larger than you and that has an appropriate anatomy can serve as a mount.

Mounting and Dismounting Once during your move, you can mount a creature that is within 5 feet of you or dismount. Doing so costs an amount of movement equal to half your speed. For example, if your speed is 30 feet, you must spend 15 feet of movement to mount a horse. Therefore, you can’t mount it if you don’t have 15 feet of movement left or if your speed is 0. If an effect moves your mount against its will while you’re on it, you must succeed on a DC 10 Dexterity saving throw or fall off the mount, landing prone in a space within 5 feet of it. If you’re knocked prone while mounted, you must make the same saving throw. If your mount is knocked prone, you can use your reaction to dismount it as it falls and land on your feet. Otherwise, you are dismounted and fall prone in a space within 5 feet it.

Controlling a Mount 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.

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The mount provokes an opportunity attack while you’re on it, the attacker can target you or the mount. 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 it.

Special Actions Guide with Knees. You can guide your mount with your knees so that you can use both hands in combat. Make your Strenght (Atlethics), or Wisdom (Animal Handling) Check with DC 5 at the start of your turn. If you fail, you can use only one hand this round because you need to use the other to control your mount. Cover. As a reaction you can react instantly to drop down and hang alongside your mount, using it as cover by making your Strenght (Atlethics), or Wisdom (Animal Handling) Check with DC 15. You can’t attack or cast spells while using your mount as cover. If you fail your check, you don’t get the cover benefit. Soft Fall. Make your Strenght (Atlethics), or Wisdom (Animal Handling) Check with DC 15, if you succeed you can react instantly to try to take no damage when you fall off a mount—when it is killed or when it falls. If you fail your check, you take 1d6 points of falling damage. This usage does not take an action. Leap. You can get your mount to leap obstacles as part of its movement. Use your Strenght (Atlethics), or Wisdom (Animal Handling) Check to see how far the creature can jump. If you fail your check, you fall off the mount when it leaps and take the appropriate falling damage. Spur Mount. You can spur your mount to greater speed with a move action. Make your Strenght (Atlethics), or Wisdom (Animal Handling) Check with DC 15 increases the mount’s speed by 10 feet for 1 round but deals 1 point of damage to the creature. You can use this ability every round, but each consecutive round of additional speed deals twice as much damage to the mount as the previous round. Fast Mount or Dismount. Make your Strenght (Atlethics), or Wisdom (Animal Handling) Check with DC 20 if you succeed you mount or dismount from a mount of up to one size category larger than yourself without using any action, provided that you still have a move action available that round. If you fail the check, mounting or dismounting is a move action. You can’t use fast mount or dismount on a mount more than one size category larger than yourself.

Underwater Combat



When adventurers pursue sahuagin back to their undersea homes, fight off sharks in an ancient shipwreck, or find themselves in a flooded dungeon room, they must fight in a challenging environment. When making a melee weapon attack, a creature that doesn’t have a swimming speed (either natural or granted by magic) has disadvantage on the attack roll unless the weapon is a dagger, javelin, shortsword, spear, or trident. A ranged weapon attack automatically misses a target beyond the weapon’s normal range. Even against a target within normal range, the attack roll has disadvantage unless the weapon is a crossbow, a net, or a weapon that is thrown like a javelin (including a spear, trident, or dart). Creatures and objects that are fully immersed in water have resistance to fire damage.

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Spellcasting



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, 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. Uncounted thousands of spells have been created over the course of the multiverse’s history, and many of them are long forgotten. Some might yet lie recorded in crumbling spellbooks hidden in ancient ruins or trapped in the minds of dead gods. Or they might someday be reinvented by a character who has amassed enough power and wisdom to do so.

Spell Level Every spell has a level from 0 to 9. A spell’s level is a general indicator of how powerful it is, with the lowly (but still impressive) magic missile at 1st level and the earthshaking 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 Slots Regardless of how many spells a caster knows or prepares, he or she can cast only a limited number of spells before resting. Manipulating the fabric of magic and channeling its energy into even a simple spell is physically and mentally and phisically taxing, and higher-level spells are even more so. Thus, the Mystic class’s description includes a table showing how many spell slots of each spell level a character can use at each character level. 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. Finishing a long rest restores any expended spell slots.

Overcasting 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 and is generically known as Overcasting. Effectively, the spell expands to fill the slot it is put into, infact some spells, have more powerful effects when cast at a higher level, as detailed in a spell’s description.

Casting in Armor Because of the mental focus and precise gestures required for spellcasting, you must be proficient with the armor you are wearing to cast a spell. You are otherwise too distracted and physically hampered by your armor for spellcasting.

Cantrips A cantrip is a spell that can be cast at will, without using a spell slot and without being prepared in advance. Repeated practice has fixed the spell in the caster’s mind and infused the caster with the magic needed to produce the effect over and over. A cantrip’s spell level is 0.

Rituals Certain spells have a special tag: ritual. Such a spell can be cast following the normal rules for spellcasting, or the spell can be cast as a ritual. The ritual version of a spell takes 10 minutes longer to cast than normal.

It also doesn’t expend a spell slot, which means the ritual version of a spell can’t be cast at a higher level. To cast a spell as a ritual, a spellcaster must have a feature that grants the ability to do so. The cleric and the druid, for example, have such a feature. The caster must also have the spell prepared or on his or her list of spells known, unless the character’s ritual feature specifies otherwise, as the wizard’s does.

Casting a Spell 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 Most spells require a single action to cast, but some spells require a bonus action, a reaction, or much more time. Bonus Action. A spell cast with a bonus action is especially swift. You must use a bonus action on your turn to cast the spell, provided that you haven’t already taken a bonus action this turn. You can’t cast another spell during the same turn, except for a cantrip with a casting time of 1 action. Reactions. Some spells can be cast as reactions. These spells take a fraction of a second to bring about and are cast in response to some event. If a spell can be cast as a reaction, the spell description tells you exactly when you can do so. Longer Casting Times. Certain spells (including spells cast as rituals) require more time to cast: minutes or even hours. When you cast a spell with a casting time longer than a single action or reaction, you must spend your action each turn casting the spell, and you must maintain your concentration while you do so (see “Concentration” below). If your concentration is broken, the spell fails, but you don’t expend a spell slot. If you want to try casting the spell again, you must start over.

Range The target of a spell must be within the spell’s range. For a spell like magic missile, the target is a creature. For a spell like fireball, the target is the point in space where the ball of fire erupts. Most spells have ranges expressed in feet. Some spells can target only a creature (including you) that you touch. Other spells, such as the shield spell, affect only you. These spells have a range of self.

Thus, a character who is gagged or in an area of silence, such as one created by the silence spell, can’t cast a spell with a verbal component. Somatic (S). Spellcasting gestures might include a forceful gesticulation or an intricate set of gestures. If a spell requires a somatic component, the caster must have free use of at least one hand to perform these gestures. Material (M). Casting some spells requires particular objects, specified in parentheses in the component entry. A character can use a component pouch or a spellcasting focus 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 spell 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 A spell’s duration is the length of time the spell persists. A duration can be expressed in rounds, minutes, hours, or even years. Some spells specify that their effects last until the spells are dispelled or destroyed. Instantaneous. Many spells are instantaneous. The spell harms, heals, creates, or alters a creature or an object in a way that can’t be dispelled, because its magic exists only for an instant. Concentration. Some spells require you to maintain concentration in order to keep their magic active. If you lose concentration, such a spell ends. If a spell must be maintained with concentration, that fact appears in its Duration entry, and the spell specifies how long you can concentrate on it. You can end concentration at any time (no action required). Normal activity, such as moving and attacking, doesn’t interfere with concentration. The following factors can break concentration: Casting another spell that requires concentration. You lose concentration on a spell if you cast another spell that requires concentration. You can’t concentrate on two spells at once. Taking damage. Whenever you take damage while you are concentrating on a spell, you must make a Constitution (Concentration) Check to maintain your concentration. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as an arrow and a dragon’s breath, you make a separate saving throw for each source of damage.

Once a spell is cast, its effects aren’t limited by its range, unless the spell’s description says otherwise.

Being incapacitated or killed. You lose concentration on a spell if you are incapacitated or if you die. Certain environmental phenomena, such as a wave crashing over you while you’re on a storm-tossed ship, require you to succeed on a Constitution (Concentration) Check to maintain concentration on a spell.

Components

Targets

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.

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).

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”).

Verbal (V). Most spells require the chanting of mystic words. The words themselves aren’t the source of the spell’s power; rather, the particular combination of sounds, with specific pitch and resonance, sets the threads of magic.

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.

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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. Targeting Yourself. If a spell targets a creature of your choice, you can choose yourself, unless the creature must be hostile or specifically a creature other than you. If you are in the area of effect of a spell you cast, you can target yourself.

Areas of Effect 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 of effect has a point of origin, a location from which the spell’s energy erupts. The rules for each shape specify how you position its point of origin. Typically, a point of origin is a point in space, but some spells have an area whose origin is a creature or an object. A spell’s effect expands in straight lines from the point of origin. If no unblocked straight line extends from the point of origin to a location within the area of effect, that location isn’t included in the spell’s area. To block one of these imaginary lines, an obstruction must provide total cover. Cone. A cone extends in a direction you choose from its point of origin. A cone’s width at a given point along its length is equal to that point’s distance from the point of origin. A cone’s area of effect specifies its maximum length. A cone’s point of origin is not included in the cone’s area of effect, unless you decide otherwise. Cube. You select a cube’s point of origin, which lies anywhere on a face of the cubic effect. The cube’s size is expressed as the length of each side. A cube’s point of origin is not included in the cube’s area of effect, unless you decide otherwise. Cylinder. A cylinder’s point of origin is the center of a circle of a particular radius, as given in the spell description. The circle must either be on the ground or at the height of the spell effect. The energy in a cylinder expands in straight lines from the point of origin to the perimeter of the circle, forming the base of the cylinder. The spell’s effect then shoots up from the base or down from the top, to a distance equal to the height of the cylinder. A cylinder’s point of origin is included in the cylinder’s area of effect. Line. A line extends from its point of origin in a straight path up to its length and covers an area defined by its width. A line’s point of origin is not included in the line’s area of effect, unless you decide otherwise. Sphere. You select a sphere’s point of origin, and the sphere extends outward from that point. The sphere’s size is expressed as a radius in feet that extends from the point. A sphere’s point of origin is included in the sphere’s area of effect.

Saving Throws Many spells specify that a target can make a saving throw to avoid some or all of a spell’s effects. The spell specifies the ability that the target uses for the 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.

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Attack Rolls Some spells require the caster to make an attack roll to determine whether the spell effect hits the intended target. Your attack bonus with a spell attack equals your spellcasting ability modifier + your proficiency bonus, an exception for this rule is the Cleric that uses the standard melee and ranged attack rolls. 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.

Combining Magical Effects The effects of different spells add together while the durations of those spells overlap. The effects of the same spell cast multiple times don’t combine, however. Instead, the most potent effect—such as the highest bonus—from those castings applies while their durations overlap. For example, if two clerics cast bless on the same target, that character gains the spell’s benefit only once; he or she doesn’t get to roll two bonus dice.

The Schools of Magic Academies of magic group spells into eight categories called schools of magic. Scholars, particularly wizards, apply these categories to all spells, believing that all magic functions in essentially the same way. 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 longforgotten, 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 controllingt heir 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. Someillusions 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. 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.

Appendix A - Conditions Conditions alter a creature’s capabilities in a variety of ways and can arise as a result of 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.

Ability Damaged • When an attack damages an ability score, it temporarily reduces that score in a living creature. • If, during a 24-hour period, a creature gets a full 8 hours of sleep or equivalent rest, that creature recovers 1 ability score point per damaged ability score. Any significant interruption, such as combat, during the rest prevents healing. • Complete bed rest for the entire 24 hours doubles this rate. Undertaking even light activity during a 24-hour period prevents this additional healing. • Someone who has the Heal skill can help another creature double its recovery of ability score points by succeeding on a DC 15 Heal Check. A healer can tend up to six patients.

Blinded • A blinded creature can’t see and automatically fails any ability Check that requires sight. • Attack Rolls against the creature have advantage, and the creature’s Attack Rolls have disadvantage.

Blown Away Depending on its size, a creature can be blown away by winds of high velocity. Each round a creature on the ground is blown away, it is knocked down and rolls 1d4×10 feet, taking 1d4 points of nonlethal damage per 10 feet. In each round when a fl ying creature is blown away, it is blown back 2d6×10 feet and takes 2d6 points of nonlethal damage due to battering and buffeting.

Effect

01–10

attack source of the effect with melee or ranged weapons (or close with caster if attacking isn’t possible)

11–20

act normally

21–50

do nothing but babble incoherently

51–70

flee away from source of the effect at top possible speed

71–100

attack nearest creature ally or not.

• A confused creature that can’t carry out the indicated activity does nothing but babble incoherently. • Attackers gain no special advantage when attacking a confused creature. Any confused creature that is attacked always retaliates against its attackers on its next turn, as long as it’s still confused when its turn comes. • A confused creature doesn’t make attacks of opportunity against any creature that it isn’t already devoted to attacking either because of its most recent attack or because it has just been attacked.

Dazed • A dazed creature is unable to act normally. It can take no actions but has no penalty to AC. A dazed condition typically lasts for 1 round.

Dazzled • A dazzled creature is unable to see well because of overstimulation of the eyes. It takes disadvantage penalty on Attack Rolls, and Wisdom (Perception) Checks that rely on sight.

Deafened • A deafened creature can’t hear and automatically fails any ability Check that requires hearing.

Exhausted 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 cumulatve levels. Level

Charmed • A charmed creature can’t attack the charmer or target the charmer with harmful abilities. The charmer has advantage on any ability Check to interact socially with the creature.

Checked A Checked creature is prevented from achieving forward motion by an applied force, such as wind. creatures that are on the ground merely stop. Checked creatures that are flying move back a distance specifi ed in the description of the effect.

Confused • A confused creature’s activities are determined rolling d% at the beginning of its turn:

d100

by

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. 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 short rest reduces a creature’s exhaustion level by 1.

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Frightened • A frightened creature has disadvantage on ability Checks and Attack Rolls while the source of its fear is within line of sight. • A Frightened creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move move closer to the source of its fear. It also can’t take reactions.

Grappled • A grappled creature’s speed becomes 0, and it can’t benefit from any bonus to its speed. • The condition ends if the grappler is incapacitated (see the condition) or if an effect removes the grappled creature from the reach of the grappler or grappling effect • A grappled creature has disadvantage on Dexterity Saving Throws and attacks have advantage against it. • A grappled creature can use its action to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Sleight of Hand) Check contested by grappler’s Strength (Athletics) Check.

• Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.

Petrified • A petrified creature is transformed, along with any object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging. • The creature is incapacitated (see the condition), can’t move or speak, and is unaware of its surroundings. • Attack Rolls against the creature have advantage. • The creature automatically fails Strength and Dexterity saving throws. • The creature has resistance to all damage. • The creature is immune to poison and disease, although a poison or disease already in its system is suspended.

Poisoned

• The grappling creature can drag or carry the grappled creature with it, but its speed is halved, unless the creature is two or more sizes smaller than you.

• A poisoned creature has disadvantage on Attack Rolls and ability Checks.

• The grappling creature candeal damage to the grappled creature equivalent to an unarmed strike, without any attack roll.

Prone

Helpless • A helpless creature is paralyzed, held, bound, sleeping, unconscious, or otherwise completely at an opponent’s mercy. • It is treated as having a Dexterity of 0 (–5 modifier) and all attacks against a Helpless creature are critical hits.

Incapacitated • An incapacitated creature can’t take actions or reactions.

• A prone creature’s only movement option is to crawl, unless it stands up and thereby ends the condition. • The creature has disadvantage on Attack Rolls. • An Attack Roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the Attack Roll has disadvantage.

Restrained • A restrained creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.

Invisible

• Attack Rolls against the creature have advantage, and the creature’s Attack Rolls have disadvantage.

• An invisible creature is impossible to see without the aid of relics, faith or a special sense. The creature’s location can be detected by any noise it makes or any tracks it leaves.

• The creature has disadvantage on Dexterity saving throws.

• Attack Rolls against the creature have disadvantage, and the creature’s Attack Rolls have advantage.

Stunned

Nauseated • A nauseated creature is experiencing overwhelming physical discomfort. Nauseated creatures are unable to attack, or do anything else requiring attention. • The only action such a creature can take on its turn is a single Move Action. • This condition affects only living creatures.

Flat-Footed A creature who is surprised is flat-footed, not yet reacting normally to the situation. Attacks versus this creature have advantage and it and cannot make attacks of opportunity.

Paralyzed • A paralyzed creature is incapacitated (see the condition) and can’t move or speak. • The creature automatically fails Strength and Dexterity saving throws.

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• Attack Rolls against the creature have advantage.

• A stunned creature is incapacitated (see the condition), can’t move, and can speak only falteringly. • The creature automatically fails Strength and Dexterity saving throws. • Attack Rolls against the creature have advantage.

Unconscious • An unconscious creature is incapacitated (see the condition), can’t move or speak, and is unaware of its surroundings • The creature drops whatever it’s holding and falls prone. • The creature automatically fails Strength and Dexterity saving throws. • Attack Rolls against the creature have advantage. • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.

CLASS & LEVEL

BACKGROUND

ALIGNMENT

RACE

CH ARACTER NAME

PROFICIENCY BONUS

INSPIRATION

SAVING T H ROWS ATH LETICS

EXPERIENCE POINTS

Total ARMOR AC

TOUCH AC

SHIELD AC

SPENT HIT DICES

INITIATIVE

MAXIMUM

SUCCESSES

CARRING CAPACITY

FAILURES

STRENGTH

TEMPORARY HIT POINTS

CURRENT HIT POINTS SAVING T H ROWS ACROB ATICS SLEIG H T OF H AND STEALT H

DEXTERITY

DEAT H SAVES

N AME

ATK B ONUS

SAVING T H ROWS CONCENTRATION

SPEED

DAMAGE/TYP E

PROPERTIES

DAMAGE/TYPE

PROPERTIES

DAMAGE/TYPE

PROPERTIES

DAMAGE/TYPE

PROPERTIES

N AME

ATK B ONUS

CONSTITUTION

SAVING T H ROWS KNOWLEDGE (________) KNOWLEDGE (________)

N AME

ATK B ONUS

INVESTIGATION INTELLIGENCE

CRAFT N AME

SAVING T H ROWS

WISDOM

INSIGH T M EDICINE PERCE PTI ON SURVIVAL

SAVING T H ROWS DECE PTI ON INTI MIDATION PERSUASI ON CHARISMA

ATK B ONUS

HEAD

SHOULDERS

EYES

ARMS

NECK

HANDS

TORSO

FEET

BODY

HANDHELD RIGHT

WAIST

HANDHELD LEFT EQUIPMENT

FEATURES & TRAITS

SLOTS

EQUIPMENT

SLOTS

FEATURES & T RAITS

ALLIGNMENT

iDEALS

FLAWS

PROFICENCIES & LANGUAGES

CP

SP

EP

GP

PP

BACKGORUND

TREASUR E

SLOTS